Discussion Group Kickoff

Submitted by Thad (He/Him) on Mon, 10/31/2011 at 6:32am

Our goal is to draft Orn's next generation game system within six weeks. Your role as part of this group is to advise this process by debating ideas, providing feedback, and suggesting revisions. You were chosen for this role because you have a unique perspective that can add value to the discussion.

The better the discussion, the better the system. Discussions are not decisions, which remain the purview of the head of the Rules Committee (i.e., me). However, these discussions will be weighed heavily in final rules decisions. Aim to have a good discussion based on sound arguments and solid game design principles, and remember that the popularity of an idea is not necessarily a determining factor.

Participate. Each discussion group has a limited number of participants to keep the discussion focused. As one of those participants, it is hoped that you will contribute your thoughts regularly to ensure a lively and well-rounded debate.

Stick to the topic at hand. All discussions should center around the group's main topic, and each forum thread should pertain to one aspect of that topic. It's acceptable to dip into other aspects of the game as they become relevant, but try to focus on the main topic of a thread as much as possible.

Keep your posts succinct. Some of us (myself included) are known for being unnecessarily verbose. We've got a lot of ground to cover, though, so things will go faster if we make our points in as few words as possible.

Offer solutions. Civil, constructive criticism is expected and appreciated. However, if you find a problem, make your best effort to suggest possible solutions as well. Many rules are only in place because no better alternative has ever been suggested.

Put your ideas to the test. Use the following checklist of best practices to test any suggestions you make. If an idea is rejected, it is most often because it fails one or more of these tests.

  • Safety. Does the rule promote safe conduct and/or discourage unsafe conduct?
  • Fun. Does the rule grant players increased flexibility, expand play options, and prevent frustration? Does it promote immersion and reinforce suspension of disbelief? Does it maintain synchronicity between in-play and out-of-play knowledge?
  • Simplicity. Is the rule intuitive? Can it be explained quickly and easily? Does it have few or no exceptions? Does it take little or no time to master? Does it interact with other rules in clear and simple ways that require little or no arbitration? Is it something that even the lowest common denominator of player can uphold during combat and other situations of duress?
  • Balance. Does the rule offer parity with other established rules? Does it give one type of character an unfair advantage over another?
  • Flow. Does the rule maintain the flow of gameplay by avoiding the need for holds, clarification, or arbitration?
  • Accountability. Is there a clear and obvious way to verify that the rule is being followed, as either a participant or an onlooker?

Master Topic List

  • Character Design Group Topics
    • Classes
    • Races
    • Skills
    • Actions
    • Other attributes
    • Advancement
    • Downtime
    • Respending
    • Character sheets/licenses
  • Combat Group Topics
    • Weapon sizes and specifications
    • Health
    • Armor
    • Damage (amounts, types, and significance)
    • Combat effects
    • Defense (avoiding, blocking, and countering)
    • Recovery (of actions, health, status, etc.)
    • Special mechanics (e.g., initiative, thresholds)
  • Treasure Group Topics
    • Trade skills
    • Crafting and enchanting
    • Coinage
    • Commerce
    • Loot from monsters and adventures
    • Logistical enhancements
  • Newbie Experience Group Topics
    • Starting characters
    • Character guides
    • Suggested backgrounds
    • Instructional videos
    • Orientation
    • Loaner weapons and costuming
    • Newbie mods
    • Mentoring
  • Story Group Topics
    • Story effects
    • Death and character conclusion
    • Guilds and grouping
    • Truth effects and interrogation
  • PvP Group Topics
    • Cabin raiding
    • Open PvP
  • Organization (Owner-Only) Group Topics
    • Age restrictions
    • Boon uses
    • New game functionaries (e.g., Den Keeper, Kitchen Steward)
    • Game pricing and season passes
    • Marshal qualifications
    • Logistics processes

Are we going to have an individual forum for each category up for discussion?

Each discussion group has its own forum, yes, and each topic should have its own dedicated thread. Look under Forums > Drawing Board; you should already have access to the groups you're in. If you have any other topics you'd like to add to the list (whether they pertain to your group or not), please let me know and I'll add them.

If the sub-forums are there, I think you broke my access again.

Have another look. You should be able to see them now. I assigned them a minute or two after I made that post.

In the story section, where it says "truth and interrogation"
 
Isn't that more of a pvp topic if it was to be used by players on other players? 

Yes and no. It has PvP implications, certainly, but the roleplaying implications are more broad than just PvP. It's a perfect example of how game mechanics impact roleplaying, which is the main thrust of that discussion group.