Mu's Unbelievably Long and Disjointed Ramblings About RPG Design

Mu's Unbelievably Long and Disjointed Ramblings About RPG Design

Mu's Unbelievably Long and Disjointed Ramblings About RPG Design Mu's Unbelievably Long and Disjointed Ramblings About RPG Design 1 / 101 Copyright 2001-Now by Howard Collins . Mu's Unbelievably Long and Disjointed Ramblings About RPG Design 1 Foreword .........................................................................................................................................6 2 General Topics ................................................................................................................................7 2.1 Holistic Game Design .............................................................................................................7 2.2 The Grandfather Clause of Stupidity ......................................................................................8 2.3 Paths Unlimited ......................................................................................................................9 2.4 Design from Tech or Tech from Design ...............................................................................10 2.5 Roleplaying = Fighting..........................................................................................................11 2.6 Limiting Player Power...........................................................................................................13 2.7 Segregating Player Power....................................................................................................15 2.8 The No Numbers Concept....................................................................................................16 2.9 Death Systems for Persistent Worlds...................................................................................16 2.10 Marking Time........................................................................................................................17 2.11 Sample Offline Activity System.............................................................................................19 2.12 Twitch Factor ........................................................................................................................20 2.13 Beware the RP Police...........................................................................................................21 3 Balance .........................................................................................................................................23 3.1 Zero Sum Rule (Shadwolf) ...................................................................................................23 3.2 Too Little is Better than Too Much........................................................................................24 3.3 Why Nerfing is Good ............................................................................................................25 4 Food Basis ....................................................................................................................................27 4.1 Everything Starts with Grain.................................................................................................27 4.2 Kingdom Size and Armies ....................................................................................................29 4.3 Geriatrics, Sexual Roles, and Agriculture.............................................................................30 4.4 Matriarchal Societies: Women's Rights Footnote................................................................32 4.5 Monsters and Food...............................................................................................................33 2 / 101 Copyright 2001-Now by Howard Collins . Mu's Unbelievably Long and Disjointed Ramblings About RPG Design 4.6 Sample Society Outline Based on Food...............................................................................34 5 Economy .......................................................................................................................................37 5.1 Reasonable Cash Economy.................................................................................................37 5.2 Taxes....................................................................................................................................39 5.3 Player to Player Economy/Vendors......................................................................................40 5.4 Keeping Magic Items Uncommon ........................................................................................43 5.5 Item Decay............................................................................................................................44 6 Weapons .......................................................................................................................................46 6.1 Diversity of Arms and Armor.................................................................................................46 6.2 Ceremonial Weapons (Shadwolf).........................................................................................47 6.3 Balancing Existing Armor and Weapon Types.....................................................................47 6.4 Battlefield vs. Personal Combat Weapons (Shadwolf).........................................................49 6.5 Full Plate Acrobats ...............................................................................................................49 6.6 Controlling the Availability of Arms and Armor.....................................................................50 6.7 Spears Rule..........................................................................................................................51 6.8 Maces Are Not Slow .............................................................................................................52 6.9 The "Adventuring Archer" Myth ............................................................................................53 6.10 About Archery (Shadwolf).....................................................................................................54 6.11 Big Weapons Are Not Swung...............................................................................................55 6.12 Realism in Combat (Shadwolf).............................................................................................55 7 Writing ...........................................................................................................................................56 7.1 The Importance of Absurd Detail..........................................................................................56 7.2 Secret and Public Lore .........................................................................................................56 7.3 Beyond Good and Evil and Stuff ..........................................................................................58 7.4 Open Ended Storylines and Player Subplots .......................................................................58 7.5 Content Beyond Powerleveling (Shadwolf) ..........................................................................59 3 / 101 Copyright 2001-Now by Howard Collins . Mu's Unbelievably Long and Disjointed Ramblings About RPG Design 7.6 The Merits of Mindless Slaughter.........................................................................................60 7.7 Repeating Quests.................................................................................................................62 7.8 Multiple World Plot Development and Contingencies ..........................................................63 7.9 Dungeon Design...................................................................................................................65 8 PvP................................................................................................................................................66 8.1 PK or NPK ............................................................................................................................66 8.2 Advantages and Drawbacks of a Fully PvP+ System ..........................................................67 8.3 The Hard Life of the Outlaw..................................................................................................67 8.4 Thieves That Work ...............................................................................................................69 8.5 Justice Systems for Persistent Worlds .................................................................................70 8.6 Justice System Problems with the Computer Referee.........................................................72 8.7 Justice System Example ......................................................................................................72 8.7.1 Penalties Table.................................................................................................................72 8.7.2 Pursuit Table ....................................................................................................................73 8.7.3 Penalty Table ...................................................................................................................73 8.7.4 Sentence Mitigation Table................................................................................................74 8.7.5 Criminal Point Reduction Table........................................................................................74 8.7.6 Release from Incarceration ..............................................................................................75 8.8 Getting

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