“Design rules”

Welcome to Approximated Fray, the site dedicated to getting feedback on the RPG I am creating. It is foremost thought to be an engine that can be reused in most settings. The first iteration is a medium fantasy build.

Design rules:
1) All characters should be equally powerful, have their unique role in combat and in roleplay.
2) Simultaneous execution of all actions in combat (more on this below)
3) Quick intensive tumultuous battles and interesting roleplay that keeps all players interested almost all of the time.
4) Challenging, easily played and varied encounters
5) As few dice throws as possible but no less
6) No need to consult tomes of rules during play

Why?
1) More fun if all have their moment to shine and can be of use in all situations
2) To have an alternative to the ubiquitous running initiative with its predictable outcome
3) I like a bit of tumult and it is funnier if everybody stays interested.
4) More fun
5 and 6) Kills the action and suspense

‘nough posture making. Let’s discuss the game instead.

Advertisements

3 Responses to “Design rules”

  1. approximatedfray says:

    And also:
    – Easy to keep track of effects.

    Currently implemented as only two alternatives; Instant and Scene. The latter lasting until end of the combat encounter or until dispelled.

  2. JackOfHearts says:

    We have some similar goals. I’m very much onboard with fast paced battles, removing the need to consult the rules and track status effects. I’m intrigued with your simultaneous combat concept!

  3. Thanks JoH and welcome!
    Fast paced battle is one of the main challenges in my group then playing D&D. Combat have a tendency to deteriorate into several different games of solitaire as everybody is waiting for their turn to act, do their book keeping and then wait for the other to complete their actions. With all of the book-keeping it takes too much time and it is hard to keep up the interest of the players.

    The simultaneous execution of actions is set up partly to address this as all players choose their actions at the same time and are allowed to conference as much as the roleplaying situation allows (shouting “Erdo, aim for the troll”, “ Lord Dragonstone is mine, no one touch him” or “Follow the ugly goblin”) allowing them to work to gather and keep interest in each other’s actions. Also the execution phases normally also affects all the players keeping the interest at the game.

    Second reason for the simultaneous execution is that most combat as depicted by movies and books are tumultuous and the best laid plans can be thwarted by the actions of others. This aspect adds an element of “perceived realism” and suspension to the game.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s