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Subject: 
Re: Elements of a brick oriented RPG
Newsgroups: 
lugnet.gaming
Date: 
Wed, 15 May 2002 06:02:23 GMT
Viewed: 
9 times
  
Bruce Schlickbernd wrote:
I think a lot of these questions will answer themselves if you can answer
one question: who is the game intended for?  Lego fans, role-playing fans,
or something in between?  The more you intend it to be for Lego fans or
one-off convention adventures, the more you can push it Lego-specific.

I am probably looking for something primarily for gamers, but it would
be nice to make it attractive for AFOLs.

For example, existing miniatures rules (skirmish or massed combat) usually
work quite fine with Lego as is.  No need to reinvent the wheel.  But I'm
approaching this as something I do with gamers, not Lego fans.  Something
like Brick Wars is designed specifically for Lego, and you'll get Lego fans
to play, whereas they might not bother with might be a cleaner set of
skirmish rules.

Hmm, have you ever taken pictures of your games?

7. What is the intention of the game? A game for one off con events? An
alternative RPG to give a break from something else? A long term
campaign as a primary game?

Do you have an existing group willing to play?  Are you trying to recruit
combined Lego-Miniatures crossover fans?  Play it as Lego conventions or
gaming conventions?  Both?

Well, I don't have a group yet, so basically, part of what I will be
doing is recruiting players. It would be nice to use all the investment
in LEGO (though I did also just buy some more minis last week - of
course I'll probably never get them painted, an advantage I think you've
mentioned about LEGO before).

I'm very strongly thinking that I want to use LEGO elements for scenery
and miniatures. This will limit the inhabitants of the setting to those
easily representable by LEGO elements. A reasonable number of creatures
exist, and many more can be built from bricks, so a wide range of
settings should be possible. I'm mostly leaning to a fantasy setting
since I find that is what I enjoy gaming the most. Science Fiction also
works well and could be fun with LEGO.

I'd go the 100% Lego route if transportation and energy permit (no need to
ask if you an adequate supply of Lego with Frank Filz! <g>).

Well, depending on what is done, I might or might not have enough LEGO.

Skill-based systems tend not to be of modest complexity.  Too often you need
to understand the whole system to come up with a character.  D20 introduces
players to increasing complexity as the game progresses, and the characters
are up and running faster.  Using existing rules, especially in infrequent
gaming situation would be better.

With a little help, I've found players do OK creating characters in a
skill based system without needing to know the whole system. See the
reference in another post to my Traveler game run with about 30
different skills, a skills based system can be dramatically less complex
than GURPS or Hero.

I'd give Everway a pass.  Interesting way of coming up with characters, but
too vague for me.

Everway was certainly an interesting character generation system. I kept
trying to think of a way to use it in a traditional game system, but it
just doesn't seem to map. I think part of the problem is that it goes
too far in eliminating boundaries (primarily in allowing you to come
from wherever you need to come from to have the cultural basis for your
character). I suppose with a set of art cards tailored to a specific
game world, it could work for background generation, but people could be
encouraged to add detail to their background without using images.

Frank



Message is in Reply To:
  Re: Elements of a brick oriented RPG
 
(...) I think a lot of these questions will answer themselves if you can answer one question: who is the game intended for? Lego fans, role-playing fans, or something in between? The more you intend it to be for Lego fans or one-off convention (...) (23 years ago, 14-May-02, to lugnet.gaming)

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