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Article #476

Re: Net.rpg - "modularity"

#476
From: Tim Dunn
Date: Fri, 13 Nov 1992 19:34
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Loren writes:
>I didn't mean "how does the play group decide which modules to plug into
>the system?" I meant "how do the designers decide how to divide the
>system into modular sections?" 

Hmm, the division of labor is a critical element, but I think we're 
yelling "Break!" at the beginning of the huddle.  We first need to 
decide on the foundations of the system: number of mechanics, the
specifics of said mechanics, multi-genre or no (that seems pretty
decided, it looks to me.)  etc.

>For instance, if the magic system is the same modular system as the 
>superpowers system that will force a different feel than if they were 
>totally separate, or if there were no superpower section at all.

Agreed wholeheartedly.  This would be step two: assuming that we have
decided on the foundations, what would be the required divisions to
best implement the game we have in mind?

I can see rather hot and furious wars (Ryk vs. the World) on specific
mechanics for magic and (Tim vs. the World) Hero-style unified mechanics
(though simplier by a few notches, please!).  We could also leave it as
abstract as it looks like we are leaving the rest of the game, so it's
all up to the referee, or we can design a slew of modules that can be
used.  Here, have a unified mechanic!  Oh?  Alright, just for you, we've
a specific memorized-spell system.  Ah, a 'molding the primal energy'
system, we have one.  Etc.

-- 
Diplomacy is the art of saying "nice doggy" until you can find a rock.
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Path: arc1-ca.pugleaf.net!sparky!uunet!ulowell!news.bbn.com!olivea!charnel!tdunn
From: tdunn@ecst.csuchico.edu (Tim Dunn)
Newsgroups: rec.games.design
Subject: Re: Net.rpg - "modularity"
Message-ID: <1e100kINN7ac@charnel.ecst.csuchico.edu>
Date: 13 Nov 92 19:34:44 GMT
References: <1992Nov12.004009.1@wharton.upenn.edu> <1du78nINN3tj@charnel.ecst.csuchico.edu> <1992Nov13.113402.1@wharton.upenn.edu>
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