| | Re: Elements of a brick oriented RPG
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(...) Dungeon scenarios don't have to be devoid of role playing. Actually, most of the Fantasy campaigns I have run have had a majority of the scenarios involve an underground or indoor location. Outdoor locations though can be the easiest to do if (...) (23 years ago, 17-May-02, to lugnet.gaming)
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| | Re: Elements of a brick oriented RPG
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(...) I'm coming to the conclusion "LEGOizing" a game system won't be worthwhile. (...) I'm not thinking of stacks, but two dimensional arrays laid out on a plate. I have been trending to using arrays of mark off boxes on character sheets with the (...) (23 years ago, 17-May-02, to lugnet.gaming)
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| | Re: Elements of a brick oriented RPG
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(...) Almost forgot - the other thing we used to do is build a whole bunch of dungeon 'modules' on the old green 10x20 bricks. We'd hide them under the table and asseble them together like dominoes as the players traveled further and further into (...) (23 years ago, 17-May-02, to lugnet.gaming)
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| | Re: Elements of a brick oriented RPG
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(...) This is probably the single most important consideration, since there have been plenty of Lego-RPGs that have come and gone over the last couple of years that failed because they were just standard RPGs with Lego elements tacked on in a shoddy (...) (23 years ago, 17-May-02, to lugnet.gaming)
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| | Re: Elements of a brick oriented RPG
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(...) I can't comment really on Traveller because my only experience is with the original dreadful system (fun to roll up characters, and that was it). RuneQuest experience was all about mini-maxing. I hated it almost as much as I hated the endless (...) (23 years ago, 16-May-02, to lugnet.gaming)
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