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[Dvreem] New free diceless 2-player RPG

PostPosted: Wed Jul 07, 2010 6:01 pm
by davidvs
Good afternoon!

My wife and I could not find an RPG designed for only two people (GM and one PC). So I wrote one. Then we decided I should change it to a diceless game, now named Dvreem.


Since my wife and I play it often, I am primarily asking for feedback about presentation. Is it readable? Organized? Is the web page easily navigable? Do the examples work well? Etc.

But if you want do play it, please let me know what you think!

Even constructive criticism about only one aspect of the game would be appreciated. The rules are short and simple. Before the rules are long sections, full of examples, containing nearly all I know about how to play an RPG. After the rules is an incomplete fantasy setting I am still busy typing about.

Thank you for any constructive feedback! Enjoy!

Re: [Dvreem] New free diceless 2-player RPG

PostPosted: Wed Jul 07, 2010 6:21 pm
by pstmdrn
I was interested in your game because I often need a game that I can play quickly with little supplies, in situations like you described, walking in a park or camping, and the like.

The presentation was good. Everything was organized and easy to understand. I appreciated your examples of different scenarios, appropriate, mildly appropriate, inappropriate. I think it would help people not used to running things on the fly.

I know that it is up to the participants to bring the excitement, but from reading it, the game comes across, to me, as a little flat. All of the needed elements are there, but when I was finished, I wasn't very excited about playing. Please don't take it too hard, there is no accounting for taste. I feel it needs something, not really a gimmick per se, but more like a hook. Something to draw people into your game and make them want to run it.

Re: [Dvreem] New free diceless 2-player RPG

PostPosted: Wed Jul 07, 2010 7:36 pm
by davidvs
Good point about the "hook" or excitement, pstmdrn.

I had already realized that I use some humor in the introduction, but quickly become dry in my writing. That's easy enough to edit.

Would you recommend more excitement in the examples or the normal prose?

There is a tension within the choice of material for examples: if I write examples that help show how the rules are "generic" and can be used with almost any setting then it becomes more difficult to write exciting examples. Not impossible, but hard enough for me that it will take quite a bit extra of time, thinking and prayer.

I admit that there are plenty of rule systems with more inherent excitement. If I was not socially constrained to a diceless two-player situation I might be using those!

Re: [Dvreem] New free diceless 2-player RPG

PostPosted: Fri Jul 09, 2010 11:22 am
by Phil