I’ve touched on some of my design goals, but I haven’t set
them out clearly anywhere. I’d like to do that before going any farther, so
here goes. Roughly in order of priority:
1) Clarity: There should be minimal opportunities for the
rules to be misunderstood. One key area that I’m targeting is overloaded words
such as level and ability; wherever possible, rules terms should have unique
names.
2) Simplicity: The game should be playable with minimal
reference to the rules. Nothing breaks the tension like having to look up a
rule or a modifier. My main target here is combat mechanics, though the skill
mechanics could do with a good deal more uniformity as well.
3) Depth: The game should have a wide variety of meaningful
options. This is one that requires a delicate touch. Too many options and you
wind up with system bloat that impacts the goal of simplicity. Too few, and
characters all start to feel the same. Spells, weapons, and armor are all areas
that this goal is especially relevant for.
4) Elegance: This one has two meanings. On one side, it
really overlaps with clarity and simplicity; the rules should be clean and easy
to use. In addition, the system math should be clean and functional at all
levels of play.
5) Verisimilitude: Realism is a problematic term when
fantasy is involved, but at the very least internal consistency needs to be
maintained. At low levels this can mean comparison to real-world physics and
human ability, while at higher levels internal comparisons take over.
Now, back to design work!
No comments:
Post a Comment