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Thread: What makes an RPG good?

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    Default Re: What makes an RPG good?

    Quote Originally Posted by Stonehead View Post
    This is such a high level, existential question that it borders on no-longer being useful, but I still think it's an interesting one to talk about.

    ...

    Sorry, I know that was long, thanks for reading to the end. I'm sure no one really cares about my personal philosophy of game design, but these ideas have been bouncing around in my head for a while. I didn't really answer the original question, but I at least proposed a framework in which we could think about answering it a little more precisely.
    You make some very valid points. Perhaps what I need to do instead is change the question into a goal-oriented one, with explicit needs and fulfillments.

    Like an RPG request thread. Do we have one of those?
    Last edited by Man_Over_Game; 2021-03-24 at 04:52 PM.
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas I’ve gleaned from your posts has been valuable. You’re a gem of the community here.

    5th Edition Homebrewery
    Prestige Options, changing primary attributes to open a world of new multiclassing.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!