Questions tagged [game-design]

For questions about the design of RPGs themselves. Not for questions about homebrewing subsystems, rules, or house rules questions. More specific tags may apply—click “info” or “learn more…” for a guide.

Questions related to designing games, the theories of RPG design, the use of dice in designs, or subjects tangential to that, including "hacks" or derivative works, should be tagged with the design tag.

This does not include house rules or simple changes to an existing system, nor homebrewing new subsystems for an existing game system. This tag is for more extensive creation and theories.

With or without using the tag:

  • Use and/or for questions about designing dice systems.
  • Use for questions about copyright, patent, and other intellectual property issues.

Instead of using the tag:

  • For questions about house rules and small rule changes, use .
  • For questions about creating new subsystems or material for an existing RPG, use .
  • For questions about publishing RPGs, use .
  • For questions about a specific game's rules or rulings, use just the appropriate game-system tag.
246 questions
44
votes
16 answers

How do role-playing games avoid lame duck scenarios?

This is effectively the reverse of How can I end combat quickly when the outcome is inevitable? Lame duck scenarios in game design occur when a player cannot win, but the game isn't over yet. They're obviously undesirable, and good game design would…
Allure
  • 1,120
  • 2
  • 10
  • 15
32
votes
17 answers

What alternatives to hit points are there for abstracting wounds?

I don't like hit points as an abstraction anymore. I'm interested in writing an RPG and I have some ideas for other ways of handling wounds, but I wanted to see what else was out there. MERP had HP, but it also had critical hits, which were far…
valadil
  • 19,668
  • 2
  • 46
  • 93
21
votes
10 answers

Difference in basing damage on degree of success compared to a separate roll

So I am thinking about my own homebrewed system, and am wondering how to implement damage. I am considering two types of system here: Damage is rolled separately (base on weapon), and success of the hit roll plays little or no part in determining…
Extrakun
  • 7,047
  • 3
  • 32
  • 53
14
votes
11 answers

What are common design flaws of build-point game systems?

I'm designing my own RPG system and I want to avoid the most widely-recognized flaws, loopholes, and exploits that build-point character creation systems usually suffer from. What are the most common ways players exploit point-based character…
LitheOhm
  • 9,557
  • 3
  • 48
  • 89
13
votes
5 answers

Do these stats cover enough of a person's ability?

I've had this thought in my head for a while, as I'm developing my game, but this question really sparked me into posing the question. In the game I'm developing, peoples normal stats/attributes aren't just static numbers but they give an idea of…
AncientSwordRage
  • 13,455
  • 8
  • 110
  • 291
13
votes
4 answers

Version marking during game development

During RPG design, ones RPG goes through many iterations. If one has a PDF, or a print copy of the rules, or a .docx or what-ever, it is important to know what version you are looking at. Particularly, when it is being done "open-source"/ community…
Frames Catherine White
  • 7,312
  • 3
  • 37
  • 66
12
votes
5 answers

Looking for game with a specific initiative system

In working on a new game system, I'm looking for any relatively-balanced system that uses initiative in a specific way. I'm just looking for a reference point and inspiration, or if anyone else has any better ideas... The idea is to give players the…
markross__c
  • 534
  • 1
  • 5
  • 10
12
votes
2 answers

Who should be addressed in an RPG rule text?

When reading RPG rules text, I have noticed that the text sometimes rather inconsistently switches between assuming that the player is doing the reading and that the character is doing the reading. For an example from D&D 3.5, here is a clause that…
Ernir
  • 20,996
  • 3
  • 55
  • 120
12
votes
6 answers

Is the concept of a mutable game system viable?

I've been toying around with some prototypes for game systems, and I'm wondering if "mutable" RPGs (games where the rules of the game are represented and can be interacted with/changed in game) are viable. Has the concept been tried, with any…
blueberryfields
  • 6,109
  • 2
  • 33
  • 62
8
votes
2 answers

Creating my own RPG but having a hard time. Need advice

I've been playing tabletop RPGs for 20 years and I finally mustered the courage to create my own RPG. The problem is that I've gotten very discouraged as of late. I asked my local gaming community and friends if they would review what I had so far…
pullsumo
  • 239
  • 1
  • 6
7
votes
3 answers

Do Design Patterns Exist for Mitigating Common Drawbacks of Resistance-as-Ablative-Resource?

I've always been bothered by the way resistances to non-damaging 'bad effects' are designed in RPGs, and I'd like to know if there are better ways to design it (before actually trying to do anything of my own). I'm talking about such effects as…
6
votes
4 answers

How can adversarial game mechanics be added to a game?

Some systems have the concept of an adversarial relationship between the game master and the players. These games typically have a series of mechanics to enforce this behavior and prevent one side from becoming too powerful and running away with the…
rjstreet
  • 2,562
  • 1
  • 23
  • 28
6
votes
3 answers

What are the advantages to mixing roll-over and roll-under mechanics?

Some role-playing game systems—like Dungeons & Dragon before its third edition—use a combination of roll-over and roll-under mechanics (“roll-over”: high rolls vs. target number are good; “roll-under”: low rolls vs. TN are good). Does this mixture…
aidenm
  • 61
  • 4
5
votes
1 answer

What are the most common design problems found in games based in levels and classes?

I am starting to develop a home-brew system along some members of our group, and one of the things we have to decide is the advancement system. We are divided between point-based and class/level, having experienced and enjoyed both of them.…
MACN
  • 6,428
  • 1
  • 28
  • 41
5
votes
5 answers

Character turn mechanic that is both detailed and handles long actions

We play according to a homemade-ish freeform-ish system. I, as a GM, have a lot of fun with the system as I morph it. And the benefit for the players is that the whole thing is a one-pager. But we have a problem: the turn dynamics. The problem is…
Vorac
  • 4,169
  • 1
  • 26
  • 39
1
2