to the Lost World
to think about RPGs is to consider three aspects: the setting,
the system, and the way the setting and system interacts.
Here are my design goals in these there areas:
rather than gritty, like an action movie. (cool stunts,
wild moves, PCs are heroes, wire-fu with jaguar knights,
capoeiristas, and swashbucklers)
but transparent system (not a collection of little bonuses,
no need to look at the book during play, natural way to
provide choice in combat) so that the combats are interesting
on both a mechanical and narrative level. Players do not
just say, "I swing again." Instead they can be
creative with their descriptions (Stunts, critical hits,
fumbles, and spells), and can be tactical with their decisions
(deciding how much Effort to use).
player narration with limits, and players must do something
to gain control
tools (Motivations and Complications) to direct role-playing
(with mechanical significance), to tie the characters together,
and to aid adventure creation.
things that I thought were really cool when I was growing
up. I loved Mayan and Aztec ruins, and was fascinated by
pirates and voodoo. The alternate history was contrived
to bring these elements together.
a reason for characters of all types to work together with
a meta-plot (that could be ignored if desired).
Aztecs and Voodoo NOT be the evil bad guys
BETWEEN SYSTEM AND SETTING
characters (Minor Characters and Extras) so both GD and
players can control large numbers of characters without
simplifying the Major Characters so much they become boring.
abilities for the cool character types in the setting so
they feel unique and add to character variety.
19 are 19 questions that help
describe what a role playing game is like.