Difference between revisions of "The Big SD"

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(Created page with 'Please answer the following questions on the Talk Page What do you consider makes a good SD? What do you consider some of the best SDs you've played? (please provide likes if…')
 
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Why do you drop an SD?
 
Why do you drop an SD?
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=Big SD design element ideas=
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1: A solid interesting setting which allows a large number of different types of powers
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2: a solid system with a dice roll base conflict resolution system.
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3: a mechanic that encourages PVP or at least player interaction (external resources people need?)
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4: some way of limiting player numbers or player alliances for better management
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5: An unsafe universe but a safe continuing SD.

Revision as of 07:55, 26 June 2010

Please answer the following questions on the Talk Page

What do you consider makes a good SD?


What do you consider some of the best SDs you've played? (please provide likes if able)


Why were they so good?


What is the best style of GMing for an SD?


What keeps you playing an SD?


Why do you drop an SD?

Big SD design element ideas

1: A solid interesting setting which allows a large number of different types of powers

2: a solid system with a dice roll base conflict resolution system.

3: a mechanic that encourages PVP or at least player interaction (external resources people need?)

4: some way of limiting player numbers or player alliances for better management

5: An unsafe universe but a safe continuing SD.