Prime Junta
RPGCodex' Little BRO
- Joined
- October 19, 2006
- Messages
- 8,540
To be honest, a big problem is that the mechanics and setting need to complement each other. Sci-fi/fantasy settings have been used a lot, so they're very familiar with the players and you can easily create mechanics that complement both the feel of the setting and that are familiar enough with the player while still givin' you space for originality and a personal touch.
If you, for example, wrote a game with a 1984-like setting, how would you tailor the mechanics to that setting? You can't certainly simply put classes, you can't certainly just focus the game on combat etc… so it's really complicated.
Though, original settings have already been done in the past and I had a couple ideas in mind for a while, I'll post on that later.
Yep. I think a 1984-style dystopian game would be better suited to an adventure game format, which could, of course, be less linear than adventures usually are. It would have to be a morality play and to deal with the choices you make and the risks you take in navigating the System, and there's not a whole lot of stat-checking in that.
- Joined
- Oct 19, 2006
- Messages
- 8,540