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<blockquote data-quote="Emberashh" data-source="post: 9212354" data-attributes="member: 7040941"><p>Id say neither discouraged nor encouraged. If people are interested enough in the game to want to homebrew, they don't really need my permission or blessing. </p><p></p><p>I do plan on being very transparent as far as how content is written and valued, because I personally don't like how many games just leave swaths of information on how they were created to be reverse engineered, if there was ever a process at all. Which is also important, if not vital, given how big an emphasis I put on integration. </p><p></p><p>Definitely will take a bit more effort to homebrew new mechanical additions than a lot of games, but as far as other content like your own worlds or even just reflavors of the Classes/etc those will be easy and heavily encouraged. </p><p></p><p>The game does assume a default setting; much like how I consistently refer to my own game to explain my ideas on game design, the game will refer to its default setting to contextualize what it does mechanically, but won't be too intrinsically tied to it in most instances. </p><p></p><p>Probably the biggest sticking point would be how magic works and is balanced and integrated, and the Survival aspects, but thats why those are parts Ive taken special care to make as non-abrasive as possible. </p><p></p><p></p><p></p><p>The Ravager makes more sense in the context of the Rogue base it pairs with. I actually covered it in the mind dump topic I made: <a href="https://www.enworld.org/threads/labyrinths-and-outlands.697837/post-9030774" target="_blank">Clicky</a></p><p></p><p>A lots changed since then, but most of the base ideas are still there. </p><p></p><p>But I also subscribe to the idea that went into why some didn't consider the Thief a good addition to DND. Ie that it made basic things everyone should be able to do class exclusives. Thats why I reimagined the Rogue to be more in-line with what I imagined a Rogue was before I ever got exposed to DNDs ideas on them, and then built out from there. </p><p></p><p>And indeed, its why skills like Stealth or Sleight of Hand are not only accessible by everyone, but indeed required to be practiced in order for Martial types to reach their potential. </p><p></p><p></p><p></p><p>Yeah officially they're called Mystics, but I usually just use Psionics when discussing the game like Im doing here just so its clear what I'm talking about. </p><p></p><p></p><p></p><p>Its actually just to avoid the same pratfalls a lot of DNDlikes make by having classes that only do one or two things and then nothing else other than the scant basic stuff. </p><p></p><p></p><p></p><p>Thats up to the players. Ideally, if you're trying to push for the "default experience", you'd be working on them from the start as you develop your Campsite(s) into Settlements and Settlements into conventional Domains (not to mention Strongholds). But Domains go beyond just nation building; businesses and organizations are also Domains, even Religions. You could plant the seeds of these whenever you want, and they'll grow with you, and even if you decide on it late, you'll have a lot of means to catch up with someone who started at level 0. </p><p></p><p>The vision is for the Party, no matter which way each member goes on their individual Domains (including rejecting them), to become the Alliance, and so the Alliance acts as a larger in scope shift in the basic gameplay loop. </p><p></p><p>For example, Rogues would have a class exclusive Domain they can develop that's generically called "The Company". Whether this is a band of Duelist mercenaries, a Pirate crew, an Assassin's Guild or a Criminal syndicate (all lining up with the 4 Rogue subclasses), or something else entirely, is up to that Rogue to decide, but mechanically they'd provide much of the same functions the Rogue does, but on a larger scale. </p><p></p><p>If the Alliance decides to make war on a neighboring Kingdom, the Company could be utilized to scout out and destabilize them, its members and individual parties acting as a fast moving, stealthy disruptors, just like Rogues act as stealthy, fast moving disruptors. </p><p></p><p>Its all part of a concept for high level, post progression gameplay to keep the game going even after you max your characters to whatever degree you care to. Its all stuff that, when I was running 5e or the non-mangled version of DCC, I'd be homebrewing in extensively to keep the dream going, because starting over was such a drag. </p><p></p><p></p><p></p><p>Ah, I may have misunderstood the question lol. From my perspective, its an always thing but that was my group. I personally think a lot of the reason it falls out of favor is just because its never really fully realized properly. </p><p></p><p>Need only look at Bastions in 1DND for an example of that. Its intriguing enough in concept, but its anemic and may as well not be there. </p><p></p><p>But then you can look at stuff like ACKS and its not only just a big pile of crunch minutia, but doesn't manage to follow through on its own good ideas very well. </p><p></p><p>Even really good examples like An Echo, Resounding, while good for what it is, especially if paired with Crawfords other material, is still steeped in really old styles of doing these kinds of mechanics, and those as unfortunate as it is have a limited appeal. </p><p></p><p>Now my own take at this stage only exists as a hodgepodge of scattered homebrew and conceptual design, but my intent is to combat these issues directly so as to avoid them, <em>without</em> having to force people to do it as a shortcut to design viability. </p><p></p><p>It'll be difficult, but I'm confident at this point, especially after finally catching my white whale with Exploration; that was the single biggest design hurdle I've been facing ever since I started GMing, so if I managed to catch that, I can set my eyes on the proverbial bigger fish <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />. </p><p></p><p></p><p></p><p>I've often said that many people in the tabletop design space have an uncalled for prejudice against video game design; I recently learned I may have been holding one against board games, as I had one literally solve a big design problem I had, as well as clarify what I was actually making. (Traversal is going to be very interesting in my game)</p><p></p><p>In a lot of ways, I imagine the overall Domain play is going to feel very similar to a mix of Civilization, Bannerlord, and a couple different board games I've been introduced to recently. Its still going to have its own feel, especially after I get my integration mitts into it to really blend it well, but thats where a lot of concepts came from when I did it as homebrew, and are still coming from as I consider what all it needs to support. </p><p></p><p></p><p></p><p>Pretty much, yeah. Its a true sandbox in every sense of the word, as thats how I always ran my games and its what I ultimately always prefer in any kind of game I play. </p><p></p><p>Especially because lately I've taken a rather <em>huge</em> shine to the concept of Story Machines, which I believe you were the one who lead me to that term. It was what I already thought, after all, and with more words to describe it and actualize it I'm really committing to building one. </p><p></p><p>Incidentally, on that note, have you ever heard of or played Wildermyth? That game kinda solved the Emergent Storytelling question, at least within its scope anyway. Really incredible gem I never heard of until a week ago lol, been playing it ever since.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9212354, member: 7040941"] Id say neither discouraged nor encouraged. If people are interested enough in the game to want to homebrew, they don't really need my permission or blessing. I do plan on being very transparent as far as how content is written and valued, because I personally don't like how many games just leave swaths of information on how they were created to be reverse engineered, if there was ever a process at all. Which is also important, if not vital, given how big an emphasis I put on integration. Definitely will take a bit more effort to homebrew new mechanical additions than a lot of games, but as far as other content like your own worlds or even just reflavors of the Classes/etc those will be easy and heavily encouraged. The game does assume a default setting; much like how I consistently refer to my own game to explain my ideas on game design, the game will refer to its default setting to contextualize what it does mechanically, but won't be too intrinsically tied to it in most instances. Probably the biggest sticking point would be how magic works and is balanced and integrated, and the Survival aspects, but thats why those are parts Ive taken special care to make as non-abrasive as possible. The Ravager makes more sense in the context of the Rogue base it pairs with. I actually covered it in the mind dump topic I made: [URL='https://www.enworld.org/threads/labyrinths-and-outlands.697837/post-9030774']Clicky[/URL] A lots changed since then, but most of the base ideas are still there. But I also subscribe to the idea that went into why some didn't consider the Thief a good addition to DND. Ie that it made basic things everyone should be able to do class exclusives. Thats why I reimagined the Rogue to be more in-line with what I imagined a Rogue was before I ever got exposed to DNDs ideas on them, and then built out from there. And indeed, its why skills like Stealth or Sleight of Hand are not only accessible by everyone, but indeed required to be practiced in order for Martial types to reach their potential. Yeah officially they're called Mystics, but I usually just use Psionics when discussing the game like Im doing here just so its clear what I'm talking about. Its actually just to avoid the same pratfalls a lot of DNDlikes make by having classes that only do one or two things and then nothing else other than the scant basic stuff. Thats up to the players. Ideally, if you're trying to push for the "default experience", you'd be working on them from the start as you develop your Campsite(s) into Settlements and Settlements into conventional Domains (not to mention Strongholds). But Domains go beyond just nation building; businesses and organizations are also Domains, even Religions. You could plant the seeds of these whenever you want, and they'll grow with you, and even if you decide on it late, you'll have a lot of means to catch up with someone who started at level 0. The vision is for the Party, no matter which way each member goes on their individual Domains (including rejecting them), to become the Alliance, and so the Alliance acts as a larger in scope shift in the basic gameplay loop. For example, Rogues would have a class exclusive Domain they can develop that's generically called "The Company". Whether this is a band of Duelist mercenaries, a Pirate crew, an Assassin's Guild or a Criminal syndicate (all lining up with the 4 Rogue subclasses), or something else entirely, is up to that Rogue to decide, but mechanically they'd provide much of the same functions the Rogue does, but on a larger scale. If the Alliance decides to make war on a neighboring Kingdom, the Company could be utilized to scout out and destabilize them, its members and individual parties acting as a fast moving, stealthy disruptors, just like Rogues act as stealthy, fast moving disruptors. Its all part of a concept for high level, post progression gameplay to keep the game going even after you max your characters to whatever degree you care to. Its all stuff that, when I was running 5e or the non-mangled version of DCC, I'd be homebrewing in extensively to keep the dream going, because starting over was such a drag. Ah, I may have misunderstood the question lol. From my perspective, its an always thing but that was my group. I personally think a lot of the reason it falls out of favor is just because its never really fully realized properly. Need only look at Bastions in 1DND for an example of that. Its intriguing enough in concept, but its anemic and may as well not be there. But then you can look at stuff like ACKS and its not only just a big pile of crunch minutia, but doesn't manage to follow through on its own good ideas very well. Even really good examples like An Echo, Resounding, while good for what it is, especially if paired with Crawfords other material, is still steeped in really old styles of doing these kinds of mechanics, and those as unfortunate as it is have a limited appeal. Now my own take at this stage only exists as a hodgepodge of scattered homebrew and conceptual design, but my intent is to combat these issues directly so as to avoid them, [I]without[/I] having to force people to do it as a shortcut to design viability. It'll be difficult, but I'm confident at this point, especially after finally catching my white whale with Exploration; that was the single biggest design hurdle I've been facing ever since I started GMing, so if I managed to catch that, I can set my eyes on the proverbial bigger fish :). I've often said that many people in the tabletop design space have an uncalled for prejudice against video game design; I recently learned I may have been holding one against board games, as I had one literally solve a big design problem I had, as well as clarify what I was actually making. (Traversal is going to be very interesting in my game) In a lot of ways, I imagine the overall Domain play is going to feel very similar to a mix of Civilization, Bannerlord, and a couple different board games I've been introduced to recently. Its still going to have its own feel, especially after I get my integration mitts into it to really blend it well, but thats where a lot of concepts came from when I did it as homebrew, and are still coming from as I consider what all it needs to support. Pretty much, yeah. Its a true sandbox in every sense of the word, as thats how I always ran my games and its what I ultimately always prefer in any kind of game I play. Especially because lately I've taken a rather [I]huge[/I] shine to the concept of Story Machines, which I believe you were the one who lead me to that term. It was what I already thought, after all, and with more words to describe it and actualize it I'm really committing to building one. Incidentally, on that note, have you ever heard of or played Wildermyth? That game kinda solved the Emergent Storytelling question, at least within its scope anyway. Really incredible gem I never heard of until a week ago lol, been playing it ever since. [/QUOTE]
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