Subject:
|
Re: Elements of a brick oriented RPG
|
Newsgroups:
|
lugnet.gaming
|
Date:
|
Tue, 14 May 2002 16:32:39 GMT
|
Viewed:
|
3260 times
|
| |
| |
In lugnet.fun.gaming, Frank Filz writes:
> I've been thinking about combining my hobbies of The Brick and Role
> Playing. The question is what is the best way to go about it. Some
> questions I've been asking myself:
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.
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.
> 1. Do I go with an existing RPG and just use LEGO bricks to build sets?
>
> 2. Do I use LEGO minifigs, or do I use standard metal miniatures?
>
> 3. Do I use a rules light system, or a heavy system, or something in
> between?
>
> 4. Do I use a canned setting, or build my own setting which is keyed to
> a LEGO theme?
>
> 5. If I key the setting to a LEGO theme, do I try and maintain purity,
> or do I just use the theme as a starting point?
I'd use it as a starting point only, regardless.
>
> 6. If I don't go with an existing game, do I build from scratch, or do I
> start with an existing game, and adapt it?
The only real reason to go from scratch would be to make the game Lego specific.
>
> 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?
>
> 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>).
>
> There is some consideration of a Pirate themed game to interact with
> Evil Stevie's Pirate Game.
>
> I've been looking at FUDGE, http://www.fudgerpg.com for one possibility
> of a game basis. My gut feel is that I want a game of modest complexity.
> It should be skill based, and have enough detail in the skills to allow
> for interesting characters. I would like to be able to run a moderately
> long term campaign, but probably won't play too often, so character
> development should be granular so something can improve at least every
> few sessions, if not more often. On the flip side, there has to be
> enough depth that a years worth of gaming doesn't result in unplayable
> characters.
>
> I'd like to base the game heavily in an existing rules set to make it
> easier to recruit players (this makes me wonder if I should look at D20,
> though long ago I got tired of many of the elements of D&D).
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.
I have the D20 system, and all reports are that it is much, much improved,
but my own taste runs to GURPs or Hero. Not familiar with Fudge.
>
> A brick based RPG clearly calls for a moderately detailed combat system
> which is tactical in nature (this would probably eliminate Everway for
> example [of course Everway's character generation system wouldn't
> interact with LEGO too well either I don't think]). On the other hand,
> the toyness of bricks suggest that the system should not be too serious
> or too detailed.
I'd give Everway a pass. Interesting way of coming up with characters, but
too vague for me.
(clipping lots of interesting comments that don't really cry out for a reply)
Bruce
|
|
Message has 1 Reply: | | Re: Elements of a brick oriented RPG
|
| (...) I am probably looking for something primarily for gamers, but it would be nice to make it attractive for AFOLs. (...) Hmm, have you ever taken pictures of your games? (...) Well, I don't have a group yet, so basically, part of what I will be (...) (23 years ago, 15-May-02, to lugnet.gaming)
|
Message is in Reply To:
48 Messages in This Thread:
- Entire Thread on One Page:
- Nested:
All | Brief | Compact | Dots
Linear:
All | Brief | Compact
This Message and its Replies on One Page:
- Nested:
All | Brief | Compact | Dots
Linear:
All | Brief | Compact
|
|
|
|