Posts Tagged ‘RPG combat’

A deep dive into the design of True Messiah

As an independent developer with a board game, I sometimes find myself traveling to board game nights and events to demo True Messiah and build interest. At these events, I’m often asked: “What other games does True Messiah play like?” I often respond with something like, “Go meets Magic the…

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Designing RPG Mechanics for Scalability

There is a secret known only to RPG developers, a gleaming nugget of knowledge unearthed anew through long struggle by each succeeding generation of would-be Richard Garriotts and Shouzou Kagas. It is, simply: making RPGs is kind of a pain in the ass. I love making RPGs, but it’s true. The…

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6 more ways to improve turn-based RPG combat systems

Almost exactly one year ago, I discussed the four virtues of a good turn-based combat system and shared 12 techniques that RPGs commonly overlook for achieving those virtues. Today, after a year of contemplation and careful design work, I feel ready to expand the list. What follows are 6 additional…

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12 ways to improve turn-based RPG combat systems

In my last opinion piece, I provoked a certain subsection of the world of RPG enthusiasts by slaughtering a particularly sacred cow: the D&D-style combat system. A surprising number of people wrote in agreeing with me. Predictably, however, others responded in one of two ways: (1) “So you think a…

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The battle system I wish RPGs would stop using

Dungeons and Dragons, son of Chainmail, is the great granddaddy of the modern role-playing game. Its importance cannot be overstated: not only was it revolutionary for its time, it has also directly inspired many of the early computer RPGs on which the genre is now based. Because of D&D’s power…

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