Moving Forward

I’ve been bouncing back and forth between system and setting. The PITCH rules are close to being finished, but there are still some details to work out. A lot more work needs to be done for the setting, but I find it’s harder to write the setting. It’s more creative writing and unfortunately there’s no good way to force creativity. It sort of trickles in on its own timetable.

Still, progress is being made. I’m adding a few bits to the character creation process and have started a new section on situational rules. I also still need to flesh out the equipment section with descriptions and a chart of prices and effects. The biggest chunk that is missing is a new section for techniques. I have an idea of what I want it to be, but I want to make sure I’m not needlessly complicating matters. Techniques need to enhance the game, not bog it down with complexity.

On the campaign setting front, I’m continuing to flesh out the macro-setting – i.e., the high level view of the world. It’s slow going, but it’s necessary. I’ve been referencing other RPGs as models for what information I need to include. I’ve found that the Eberron campaign setting for D&D 3.5 is very complete and very well organized. It’s a good model to emulate. Once the macro-setting is fully fleshed out, I need to rework the history of the setting and begin work on influential organizations. History, setting and organizations are so closely tied that it’s easy to get stuck in an endless cycle of work and rework. The more you write on one, the more you have to go back and rework another to make them work together.

I’ve been trying to do at least some work every day, but progress is still slow. I only get so many hours in the day when I can work on the game and I’m usually pretty tired during that time. Still, any progress that keeps things rolling forward is worthwhile.

Posted in Game Design

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