tag:blogger.com,1999:blog-7851734470561595622.post2070341789924268563..comments2020-03-04T05:47:04.453-05:00Comments on Thunderstorm Game Design: Rambling, RPG Prices, and Tag Team PowersAnonymoushttp://www.blogger.com/profile/07089536676983697237noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-7851734470561595622.post-39651611617296401302011-01-09T03:44:44.743-05:002011-01-09T03:44:44.743-05:00Now that you point it out, you're right, the t...Now that you point it out, you're right, the turn based system is a key problem with it. A side project I got the idea for last night may hold the key to 'the new way' but I'm not sure I'm ready to tip that hand.<br /><br />As for pricing, it's a subject that will be debated for a while yet, I'm sure. I'm actually going to update the primary post with a link to Chuck Wendig discussing this same issue, with special note that Gareth of Adamant games chimed in on the topic in the comments.<br /><br />I do disagree on some level about print being the only way for RPGs, but I don't think PDF (The current 'standard' for electronic games.) is the format to make the move easy. As e-readers become cheaper, and e-ink and LCD screens both become cheaper, more powerful, and easier to view we'll see a more marked shift in the market. We're not there yet, but it's coming, and the same changes that the publishing industry at large faced this last decade, I believe the RPG market will face in the coming days.<br /><br />All of that said, and I will come back with the simple reality that books, especially hardbacks, are not going away any day soon, and that is definitely a good thing.Anonymoushttps://www.blogger.com/profile/07089536676983697237noreply@blogger.comtag:blogger.com,1999:blog-7851734470561595622.post-65566644458138941722011-01-09T02:29:35.821-05:002011-01-09T02:29:35.821-05:00So many things to respond to!
I both love and hat...So many things to respond to!<br /><br />I both love and hate the micro-payments model. While I'm all for it in theory, even iTunes (arguably the leader in micro-payments) has issues making money off of micro-payments. I'm all for $5 and under PDFs, but once you try to go below $2, you're asking for trouble.<br /><br />Unfortunately, I believe heavily in printed books, as the only thing I'd purchase online (PDF or otherwise) should be a resource, not reading. I don't read on my computer - that's where I type. If I'm going to read, it's because I'm elsewhere. Real RPG products should be in print. It's the only way you can build a following and get retail support (which is how games build momentum).<br /><br />----<br /><br />As for team attacks, the basic initiative, turn-taking system used in most games is highly restrictive to team attacks. My absolute favorite thing to do in an RPG is for one person to set up an attack, and another person deliver it. Unfortunately, that is almost impossible to build in the standard turn system. Team attacks are a little easier (because you just mess with the turn order a little bit), but delays can be confusing.<br /><br />I will say, though, that I fundamentally disagree with your statement that delays are boring. Who wants to delay the fun? Well, when the fun is going to be way more fun because of the delay, it's worth it.<br /><br />Back in the day, I built a ritual system in D&D that required turn delays, as you've said. Now, in the D&D system, it was nearly impossible to get players to delay their turn in order to go at the same time. Nobody wanted to, unless the ritual was powerful enough (key words here). Unfortunately, if it was powerful enough to actually use, then it was probably overpowered.<br /><br />So, my thought is that turn-based game design is the flaw. Designers need to find other ways of creating RPGs that don't use the classic turn-based system. What is it? Well, I'll let you design that one.<br /><br />Cheers & Gears,Sir Alan Dreyfushttp://crackedmonocle.comnoreply@blogger.com