• Designing RPG systems

    The following are some musings on how to make good RPG systems, and which mistakes or pitfalls to avoid, based on the systems I’ve seen in various roleplaying games.

    Note that I am talking specifically about RPG character progression systems, and not the other staples of the genre such as dialogue, choices and consequences.

    I feel that a character system should:

    • Have interesting and meaningful choices
    • Differentiate gameplay between character builds
    • Feel satisfying
    • Avoid offering truly bad choices which only act as traps for inexperienced players
    • Not get in the way of normal play

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