Article View: rec.games.design
Article #477Re: Net.rpg - "modularity"
From: david matiskella
Date: Sat, 14 Nov 1992 00:32
Date: Sat, 14 Nov 1992 00:32
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1345 bytes
I think that the mechanics of the game have to adapted to the play style. When I sit down to play a game of Star Wars, I expect a totally different type of game than when I play lets a game of Role-master. Both are fun and both are pretty good at doing what the are designed to do. But playing "Realistic" Star Wars? Realism is not the point of that game. On the otherhand wuick combat in Rolemaster is an oxymoronic term if I ever heard one. To be succesful in designing a multi-genre game we should limit the main rules to a a couple of stats and mechanics leaving exact game mechanics to the individual genres. A DnD type game will need different skills than a Cyperpunk class game.
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Path: arc1-ca.pugleaf.net!sparky!uunet!charon.amdahl.com!pacbell.com!ames!olivea!spool.mu.edu!news.nd.edu!chaucer.helios.nd.edu!dmatiske From: dmatiske@chaucer.helios.nd.edu (david matiskella) Newsgroups: rec.games.design Subject: Re: Net.rpg - "modularity" Message-ID: <1992Nov14.003236.777@news.nd.edu> Date: 14 Nov 92 00:32:36 GMT References: <1992Nov12.004009.1@wharton.upenn.edu> <1du78nINN3tj@charnel.ecst.csuchico.edu> <1992Nov13.113402.1@wharton.upenn.edu> <1e100kINN7ac@charnel.ecst.csuchico.edu> Sender: news@news.nd.edu (USENET News System) Reply-To: dmatiske@chaucer.helios.nd.edu (david matiskella) Organization: Univ. of Notre Dame Lines: 7