Monday, June 20, 2011

Pencil and Paper madness!

I'm thinking of creating a pencil and paper game.  Something that can be played around a physical table, with real live friends!  Also something that can be played online, with real e-friends!

I know, I'm 15-30 years behind the curve.  I know, no-one plays pencil and paper games anymore.  Listen friends, that's beside the point and I resent you for your condescending thoughts.

Oh, and I need your help.

So I have a few ideas for the premise of the game, but honestly, on the good ones, the premise is not what matters.  The rules matter, the repeat-ability matters, the structure and core matters.  This is the part I'm working heavily on right now.

The idea is to come up with a semi-simple, yet expandable set of core design directions that allow the game to be manipulated, used and endeared by the users, but also be solid enough that the users will use the core structure when they make their campaigns.

The game Lore, premise, etc can all be written afterwards, but the general style of the game and the structure by which the game plays needs to be straightforward and adaptable to nearly every conceivable scenario.

I've got a start to it, but it needs fleshing out.  Is anyone on this board willing to help out (casually of course, i'm not mental about this)?   I'm looking to put together a plan of action and a basic conceptual design and get feedback from some people, in regards to areas that the rule-set will be broken, etc.  What I don't want is the standard disclaimer of "when in doubt, the GM has the authority", etc.  There has to be a way to write in a style that can be followed when in doubt.

I don't want to be mis-interpreted here, I want the players and GM's calling the shots, but I want them to have a formula that works for them to follow, rather than having to ad-lib a lot.

Thoughts?  Volunteers?  Peanut-gallery jeers?

-CadDad