7 hours ago, Mikael Hasselstein said:
The biggest test for any set of ideas: do you have players who will want to play this with you?
I have
spentwasted many hours of my life coming up with game rule-set ideas, but they went nowhere because people were not willing to even give them a try. I don't mean to blame them, though. When I hear someone talk about a custom ruleset for a game, including a game I love, I will frequently glaze over unless I really get sold on the idea. I also think of myself as more open to alternative styles of play than most.tl;dr: creating a cohesive group of players is the first necessity.
Yes... I hear you!
I have had that happen many times as well. Luckily we do have a rather large group of people with like minded people nowadays and as long as someone put in the effort and make it easy for the others to participate getting people to play is usually not a problem.
The campaign that I design are not really there to be played as much as it is to create fun narrative and interesting battles with a story and be less about competition where two people duke it out with two equal fleets with the same amount of points. No point system can fix the rock, paper scissor issue anyway.
