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Howdie Since I'm designing my first RPG (a wild west rpg), I'd like to throw the question at the crowd 'what should be inside the rulebook?' And see what happens Some things are self explanatory: The theme should be explained (fantasy, sci fi, wild west, historical, utopia, dystopia.), and the core mechanics (rolling dice, using cards, flipping coins.) BUT! What else would you like to find in a rulebook? Excessive Equipment Tables? Rules for tactical combat?
Anything else? Also a little 'either or' question, out of curiosity: What kind of RPGs do you prefer?
Those with the focus on 'telling a story', or those with lots of action? Thanks for reading/thinking/posting and best regards, Kai. Hi there, great question.

I'm pretty new here, but I'm a long time gamer and I'm in the midst of writing my second review and in both examinations, structure has played a big part of my discussion. Hp Data Protector Express Keygen Crack Generator there. I think there is a tried and true pattern that doesn't have to be followed but will set you up for success: Setting Intro, Character Creation, Mechanics, Detailed setting.
Outside of that, people are far too stingy with examples in most books. (Often this is a space consideration for publishing) I know that writers have an idea of how a rule works and they do their best to explain it clearly, but an example or two often makes the difference between 'getting' what the author means and scratching your head on the fourth read through. I like settings that give GMs lots of ideas on what to do with the world, not because it is really necessary for play but because it gives a better insight into what the author had in mind when designing the game.a good example of this is Savage Worlds of Solomon Kane; every location it talks about gives you adventure ideas. One thing I find really important is for a system to give me a 'so what.' Express why your game is new and different from others in the same genre, why should I play Pathfinder instead of 3.5 or 4th edition? Why should I play Rogue Trader over Traveller? Why should I play Unknown Armies instead of Mage the Awakening?
You need to tell the player why they should play your game over Aces & Eights, Deadlands or Coyote Trail. I hope that helps! Ich mag story games. Tell me what the game is about, I don't want a toolbox I want a tool. -Give me an index, for god's sake. -Give me some FAQs and best practices - how does it play with different numbers? How does it play PbeM/PbF/Skype?
-Don't just tell me how the game works, tell me why it works - what are the mechanics accomplishing? -Ludography - recognize your liniage and those who came before you, also give us insight into your likes. -Give me an autograph, drawing, or something personal in the book that makes it just for me. -Give me some advice about hacking - what did/didn't work in playtests?
-Give us modular organization so that we can take the basics and jump in or play the full game - give us some hooks and sample blokes to get us started. If I had to choose between story and action (gosh, can't I have both?), I dunno, I'd probably go with telling a story.
I think too much emphasis on action 'zooms in' the events of the game and everything bogs down. For me, a 'complete' RPG includes: • Character Creation • Tactical Combat rules • Social/Interaction skill rules • Healing and Medicine rules • Character advancement and growth rules • some form of vehicle rating or design rules • Setting information (unless game is generic) • genre specific rules For wild west game, the genre rules means I would insist on gunfight duels, horse rules, camping, hunting and foraging rules. Expected but not absolutely essential include trials, gambling, wagons, oxen, and cattle rules. Format requirements are a good TOC, and if over 30 pages or so, an index as well. An index has to be done well to be worth the pages, tho.