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MIDDENARDE - PART 7 by PurpleXVI - 12/12/16
MIDDENARDE - PART 6 by PurpleXVI - 12/12/16
MIDDENARDE - PART 5 by PurpleXVI - 12/12/16
MIDDENARDE - PART 4 by PurpleXVI - 12/12/16
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Game Design
GM Startup Guide by PurpleXVI - 06/10/09
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STORYTIEM
DORF FORT ELLPEE by CAPSLOCKGUY - 10/19/08
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[#] So, you want to make a game?
07:21pm EDT - 10/18/2008
Got a concept? Awesome. Written some fluff? Perfect! Decided that you want a stat called Asskicking and a skill for Anal Circumference? That's wonderful.
Now throw all that shit out. It's just going to get in your way. When you want to make a game, you should forget EVERYTHING else until you have finished the very most basic part: Resolution.
Read More...Anyway, this has turned long and incoherent. Here's the TL;DR version. Figure out how the system works and how you want it to work before you get started on anything else. And shit, don't be afraid to adjust an existing system to do what you want it to. There's no reason to reinvent the wheel.
~PurpleXVI
Back In My Day, when I first started playing 2nd edition AD&D, my very first RPG, I didn't start out playing Planescape. If I had it would definitely have scared me the hell away, because I was 12 or something. Planescape ain't for kids, it's not for hacking and slashing, it's not for min/maxing. It's the setting where a clever 1st-level character can do more damage than an Int 3, Wis 3 combat monster with more vorpal swords than digits. When you're 12, you just want to know that you found a bitching sword and how far that orc's head rolled when you cut him in half.
A lot of "modern" gamers missed out on this awesome setting, which was really one of the things that dragged 2nd edition AD&D above and beyond the hack-and-slash stigma that D&D is saddled with by a lot of people...
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~PurpleXVI
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