Brian Campbell writes: >My recommendation would be to not try to make it a generic RPG >system. There are plenty of decent (depending on your preferences) >generic systems already (D20, GURPS, Storyteller, Fudge/FATE, Rifts, >etc), Not necessarily. Frex, PTA is as generic system as most of the above -- yet far more different from any of them than most are from one another. (OTE is another "different" generic system which is more similar -- but still pretty different). Actually, for all their flaws (of most of them, anyway), -most- of the games coming out of the Indie Explosion centered on The Forge are more different from the above games (and from one another) than most games. >I've found that most of the interesting work in designing game >systems has been in the parts that are specific to the game in >question. Pretty much. Design your game by looking first at how you want it to be played -- using rules that foster that play. IOW, design your RPG less like "it's like GURPS, except..." and more like a board game. -- Joshua Kronengold (mneme@(io.com, labcats.org)) |\ _,,,--,,_ ,) --^-- "Did you know, if you increment enough, you /,`.-'`' -, ;-;;' /\\ get an extra digit?" "I knew," weeps Six. |,4- ) )-,_ ) /\ /-\\\ "We knew. But we had forgotten." '---''(_/--' (_/-'