SYNERGY Role Playing Game Version 1.5
John Michael Crovis:
I'm looking for comments and constructive criticism for the first RPG I've designed. This RPG is designed with spontaneous storytelling in mind. This game provides a rules-light framework that is easy to understand, requires cheep common materials to play, and does not require any preparation time besides the time it takes to create a character. It is not tied to any particular setting or genre and allows each player to contribute equally to the development of the story.
I first posted this game on 1km1kt.net, and got a lot of great advice on how to make the game more appealing. Is there more that can be done to hone this game? I really do want your opinion!
SYNERGY RPG can be downloaded here: http://www.ravenlakegames.com/synergy-rpg
John Michael Crovis:
To be a little more specific... Is the text clear and understandable? Do the rules make sense, from an academic point of view? Could you see yourself playing this game?
voidgere:
John,
This game is rather innovative. I like the way you handle character creation. It reminds me of the bit of folk wisdom, "It takes a village to raise a child." I think this would allow a bit more inter-connectivity between the characters. I do feel it allows for griefing in worse case scenarios. Stressing that the game is best played by seasoned RP'ers is a step in the right direction. I have never been very keen on the idea of adding playing cards to a roleplaying game but I like the passive effect the addition has in Synergy.
All in all, for a very slim and steamlined roleplaying system, I would have to rate this one a 9/10.
Pros
- Innovative character design and game mechanics
- Rules light
- Open genre
Cons
- The use of playing cards and dice
- Room for griefing during character generation and play
John Michael Crovis:
Hello Voidgere,
Thank you for taking a look and giving me some feedback. I'm glad you like game system. Unfortunately, you are dead right about the game being open to inter-player conflict spilling into the game... The rules are designed to minimize this and promote a sense of fairness, but rules really can only go so far. There really isn't any good way to avoid that possibility in a game that doesn't rely on a Game Master; the maturity level of the players is tantamount to the success of this and similar games.
Regarding Cards - if used right, they can add another level of sophistication and strategy to a game. If utilized poorly in the game design, they leave players wondering why they couldn't just have rolled dice, instead. I hope that my use of cards in this game is the prior rather than the later.
Thank you again.
voidgere:
I am going to introduce this system into my playtest group and see what they have to say. I'll run it through my closed group first. They are seasoned RP'ers and hand chosen by me for my own playtest group so they have experience with playtesting. I am most intrigued with the ability to switch Storytellers. I think this is the most unique mechanic. As most of my group have referee experience, it will be very interesting to see how it plays out.
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