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Terry Tibke's avatar

Good analogy. Now Im very aware your scope of it is much larger than this singular thought, but the downhill momentum is so very important to me. I want getting to the table to be so easy and fast that I think a willingness to reduce as much complexity from character creation as possible is the equivalent of snap in bindings. Start playing. Then move all of that complexity and options into advancement systems. I’m a big fan of reduced number of stats (seeing the full dnd 6 stats almost immediately drives me away nowadays), and even rolling for stats are deterrents for getting to the table. Any argument for this being a reduction of variety in character builds is flawed. If you put all of your good options into your growth and advancement systems, you’re still getting that, while at the same time, getting to the table. Players can decide after a session of play if this is a game they’re hooked on, rather than dodging it from the get go because they have to sit and buckle their ski boots for thirty minutes to an hour. Get that downhill slope momentum and exhilaration going. Love your design principals and again, great analogy :)

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