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Worlds of Design: Creativity and the Game Designer
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<blockquote data-quote="dragoner" data-source="post: 7949054" data-attributes="member: 6943731"><p>I just bought this from DTRPG for $20, it's all you need:</p><p><img src="https://dragonersdomain.com/forum/download/file.php?id=1291" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>I played mongoose for 10 years, it has too many problems, very long and whiffy combats, space combat gets even worse. Classic has some issues too, except for whatever it's worth, it's fast; plus Classic sticks more to the science fiction side, and mongoose veers off into space fantasy. I think I counted 683 original PDF's for Classic that I bought from Marc Miller, mong of course mines that for most of it's pubs, just converting stuff over, with some results great, others abysmal. Absolutely the worst products have been from mongoose, where GDW stuff is the highest quality.</p><p></p><p>For space combat, Classic's "Book 2" style is about the best (also what is used in the Traveller Book above), it's quick, and there is a lot for players to do, plus it strikes a good balance between play-ability and real world physics. Later Traveller stuff, such as armor on spacecraft, or big "spinal mounts" weapons are fantasy; sadly these tropes get repeated in other systems as well as later versions.</p><p></p><p>The worst for game design is poorly thought out meta, which after reading, adds nothing to the game, except wasting time. Cue the game designer as frustrated novelist cliche, but there is truth to that. What games need in design is concise writing and a laser like focus on the table, and whatever fluff, chrome, or meta, shouldn't rise above 5-10% of the product.</p></blockquote><p></p>
[QUOTE="dragoner, post: 7949054, member: 6943731"] I just bought this from DTRPG for $20, it's all you need: [IMG]https://dragonersdomain.com/forum/download/file.php?id=1291[/IMG] I played mongoose for 10 years, it has too many problems, very long and whiffy combats, space combat gets even worse. Classic has some issues too, except for whatever it's worth, it's fast; plus Classic sticks more to the science fiction side, and mongoose veers off into space fantasy. I think I counted 683 original PDF's for Classic that I bought from Marc Miller, mong of course mines that for most of it's pubs, just converting stuff over, with some results great, others abysmal. Absolutely the worst products have been from mongoose, where GDW stuff is the highest quality. For space combat, Classic's "Book 2" style is about the best (also what is used in the Traveller Book above), it's quick, and there is a lot for players to do, plus it strikes a good balance between play-ability and real world physics. Later Traveller stuff, such as armor on spacecraft, or big "spinal mounts" weapons are fantasy; sadly these tropes get repeated in other systems as well as later versions. The worst for game design is poorly thought out meta, which after reading, adds nothing to the game, except wasting time. Cue the game designer as frustrated novelist cliche, but there is truth to that. What games need in design is concise writing and a laser like focus on the table, and whatever fluff, chrome, or meta, shouldn't rise above 5-10% of the product. [/QUOTE]
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