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Thread: RPG Design Question
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2015-04-09, 07:08 PM (ISO 8601)
- Join Date
- Aug 2008
- Location
- Canada
- Gender
RPG Design Question
Hello Playgrounders!
I am currently working on the design of a new rpg system based on relationships of all kinds (affiliation, alliance, rivalry, etc.). In this system, relationships have a qualitative description but also a value that goes up as you invest more into them. They're a big part of character creation as well as character advancement. My question is this: as rpg players, how do you feel that would be better represented? Would it be a good idea to have every player in the group using the same big relationship map so that everyone can get a sense of setting and the important ties and conflicts that drive the narrative (with mechanical benefits of relationships noted on each character's sheet where applicable)? Or do you feel like players would prefer drawing their own small relationship map on their character sheet to highlight what's most important to their character? The first option seems like it could also enable collective worldbuilding by letting each player add a new setting element from his or her character's background to the game (round-robin style). However, for the mechanical side of things, option #2 may be simpler since it would serve as a personal "advancement tree" kind of thing.
I hope my question is clear, as English is not my first language and the system I'm creating is still a bit abstract...
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2015-04-10, 01:42 AM (ISO 8601)
- Join Date
- Sep 2013
- Gender
Re: RPG Design Question
Option 2 sounds easier to manage (from a player point of view). I'm actually interested to see where you go with this. I may use it as reference for what I'm working on.
You cannot kill that which is already Ded
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2015-04-12, 12:32 AM (ISO 8601)
- Join Date
- Mar 2010
Re: RPG Design Question
Awesome, i wanted to do something like this for a Persona based BESM game. At least the point values. They unlocked certain Attributes specially designed for the game.
My question is this: as rpg players, how do you feel that would be better represented? Would it be a good idea to have every player in the group using the same big relationship map so that everyone can get a sense of setting and the important ties and conflicts that drive the narrative (with mechanical benefits of relationships noted on each character's sheet where applicable)? Or do you feel like players would prefer drawing their own small relationship map on their character sheet to highlight what's most important to their character?
The first option seems like it could also enable collective worldbuilding by letting each player add a new setting element from his or her character's background to the game (round-robin style). However, for the mechanical side of things, option #2 may be simpler since it would serve as a personal "advancement tree" kind of thing.