"What's that purple plant?" A native knows it is carnivorous or hallucinogenic, and immediately responds, "Oh, I get my whatsis and that's no longer a problem." A newcomer asks, "Describe it in more detail. Both they and their characters gradually build up a store of knowledge through actual exploration. That way the players can explore a world that is completely new to both them and their characters. I'd rather play, a la Empire of the Petal Throne, a newcomer just off the boat. And if I want to explore a land and its culture, I don't want to read up on it all and create a native - he already knows everything, he's a native. Why does the book need to get out in, say, three months instead of a year? The movie is already old news. Your two other priorities, 'get the book out soon,' and 'allow the players to explore Barsoom as natives,' are not things I could agree with at all. Or think of it as the difference between creating a character using the original Little Black Books of Classic Traveller, versus a detailed character using the supplements Mercenary, High Guard and Scouts. He may not be all that different from a human PC mechanically, but there is a nod to creating something a little different. But there is enough information on dwarves so that you can create a PC dwarf. For instance, the Chaosium Runequest 2nd edition book (old-schooler, remember) is focused on playing humans. But the core book should also allow for simple versions of Green Martians and Jasoomians, because their presence is core to the novels you're trying to recreate, and some players will want to try them right from the beginning. Just like D&D expects humans to be the majority of pc's. If your concept of the game is that the majority of pc's are Red Martians, that's fine. Supplements should be just that, supplemental. I think the core book should be a one-volume, stand-alone game. I don't know that keeping the core book 'focused' in the way you describe is a goal I'd agree with, per se. Remember though, your audience is probably going to be the more old-school gamer if you're looking for Barsoom fans. I've been looking forward to my ideal Barsoom game for many years. And of course, a decent equipment list and some vehicles/mounts. Especially useful would be a decent-sized city (obviously not that much detail in the core book, but a couple pages of description, and a map), a starting adventure, and some scenario hooks. Give us some background on the geography, plant life, tech levels. But the core book should allow for simpler characters of all races. If you're going to do supplemental volumes dealing with geographic areas and their inhabitants, that include detailed character options for natives of those areas, that's well and good. A basic bestiary, and enough information to play the various races right in the core book. So beyond character generation and task resolution, I'd like an experience/growth system. Physical challenges can include combat, but my heroes are so much more than just fighters. I don't like games that are all about combat I like mystery, horror, puzzles, diplomacy, intrigue, tracking, exploration, negotiation and problem solving. And no 'abstract' rules a la Heroquest, please! I like skills (including social skills), but not an overwhelming number, and I don't like fiddly-bit rules either. I'm an old-school gamer, and prefer my rules on the light side but without gimmicks like cards and tokens. What would I like to see? Well, I don't play much d6 so I don't know what to ask for there. Ah yes, I thought it went without saying, but if it's modeled on the movie rather than the novels, I'm not interested.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |