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Getting Started Introduction

PostPosted: Thu Oct 07, 2010 6:17 pm
by mitokens
Hello. This is the first forum I ever joined with the intent to do something on it. So, bear with me if I run a muck on protocol and etiquette. :???:

I've been homebrewing RPGs with my college buddies for a few years. One project I've been working on actually became a serious ambition of sorts, and is nearing some sense of fruition. I'd really like to submit it to the site via the form, but I still don't quite feel confident without some open playtesting, and maybe a bit of artsy aesthetics to spruce things up. If anyone is willing to help me out, the name of the project is , and I'd appreciate any feedback possible.

Re: Getting Started Introduction

PostPosted: Tue Oct 12, 2010 1:05 pm
by Chainsaw Aardvark
Welcome to 1km1kt.net. Sorry for the delayed greeting, I've been a little busy.

What I've seen of your work is fairly good. There are some technical editing issues that should be addressed, but they're common mistakes made by most people without instructive writing experience.

Color is not a good way to distinguish elements - not everyone can see the difference, it might be printed in black and white. Nor can you simply just make it larger a step, and indents break up the way the eye follows text and widowed space is a bit ugly. Instead, use a notably different font (Serif vs Sans-serif is a good way) at least four points (ie two steps) bigger.

I don't think you really need a description on a d10 and that paragraph would flow better without it. Similarly, Disputes can simply begin "Sometimes the outcome of a characters actions are unclear." (Although I'm sure you have put great effort into limiting each section to a single page, sometimes you do seem overly loquacious."

The character section seems unfinished. While it says you should have enough points for 10 points cliches you should probably specify that means 100 points, or add in a concept of "100 points is an average game, but to emulate other genres use these suggested point totals" Explaining the standards of how powerful something is might help - ie for a normal human 3 is very good, or cliches top out at 10 dice. What is an average number of abilities in the game, or what are some sample characters? I think the introductory paragraph needs to be completely rewritten, but the explanations of each stat type are good.

Under optional rules - remove the idea about "funky dice". Given the way the system works, its very hard to determine how different sized dice affect things. 20 points spend on two d10s versus five d4s has a very different curve of results. You're far more likely to make matched sets with the d4s and create high/wide sets if not of great weight. If this option must be included, then I advise the implications be spelled out in the rules rather than as an exorcise for the game master to figure out.

Some examples of characters or conflict would go a long way to helping illustrate what you want the game to look like in play.

What genres have you used this system for? Have though of any specific settings? Most of the posters on 1km1kt.net feel it is the story that sells a game more than the rules.

Although not as transparently written as it should be, the game looks good. I hope this helps, and if you have further questions. I'll try to help any way I can.

Re: Getting Started Introduction

PostPosted: Tue Oct 12, 2010 1:40 pm
by mitokens
Wow, thanks for the awesome feedback. It's pretty much what I was looking for. You guys are pretty good at this. :mrgreen:

Because this is the most mature project I've conceived of yet, I'm constantly trying to rephrase each section to balance clarity and brevity. So I'll definitely "take your suggestions under careful consideration". (Read as: "oh yeah, I should prolly do the stuff you mentioned".)

The εnCORE system is only the first major step I have planned. I really want to make sure I have a nice solid engine to work with before I add a setting on top. Though I do have a few setting ideas. The most coherent one so far I think is called "Semi-Heroes". The characters are crime-fighting vigilantes with not-quite-super powers, but lots of personality quirks to make up for it. I could definitely work that into the character description section some more, though I wanted the engine itself to be a bit "vanilla flavored".

Re: Getting Started Introduction

PostPosted: Tue Oct 12, 2010 1:42 pm
by mitokens
Also, I've recently discovered another area I'm having trouble with. I want to get this game out to the public, so that they can download, print, edit, and build from it themselves. But I'd also like to establish a sort of precedent of "freeness", where others shouldn't try to make money from it. But I have no idea how copyrights work. I'm pretty sure that's where that sort of stuff goes.

I've tried looking around for info on the matter, but the internet is rather large. :confused: If there's a really simple copyright I can just copy paste, that would be the awesomest sauce ever.

So far I'm looking at this Creative Commons thing, cause that seems the least complicated (as opposed to most simple), anyone got any help or suggestions?

Re: Getting Started Introduction

PostPosted: Tue Oct 12, 2010 4:16 pm
by Chainsaw Aardvark
I'd take a look at the copyrights used by ORE and Risus to get some idea of what you might be looking for. Unfortunately, I don't have much experience with copyright and tend to just default to the all rights reserved to the creator standard of US law.

The may provide the information you need, as well other open games for inspiration.

Re: Getting Started Introduction

PostPosted: Wed Oct 13, 2010 4:20 am
by Rob Lang
Welcome, sorry for the slow reply, have been in hospital. You're certainly in the right place. :)

I can echo most of CA's feedback (excellent as always, sir). For licenses, I recommend using a Creative Commons (CC) one (Sanglorian, one of regulars is the man to talk to about CC licenses. To create a CC license, pop along to , answer the simple questions and they will give you copyright blurb to put in your book and you get an internationally recognised logo too.

Something else you might want to check out is . I've reviewed loads over the past years and they tend to make the same sort of mistakes. Have a look and see if it applies to you.

Re: Getting Started Introduction

PostPosted: Wed Oct 13, 2010 8:19 am
by mitokens
Oh wow. Thanks a bunches 'n oats. The online roleplaying scene is richer than I first guessed (my assumptions were relative to my shoddy college gaming group). Well, I could definitely get into this (bewaring rabbit holes).

That guide is awesome. It's going to be a major help to organizing my project. I kinda even wanna play Chgowiz now.