As some of you know, (I'm assuming I have more readers than before, though I'm not hopeful about it) I'm working on an RPG project. I attempt to invent a d12 system that concentrates on story, not mechanics. As a GM, I know I want a system that gives me the freedom to tell any kind of story I want, yet still offers a clear set of rules to avoid any confusion and discussions that might stem from a lack of clarity.
Of course, there are systems that do that all ready. I just want to create my own system, and see where it goes from there.
In any case, the system is practically ready. Just need to define a few details, and that's it. Of course, game testing is a vital part that is still to take place. Hence this post.
I am now writing the very first adventure for the system. It's a special format that, as stated in the unpublished adventure, does not give a series of challenges to be overcome. It provides a "setting", with antagonists, second characters, conflict, locations, three important encounters at most, and resources. In other words, it provides inspiration for the GM.
More on that later. I hope to write more frequently.
0 comments:
Post a Comment