Good
lesson for RPG designers: if your game is combat-only focused, there is
a cap on how many people will be interested. Mostly because Pathfinder
and D&D are combat focused and - guess what - they are more popular
than you will be. That means you have to appeal to non-combat players to
have any chance of sustainability.
From day 1, you need to think of how non-combat actions will be balanced. Design so that a non-fighting build is just as viable and interesting as the typical warrior or barbarian. If someone doesn't have a chance to talk their way out of a bad situation, or convince the other person to join them, you need to rethink your game system.
From day 1, you need to think of how non-combat actions will be balanced. Design so that a non-fighting build is just as viable and interesting as the typical warrior or barbarian. If someone doesn't have a chance to talk their way out of a bad situation, or convince the other person to join them, you need to rethink your game system.
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