Friday Question: LIVE (from my cutting board) Wild Edibles
14 minutes ago
The RuneQuest percentage skills character sheet elegantly serves non-combat roleplaying through these two important design rules:
RPG Design Rule a: "If it's not in the rules, it's not in the gameplay." [ie, player knows it's not an important thing to think about]
RPG Design Rule b: "If, in a scenario crisis, a player can't find problem-solving tools on their character sheet, they won't look elsewhere for them." [ie, When players are flummoxed, they look to their character sheets for inspiration. And they won't be inspired to use any tool they don't find there.]I strongly disagree that the above are two important design rules for a RPG. In fact they are bad design because theylimit the flexibility that is one of the primary strength of a given RPG.