I ran across this little concept outline for game designers.  Seemed like it was mostly for video game designers planning a game.  But I was procrastinating so I wrote it up for my ongoing game project.  I guess maybe it did clarify a thing or two.
Design Document
Game Identity / Mantra:
Overload the dice-chain for swift & surprising adventures in traditional fantasy game.  
Design Pillars:
- Push your luck
 - Strategic resource use
 - Weird dice & minimal math
 - Random tables sublimate tedious sub-systems
 
Genre/Story/Mechanics Summary:
- Swords & Sorcery
 - Traditional dungeon delving
 - Roll high in war, low in peace
 
Features:
- Dice chain (d30, d24, d20) for roll-under mechanics (Saving Throws, Skills, Magic)
 - War Dice for Warriors (+1d3, d4, d5 etc to hit/damage)
 - Spell Points & Dangerous Sorcery "push your luck" mechanics
 - Doom Dice for initiative, tracking time, resource expenditure, morale, encounters etc for Combat Rounds, Dungeon Turns, Wilderness Turns & Home Turns between adventures
 
Player Interface:
- Clever roleplay: interaction with the logic & spirit of the campaign world
 - Rolling dice
 - Risking more & powerful spells
 - Carousing, tithing, researching & feasting between delves
 - Drawing pictures, writing stories & other incidental play inspired art
 
Art Style:
- Classic 80’s line drawing like the Basic Red Box
 - Erol Otus
 - Peter Mullen
 - Alan Lee
 - John Howe
 - Frank Frazetta
 - Ralph Bakshi
 
Music/Sound:
Development Roadmap:
Platform: PDF & Print        
Audience: My friends & maybe some grognerds
No comments:
Post a Comment