Article View: rec.games.design
Article #929net.fantasy.world was Re: net.rpg: world design
From: Steven Mathers
Date: Thu, 07 Jan 1993 22:43
Date: Thu, 07 Jan 1993 22:43
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In article <C0GFq8.C97@usenet.ucs.indiana.edu>, alyon@silver.ucs.indiana.edu (arthur alexander lyon) writes: |> In article <1992Dec24.001604.6727@trl.oz.au> s.mathers@trl.oz.au writes: |> >I am getting bored with talk of mechanics. I think mechanics are of |> >secondary importance when designing a RPG, and I think you would |> >get a better and more consistent set of mechanics if you worried |> >about them only after you have a reasonable idea of where the game |> >will take place and what the world is like. (world=universe) |> > |> >Besides, a generic RPG game called GURPS is already been done, and is on |> >the market and doing just fine thanks. |> > |> >I don't want to kill off the mechanics discussion, because some good |> >ideas have come from it. I just want to open another discussion on |> >world design, which I think will be more interesting and yield even |> >more interesting ideas. Having said that... |> > |> I'm game. Mechanics are challenging and worthy pursuits, but I feel |> world-design is at least as important. I have also found it true that |> if world-design comes first, the themes and style therein will dictate |> many mechanics. A game set in Howard's Hyborian Age should, to keep to |> the spirit of the source material, rely on many different rules than |> would one set in Tolkein's Middle Earth. Designing a generic or broad |> system, as I have done, is problematic when it comes to this. This why |> most games material is oriented around set, developed 'worlds'. All the |> mechanics and visuals and tone blend for a cohesive thrill. |> More on this, but suffice to say I cast my vote in favor of some |> world-design and world-design mechanics (hurm) discussion. Yeah. Working out the mechanics and the world at the same time is the best policy because ideas from one cross-polinate the other. ie: 'But if the world works this way, we will need to have rules like this...' OR.. 'Hey, this rule means that this will happen in the world..and this ..and this..' So where are all the ideas for a net.fantasy.world?
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Newsgroups: rec.games.design Path: arc1-ca.pugleaf.net!sparky!uunet!munnari.oz.au!titan!sibelius!mathers From: mathers@sibelius.trl.OZ.AU (Steven Mathers) Subject: net.fantasy.world was Re: net.rpg: world design Message-ID: <1993Jan7.224327.10026@trl.oz.au> Sender: root@trl.oz.au (System PRIVILEGED Account) Reply-To: s.mathers@trl.oz.au Organization: Telecom Research Labs, Melbourne, Australia References: <1992Dec24.001604.6727@trl.oz.au> <C0GFq8.C97@usenet.ucs.indiana.edu> Date: Thu, 7 Jan 1993 22:43:27 GMT Lines: 37