Showing posts with label Designing for RPGs. Show all posts
Showing posts with label Designing for RPGs. Show all posts

Thursday, May 16, 2013

Designing for RPGs - Accepting Decisions

If you're going to do freelance for RPGs, you need to be able to do several things, be creative, hit deadlines, and probably most importantly, Accept the decisions of those in charge; no matter what your feelings are in the matter. You might think your ideas are the best ideas EVER, but the person employing you, or the developer, might have different ideas. You need put your personal ego aside and accept the decision. If you can't work for others, you won't get more work. If you CAN'T accept them, then you need to be working for yourself. 

Tuesday, May 14, 2013

Designing for RPGs - Cutting the Mecha Rules down to size (Interface Zero 2.0)

So it looks like we're cutting down the mecha rules down to a more manageable size. Which is good setting wise, as I came up with GolemMart, Malmart's Golemmech customizing garage. Of course, just like real stores, you're not going to have a lot of choices. More like some swapping out and adding on, in minor amounts.

So for example if you hae a scout power armor, you can add a couple points of armor, here, up the strength, add some extra sensors, and maybe add a flight system to it. But not a free reign build your mech from scratch system...for now. Looks Like we're going to possibly add that to MalMart later.

The good thing about coming up with a full ruleset now is the mecha created for the Core rulebook will be created with the exact same rules for all the future mecha as well. Just with more flexibility later. And of course many, many more options.

So back to GolemMart's Garage.