In the past when we have made role-playing games, we have usually started off with game mechanics in an effort to make a sort of "universal" role-playing system, and then applied that universal system to a specific setting. However this time with the Squawk 2nd Edition, we focused on making sure the setting has come first, and that the rules serve to describe the setting.
For example, in Squawk the main factor that determines how much damage a character does is the size of his species (because we are talking about intelligent dinosaurs here.) In the Squawk 2E RPS rules the biggest factor for character damage in indeed the size of his species (even though this might not make sense in a typical fantasy RPG setting for example where all the PC races are some variation of hominid.)
Tuesday, October 30, 2012
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