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First RPG game. What helps you choose a game design direction?

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Torsk21
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Joined: 12/20/2012

First off, I'm new to these forums so I'd like to say hello. After skimming these forums for a while I was eager to join. Seems to be a good forum community here.

I've just started my first attemt of a board game, after inspiration from a friend doing the same. I have an RPG combat/leveling concept that is going to be the main focus of the game. Building a character, improving his skills, and utilizing them in combat. That being the main focus, I have a pretty good idea as to how characters will level, and how combat will be designed.

However, being my first game, I've been torn in so many ways as to the big picture of the game. To use quest cards, game masters, random events, tiles vs a board, purely a book with rules (like D&D), etc. On one hand, I want a clear cut board game, and on the other hand I want an open world game with role playing. I know I have to try out some different routes and figure it out on my own, but what advice would you have when you get in a situation like this? Do you spend many hours making multiple versions of the game and pick the best? Pick a theme and stick to it? Drive yourself crazy and dump the whole thing? I'd like to see the perspective of others.

Thanks in advance for your time and thoughts.

Yort
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Joined: 11/24/2009
What I would want to see

What I would like to see is a roleplaying game with a really innovative combat/ability check system, that acts as a board game. Just adjusting a dice roll after referencing some charts doesn't seem to take enough strategy to make it fun for me. The role playing (character development) and story aspect of an RPG are great, but most games seem to make the GAME aspect really thin ( Parcheesi has more strategy than most). I do enjoy the GURPS combat system as it can be used as almost a stand alone game, but it can get bogged down in minutia, and trying to streamline it can unbalance it.

GAME aspect I'd like to see in an RPG:

1) Reward for good roleplaying; such as getting to draw from a special deck which can aid you later.

2) More strategy than just your skill versus your enemy's armor (and skill). Abstracting it into deciding what to do based on what combination of cards (or whatever) you happen to have (based on your character) may actually make the character feel more real, like they have some tendencies of their own.

3) Flexibility enough that whatever creative monster you come up with ( Descent doesn't allow this), you can come up with their hand, method of operation, etc, to have an interesting and fierce battle, where you as the GM don't have to pull any punches.

If this exists, somebody tell me. If it doesn't Torsk, you will be my hero if you invent it.

McTeddy
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Joined: 11/19/2012
My biggest advice to you

My biggest advice to you ESPECIALLY as first time designer... start small. In fact... start small and then divide that in half. Coming up with ideas for games is fun... making them actually work on the other hand can be a pain in the backside. The smaller the game is, the more likely you'll finish it before you get too worn out.

The second piece of advice is to make something quickly. Don't spend hours working on the perfect prototype because your game won't work yet and the hard work will be wasted.

Instead, spend a few hours developing the core system (In your case the leveling) to a functional level. Instead of making 6 classes, make two to the point that they represent your main ideas. Whip up a dozen quick quest and item cards using index cards of even sliced up paper.

The key here is to be playing your game within a day or two. While you play you'll get a real feel for the experience. You'll learn what works and what doesn't by actually experiencing your game. This will allow you to choose which aspects to focus on, or which to cut. Fix what needs to be fixed in this condensed environment because it will be a hell of alot harder with a massive game. Only when this core experience works, focus on a prettier prototype with all the parts you wanted.

Even if the ENTIRE GAME failed catastrophically... it's easy to ditch it here and now. I've seen alot of new designers focus on "It'll be better when...." or gold plating untested-ideas. This only leads to wasted time and a far deeper pain when it fails.

You can be one hell of a designer if you can keep your expectations realistic and focus your work on the important things instead of the "Fun to do" things.

JustActCasual
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Joined: 11/20/2012
My suggestion would be to

My suggestion would be to grow outwards from the combat and leveling mechanics you already have.
How do you handle movement in combat? Can you use that same map system for the overworld?
How do you handle events in combats: randomly or GMed? You could probably expand these mechanics to cover overworld events as well.

In terms of making it a board game that can be expanded to larger campaigns it might be worthwhile to look at something like Gamma World: the character creation/ setup is hugely compressed compared to the 4ED D&D it is based on. While you can later build upon the mechanical base as much as you'd like, the barrier to entry is low: you basically just draw 2 origins and make up a quick explanation of how they fit together.

If you want storytelling/ roleplaying to be a major component of your game you probably want to have more open-ended mechanics, for instance more levels of success (perfect/success/success with penalty/failure with bonus/failure/SNAFU vs success/failure). This will also tend to push you towards a more GM route for adjudication. If you're handing out rewards for roleplaying you might want to keep them more open-ended than specific cards, like Hero points that you can spend to do epic actions, because they will allow these players more opportunities to do more awesome roleplaying. Or, as your leveling system is so central to your design, reward them through that system and bring the focus back on your beautiful core mechanics (Synergy!). Still, for a lot of players roleplaying is its own reward: in Gloom you don't get any mechanical reward for storytelling, but it makes the game significantly better than playing it silent.

TwentyPercent
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Joined: 12/25/2012
RE: First RPG game. What helps you choose a game design directio

Hey Torsk, I'm glad to see others with similar interests in fantasy board games, specifically RPG's. Coincidentally, I'm also a first-time board game designer and working on a sandbox-style RPG board game in which any character can train into any skill or ability (for example, think Skyrim).

You say that the focus of your game is the combat and leveling system, but what is going to make it different from other fantasy RPG board games? You want to make sure it has something to set it apart from other games, to give players a reason to play your game over the others.

It's important to have an element or mechanic that is unique to your game, to set it apart from other board games. It would be easy to create another DnD board game, with only aesthetic and mechanic tweaks here and there. Another idea is to combine elements from multiple existing games to create something that, when put together, is unique its design.

Yort reinforces this by giving some great ideas. It's good to incorporate something into your game that will make it fun and engaging for the players, as opposed to skill checks. Think about many of the different games you love (doesn't have to be RPG, fantasy, or board games) and see what elements in each game you like and don't like. Ideas will come to in how those concepts may help you develop your own or combine existing mechanics to formulate a new one.

BubbleChucks
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Joined: 06/07/2012
I put all the potential game

I put all the potential game directions for an RPG into an events table and roll a D100 percentile dice.

Then I add any potential modifiers and let the result determine the games fate.

In the event of a bad direction I have full confidence in my ability to make saving throws with my 'lucky' dice.

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