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| rules:no-dice:why [2022/02/07 17:32] – [Why a whole new game system?] Job | rules:no-dice:why [Unknown date] (current) – removed - external edit (Unknown date) 127.0.0.1 | ||
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| - | ====== Why a whole new game system? ====== | ||
| - | In February of 2022, long after we'd stopped playing this D&D campaign, I decided to embark on an experiment to design a new RPG system to adapt for use with my D&D campaign. Should I ever decide to resurrect my life-long D&D campaign, it would be my intent to transplant this rule system under the ongoing campaign that has spanned almost 40 years. | ||
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| - | ===== Preserving the Mystery ===== | ||
| - | As the DM, the number one joy I get from the game is unfolding the mystery: revealing some long held secret or plot hook, and the longer I've held onto it, or the more significance to the story, the better. | ||
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| - | Magic items are another area where I love to unveil the mystery: letting players figure out what they due through research or experimentation has provided hours of fun. I personally hate it when a treasure item is found, and a player will immediately begin trying to guess what it is from having read the DMG magic items section, " | ||
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| - | So, one of the primary goals of crafting an all-new system, is to keep the secret DM stuff secret, so there is no online SRD that players can search to steal my fun. :) | ||
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| - | ===== Why No Dice? ===== | ||
| - | A lot could be written on this topic, pros and cons, and in fact already is online. My own personal interest in converting my D&D campaign to a new system that doesn' | ||
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| - | See [[rules: | ||
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| - | ===== Player Character Options ===== | ||
| - | Another core design philosophy of this game system is that character creation and development should be a rich and enable players to create character concepts that are only limited by their imagination. | ||
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| - | == Links to this page: == | ||
| - | {{backlinks> | ||
