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Re: (TFT) Your game, more thoughts.
Rick,
Here are some highlights of your post followed by my response.
From: "rsmith" <rsmith@lightspeed.ca>
The thing is, when I design a game I
borrow (read 'steal') ideas from every other
game I've played.
If I don't look at your beta, and wait
until it is published, then I can buy a copy
of your game and then borrow (read 'steal')
any parts of it that I like.
However if I take this strategy, you
lose any benefit I might be able to give you
which might improve your game.
So it distresses me that I can't help
you make your game better.
However I am unwilling to sign any wide
reaching non-disclosure agreement which may
seriously limit my own designs that I may try
to publish some decade hence.
Do you have any thoughts on this?
Yes. Namely; I couldn't have said it better myself. This is exactly
how my feelings and thoughts have been lining up on the situation. Of
course at the end there is only one thing I want more than playtesters. And
that is competition. A little more on competition first, then an
alternative solution at the end.
I really like the idea of the D20 open gaming license, but I dissagree
with one of their philosophical motivations. They stated that in the past
multiple games "clouded" the market. I disagree. I think that the one
thing role playing needs more of is competition. I should quantify that. I
think role playing games are screaming for more "quality" competition.
Now for my alternative solution. I am willing to do anything I can to
get you to compete with me. Literaly, my game will do better in the market
if it comes out with a rival product. In my studies of the early days of
new industries I was struck by the fact that many of the companies involved
shared a lot of their information in the early days. It was only after they
started making money and competing for market share that they started
keeping secrets. In this sence it is the existing big companies that I am
concerned with protecting myself against.
I am willing to send you the material, if it will help you come out with
a competing product. And you don't let the material out. Let me know if
this is acceptable to you. In the mean time, here is the information I'm
sending the Playtesters with the hard copy of the NDA. This little blurb
gives away most of the "secrets".
AGENDA
First of three. ONE ON ONE is a fight game in the tradition of Melee.
With a major differance. A characters damage is taken from the same dice
rolled to score the hit. Roll 3D vs. DX to hit. A character using a
broadsword gets to choose the highest two dice for damage. This makes the
game faster than Melee. Fewer dice are rolled to cover the same ground.
This isn't the only advancement made to fighting systems.
Attacks are opposed by one's opponent. both players roll their attack
at the same time. Who ever roll the highest and scores a hit, wins. They
get to do damage. The other players attack was swallowed up. Say two
characters with shortswords are going at it. Red rolls a 10 vs. his DX 12
and Blue rolls an 11 vs his DX 12. Blue hits and does damage. Red does
not.
This is a radical new concept called opposed resolution. Here are some
of the more interesting highlights.
Attacking someone from behind is not a bonus to DX, it is just
unopposed. A character only has to roll enough dice to cover the damgage of
their weapon. So attacking someone from behind with a broadsword can be
done on 2D vs. DX.
Begining characters will never do max damage with a great sword. A
great sword requires ST 16 and does 3D. By using the "to hit" dice as
damage dice, the only way a character could do max damage is to have a DX
18. Characters have to grow into the bigger weapons.
Two Weapons, doesn't require any special rules. If a character uses a
broadsword in each hand they have to roll 4D vs. DX to hit. They need 4D to
cover the damage the weapons do.
This system is amazingly self limiting. Simplier than Melee. And,
believe it or not, faster. Just wait till you see the movement system!
Second of Three. WIZARD LAB is a magic system. Similar to ONE ON ONE,
damage is take from the "to hit" dice roll. Thus begining wizards probably
wont be throwing fireballs of more than 3D damage.
The most interesting thing about this system is it is very scaleable.
As characters progress there is always a reason for more DX and ST. To cast
that 6D lightning bolt requires about a DX 21.
The summoning system has a radical change tied to the revolutionary
movement system. Each character has an MA of 10. So they get only 10 dice.
From these dice attacks are made. Movement comes at the end of the turn.
Any dice left are used in moving. One hex per dice. When a wizard summons
a creature, they have to give up some dice, if that creature is going to
attack. This is a self limiting system. As long as they are maintaining a
myrmidon they have to give up dice for its attacks. This means the wizard
won't be able to move as far each turn they are maintaining.
The monster creation rules are included. Not just the magic item
creation system. With WIZARD LAB characters can make new monsters and
unleash them in the GM's campaign. Or just test them out against other
players in the ONE ON ONE system.
Third of three. THE FANTASY UBIQUITOUS. This is the campaign system.
It is done in a "very specific" campaign setting. Not as generic as games
that have come before it. It is loaded with precise situatation and places.
Exact gate locations between places and times. And great opportunities
for players to make their impression on the whole game world.
If you are interested in getting a free copy of this system. Just send
me an e-mail with PLATESTER in the subject heading. I will send you legal
contract for a non-disclosure aggrement. This means you promise not to give
away any of my design secrets, and that you won't use the same to compete
against me. I'm afraid this is a neccessary evil. If you are working on a
game of your own, It may be best if you wait and just buy the published
version. Otherwise, drop me a line.
David Michael Grouchy II
david_michael_grouchy_ii@hotmail.com
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