tag:blogger.com,1999:blog-8116962779728480800.post6952111923180891898..comments2024-03-25T03:52:40.426-07:00Comments on The Ongoing Campaign: Expanding On My Fantasy Heartbreaker Ideasfaoladhhttp://www.blogger.com/profile/03691952430041394614noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-8116962779728480800.post-64629562667220544742015-09-15T01:22:38.379-07:002015-09-15T01:22:38.379-07:00Those are some excellent suggestions. I've wri...Those are some excellent suggestions. I've written a lot of the character creation already (though not finished yet!), along with some initial parts of combat and magic, but I'm trying to stick with the raygun fantasy game first, and probably the MegaTraveller retroclone next.<br /><br />Like you note, this document and the other notes I've made (both in the blog and in my project folder) have mainly been directed at letting me stay focused on the inspiration as I set it aside for the other projects.<br /><br />One of my main priorities in finding people to playtest it will be to try to write a summary "proposal" so that they can see if it's something that might interest them. "Super-psychology" instead of "Fireballs and lightning bolts" will be one of the important points made in that document.faoladhhttps://www.blogger.com/profile/03691952430041394614noreply@blogger.comtag:blogger.com,1999:blog-8116962779728480800.post-17174112547029577412015-09-13T07:13:29.137-07:002015-09-13T07:13:29.137-07:00Even though it took you a couple days to write, it...Even though it took you a couple days to write, it can be useful (if not downright important!) to nail down your concepts. Putting 'em in written form allows yo a set of notes to work from (against which you can test any system/rules you right up to see how they stack against your priorities) and gives you the ability to "walk away" from the project for a breather and still come back to a memory jogging thesis on What Was Important and Why.<br /><br />That being said, as you go through the design/writing process, you probably shouldn't be too attached to ALL of it, as some aspects might be found to be "not fun" in testing. Once you're at the gaming table, a lot of neat concepts can lose their luster (or simply not work well with other concepts). Make sure you're testers (players) are on-board with what you're trying to accomplish...there's nothing more frustrating then finding the testing process sabotaged by grumpy players who were expecting (for example) fireballs and ended up with "crop magic."<br /><br />The scope of what you propose is pretty ambitious...not sure if there's a way for you to start a little smaller, and then "add on" various aspects of (what I'd consider to be) the ingrained campaign setting you desire. Try-boiling it down to what would be on a 1-4 page "quick start" and then build up from there. Keep your core notes of priorities (like what's listed here), but start with the basics and then "ramp up."<br /><br />Good luck!JBhttps://www.blogger.com/profile/03263662621289630246noreply@blogger.com