Jun. 10th, 2015

kingtycoon: (Default)
So if you don't understand, let me explain - a little. I made this Game - The Game of the North (You'd love it). Now, if you know about RPGs you might know that the player's guide traditionally comes loaded up with long, long lists of spells. I, personally, hate that - its lame to learn all the spells in the book, it's tedious to have to study them all for exploits & so on. Plus maybe a lot of the time you don't play a spellcasting character - so a waste of time/space for everyone.

My solution was to come up with a system for making your own spells using a few guides & indicators. I really thought that would appeal to people - in particular the thing I wanted to address was this: As the GM, I run the game and work on it when I'm not running it - I straight up love that shit, I really do, it's one of the main things about me that I like doing. Now, as a player I find, I like having something to do between sessions - hence my old Spellbook Project -

My assumption in putting together the Game of the North was - give people things to do away from the table - let them engage a deeper way. Now. That's not for everyone. Which is, whatever, a shame? A shame for me anyhow. In playtesting it seems players want to have spells explained & made for them. So I'm using the neato rules I came up with and I'm making up spells. But I think, it's probably worth it for me to assemble my spellbook pictures & whatnot into some coherent element within this - just so I can put 'em in a book and people can have it as a possession - so I'm working on that! Anyhow The Blue Book is the example section for casting magic spells about summoning. Here's the whole explanation of that:
Read more... )
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