Another one of those games I've been working on has more rules to it. When Quinn posted his method for making adventures in Fire Fives, I wanted to get this out because it had the same kind of mindset and I like it when that zeitgeist happens.
That said, it just had the rules for making the conflicts and that's pretty much it. There wasn't any reason why you would collect dice, or how you would decide anything, just rudimentary "here are dice and they exist for some reason"
Well, I now have about four thousand words on how to play the game. You can check it out, though I need to come up with the character maps. I'm thinking of making a Park and then drawing it out, but that's not something for the next little bit. Now I go back to writing up Daedalus stuff and Veronica Monsterhearts ... and doing the 1KM1KT 24 Hour RPG competition.
That said, it just had the rules for making the conflicts and that's pretty much it. There wasn't any reason why you would collect dice, or how you would decide anything, just rudimentary "here are dice and they exist for some reason"
Well, I now have about four thousand words on how to play the game. You can check it out, though I need to come up with the character maps. I'm thinking of making a Park and then drawing it out, but that's not something for the next little bit. Now I go back to writing up Daedalus stuff and Veronica Monsterhearts ... and doing the 1KM1KT 24 Hour RPG competition.
No comments:
Post a Comment