I have been brewing and stewing with Expendable over the last few weeks since I posted about developing the mechanics of each scene, feeling as though I would never figure out a decent solution to the problem. I was about this --> <-- close to scrapping the game as unworkable.
I knew part of the difficulty was that I could never list every possible environment or problem or effect that might crop up in play. I could list some basic ones and leave everything else up to the GM to decide on, but I've never felt comfortable with that sort of half-assed design style.
Basics, though, were what I needed. AC, hit points, damage, saves...these are basics you can describe monsters with in D&D: everything has them. What then were the basic building blocks for a scene in Expendable? What could apply usefully everywhere?
( Read more... )
Also posted to the Forge, for those who prefer to discuss it there.
I knew part of the difficulty was that I could never list every possible environment or problem or effect that might crop up in play. I could list some basic ones and leave everything else up to the GM to decide on, but I've never felt comfortable with that sort of half-assed design style.
Basics, though, were what I needed. AC, hit points, damage, saves...these are basics you can describe monsters with in D&D: everything has them. What then were the basic building blocks for a scene in Expendable? What could apply usefully everywhere?
( Read more... )
Also posted to the Forge, for those who prefer to discuss it there.
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