Weapon Strategies
Recently, I’ve been working on designing futuristic weapons for Cyber Run, a tabletop trans-dimensional RPG. I’ve found that most tabletop RPGs don’t offer interesting weapons choices.
Recently, I’ve been working on designing futuristic weapons for Cyber Run, a tabletop trans-dimensional RPG. I’ve found that most tabletop RPGs don’t offer interesting weapons choices.
All tabletop RPG systems approach combat in a different way. This article takes a look at several dimensions of RPG combat systems and how bits of each system influenced the creation of Cyber Run.
Every month, as I’ve been redesigning Cyber Run, a futuristic table top RPG, I’ve also been writing an article based on subject I was redesigning. This month I was going to write about skill systems, but after overhauling our attribute system, I thought it might be more helpful to other game designers to talk about different approaches to designing a game system.
Attribute scores are the foundations of every RPG character. Attributes determine the character’s epic qualities and their tragic flaws. In many video and table-top role-playing games, there has been a standardization of these basic attributes with a little variance determined by the focus of the game.
The hit point systems in most games are crude, mostly meant to be easily integrated into the rest of the game system. A good hit point system needs to have a balance between what can work with the game system, what feels realistic, and what is fun.