My Game, Can I Show You It?
Posted: Mon Apr 21, 2014 1:35 pm
Yo. First post here. This place looks like exactly what I'm looking for.
I have a game that I've been working on, off and on, for the past several years. Only problem is that pretty much every other forum I've encountered has been pretty much next to useless in terms of helping me with mechanical issues with the game.
As a forex, at rpg.net, I posted a (rough) worked example of my exploration rules, and the first response I got was: "How is this supposed to make your players feel?" Needless to say, I'm not interested in those kinds of responses.
I've spent the last couple days lurking and reading quite a bit around here, and it seems like this environment is exactly what I'm looking for. This thread had exactly the kinds of responses I'm looking for: to the point, no bullshit, hard questions. Make me take a stand for what I've designed, call me on bullshit rationale for rules, find the loopholes that are obvious to someone who hasn't been staring at this stuff for years, maybe even help me come up with solutions to problems that I've been having.
My problem with doing this is that I'm not quite sure where to begin with explaining what I've got done thus far; I've got quite a bit of material, but not sure the best order to present it. I have a playtest document in the works, but it's far from finished and has a number of glaring issues, so I don't want to put that forward as the face of what I'm working on. Should I start with diving right into things by showing a subsystem like combat, or start at the beginning - like, defining what my goals are and core mechanics and such - and work from there?
I have a game that I've been working on, off and on, for the past several years. Only problem is that pretty much every other forum I've encountered has been pretty much next to useless in terms of helping me with mechanical issues with the game.
As a forex, at rpg.net, I posted a (rough) worked example of my exploration rules, and the first response I got was: "How is this supposed to make your players feel?" Needless to say, I'm not interested in those kinds of responses.
I've spent the last couple days lurking and reading quite a bit around here, and it seems like this environment is exactly what I'm looking for. This thread had exactly the kinds of responses I'm looking for: to the point, no bullshit, hard questions. Make me take a stand for what I've designed, call me on bullshit rationale for rules, find the loopholes that are obvious to someone who hasn't been staring at this stuff for years, maybe even help me come up with solutions to problems that I've been having.
My problem with doing this is that I'm not quite sure where to begin with explaining what I've got done thus far; I've got quite a bit of material, but not sure the best order to present it. I have a playtest document in the works, but it's far from finished and has a number of glaring issues, so I don't want to put that forward as the face of what I'm working on. Should I start with diving right into things by showing a subsystem like combat, or start at the beginning - like, defining what my goals are and core mechanics and such - and work from there?