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Thread: Looking for other gamers opinions

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    Satyr's Avatar

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    Default Re: Looking for other gamers opinions

    Quote Originally Posted by ShneekeyTheLost
    1) Would requiring lots of dice (at least in mid and high level play) per roll make you less likely to play the game. If not, would you change that opinion if another method of generating a similar bell curve without requiring physical dice was presented with it?
    Bell Curves are fine. Generally speaking, if you use more than only a few dices, they should be of the same kind. A few dice of different type may work, a lot dice of the same types as wll, but let's face it: the most elegant solution is a few dice of the same type.

    2) Do you feel that the game mechanics should support Multiple Stat Dependency to minimize 'min/maxing'? If so, do you feel that the Multiple Stat Dependency should be relatively equal among the characters/classes, without a way to make a character dependent on only a single stat?
    Balance is a ninor issue and should never be as important as other factors of the game, like method acting or the simulation of the gaming world and its denizens. That said, the best solution is usually the most plausible one, and this imlies that more than one stat has an influence on what you do.

    3) Would having a 'point buy' type system for stat generation be something that would make the game more appealing, or would it detract from the game?
    There are no alternatives to point-buy system which can be compete in relevant questions of character creation like the adaptability of characters, fine adjustment of charactzers and adjustment of the campaign's power level. Seriously, apart from chumming up to an old school playing style, there is no alternative to a point buy or template system.

    4) Would having broad, general classes representing general archetypes that can be further customized through character creation and development be a bonus, or would it be something that would make you less likely to play? If less likely, would you rather a 'classless' system (like GURPS) or would you prefer something with more rigid classes (like D&D)?
    Class systems are fossils of gaming which can only be tolerated for reasons of tradition. Since ther is nothing a class system can do that a well-made classless system can't do equally or better, and there are plenty of ideas which a classless system can realise and which are completely out of reach of a class system, the latter is a clear sing of inferiority. So if you are not willing to criple your system beforehgand, you go classless.

    5) Would you be upset if there was no multiclassing/duo-classing? How about if the classes were flexible enough that you could eventually get at least proficient in nearly anything, if you really wanted to?
    See above. But if you implement a class system, make sure that it includes as many options as possible. Class systems are already a worse solution, but restrictive class systems are even worse.

    6) Would you like a rich, in-depth world pre-created (for example, releasing the Forgotten Realms world-book along with the Core rules), or would you prefer it to 'keep it simple' and release just game mechanics? If you would like the world pre-created, would you like it in a single, massive book, or would you like the Rulebook, then the Worldbook released simultaneously (likely with a 'package deal'), or would you like to get just the Rulebook out the door fastest, then release the Worldbook some six months to a year later?
    One book to bring it all together is probably the best solution, but remember that the setting is almost always more important than the rule,s if you are not creating a universal game system. It's more likely that the setting and its premise will be the most important selling point of your game. There are plenty of rule systems out there, and a few are actually good, but truly good settings are exceedingly rare.


    7) Would you be upset if the rulebook(s) only came in digital format, perhaps with software bundled to make it easier to use (such as dice generator, mapper, and other gaming software), if it meant the rulebook was MUCH less expensive (around $10.00 USD vs $40-$50 for a physical book)?
    Everybody can take a pdf and bring it to the printer, so I would prefer a pdf version.

    8) Would you be upset if the rulebook had some form of DRM software which prevented it from being copied more than once, but would allow it to be moved around (so you could put it on your zip drive and bring it to your friend's house, and keep a backup copy at home. You could even let your friend borrow the zip drive, or move the file from the zip drive to HIS computer, but could not cop/paste it to his computer)?
    Why would you do that kind of crap? DRM is usually just harassment and those who are willing to circumvent it are completely able to do so, especially with a book. Imposing crap like that is just annoying potential players.
    Last edited by Satyr; 2009-05-19 at 01:09 AM.