Members
Rough Quests
#34: How to SNGD Rough Quests, Followed by (Yet) Another Change of Course (08/31/2006)
How SNGD applies to Rough Quests and deciding upon a setting.
#33: Applied SNGD (08/18/2006)
D&D, HeroQuest, Prince Valiant, RuneQuest, Skyrealms of Jorune, Sorcerer, Te Deum, Toon, and Tribe 8.
#32: GNS? Oh No, Not Again! (07/28/2006)
Gamist, narrativist, simulationist, dramatist: a new definition of terms
#31: Status Quo at the Game System Level (07/14/2006)
System and setting descriptors.
#30: While in Rome Be Roman: Adventures of a Game Shopper (06/30/2006)
A European vacation and French games, including Te Deum and others.
#29: Status Quo at the Setting Level (06/15/2006)
Measuring changes in a character's status quo.
#28: Results as a Change of Status Quo (05/25/2006)
The purpose of results and the difference between setting and game system.
#27: Generating Action Results (05/12/2006)
Figuring out the results of actions, beginning with a look at combat and damage.
#26: Randomization of Performance (04/28/2006)
Different ways to use randomizers, and a decision for Rough Quests.
#25: The Performance Stage in Action Resolution (03/31/2006)
Looking at different ways to combined attributes and skills in a resolution system.
#24: What's In an Action? (03/17/2006)
Looking at combat systems, starting with RuneQuest and initiative.
#23: Stat Scales (03/03/2006)
Finishing character description with a discussion of how to define statistics.
#22: Styles & Other Traits (02/17/2006)
Discussing more advanced traits for Rough Quests, using The Dying Earth, RuneQuest, and others as guides.
#21: Acquired Knowledge, Combat, and More (01/27/2006)
Working out the kinks in the skill and experience systems outlined thus far.
#20: Skills and Experience Fields (01/13/2006)
How do you determine the breadth of an experience field for a skill?
#19: Discussing Skills (12/30/2005)
Moving on to skills for Rough Quests.
#18: Attributes and Characteristics Defined (12/16/2005)
A final definition of the core RoughQuest attributes and characteristics.
#17: Breaking Up Stats (11/25/2005)
Returning to the question of attributes and characteristics
#16: Secondary Attributes (11/11/2005)
Considering secondary attributes, with a look at RuneQuest.
#15: A Closer Look at the Different Psychological Attributes (10/28/2005)
Selecting psychological attributes for Rough Quests.
#14: Psychological Attributes (10/14/2005)
Considering a set of psychological attributes.
#13: Combining Attributes and Characteristics (09/30/2005)
Combining traits for finer game modelling.
#12: Attributes and Characteristics (09/16/2005)
Differentiating dynamic attributes and static characteristics.
#11: Sub-Dividing Coordination (08/26/2005)
Further breaking down physical attributes by looking at coordination.
#10: Breaking Up Physique (08/12/2005)
Further defining physical attributes.
#9: Primary Physical Attributes (07/22/2005)
Specifying the physical attributes in Rough Quests.
#8: A Broad View on Primary Attributes (07/08/2005)
Choosing attributes for Rough Quests.
#7: Which Descriptors? (06/24/2005)
Defining the methods for describing characters.
#6: The Peoples of Rough Quests 101 (06/10/2005)
More info on the races of Rough Quests.
#5: Racial Roles (05/27/2005)
Analyzing races to use in a roleplaying game.
#4: Time for Some Roles (05/13/2005)
Different ways to define roles in RPGs.
#3: From Realist to Gamist and to Cinematic (04/29/2005)
Limitations of realism in game design.
#2: Before Rough Quests (04/14/2005)
Describing the inspirations for Rough Quests.
#1: A New Direction (02/02/2005)
Putting aside GlovE to create a new role-oriented ultimate fantasy RPG.

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