May. 3rd, 2008

vaxjedi: (Default)
So I keep working on Crystalpunk rules, especially in the areas of character creation and systems for magic. And I've gone through literally dozens of variations trying to get my star chart idea if skills and planets worked out. I've had some cool ideas, but none of them seem to fit right. They all feel awkward in some way. So I have to admit that I'm heading down the wrong path in general - if a mechanic takes this much work to design, then it's not right for the design.

So I need to rethink the design. Maybe start from the ground up. So what do I want from the system?
* I want a system that supports lots of different types of characters and actions.
* I want a character system that reflects the atmosphere of the New Age. This was the point of the star chart idea - it seemed like a very New Age feeling framework. If I can figure out how to use the overall concept, I'd like that
* the magic system should be a key feature, as Crystalpunk is focused on the magical/superscience subcultures of the setting
* I want a magic system that allows many different styles of magic/preternatural stuff, from channelers to crystals to cyborgs to shamans.
* The magic system should allow for people to make their own, and allow me as a GM to make traditions as standards or set pieces.
* The magic should be set up so that mixing traditions is possible and encouraged.

Now I like Fate as a core engine, as I think it would encourage the type of play I want. Dynamic and creative with less of a focus on numbers. I really like the Aspect system in Fate. So I think what I really need to do is create a magic/supernatural system that has the feel I want and go from there.

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