The continuing saga of a wannabe GM who can't get a game started ...
D&D's various alignment systems provoke a lot of discussion, partly because they have multiple interpretations and multiple purposes. To quickly review changes across editions:
Original D&D and Basic D&D had only three alignments: Law, Neutrality, and Chaos. (One version of Basic, I forget which, added "Good" and "Evil". Not Lawful Good or Chaotic Good, just "Good".) Essentially it represented which "side" a character was on
Updated 04-29-2012 at 09:14 PM by fmitchell
"What is that THING you're using as an avatar now?"
It's one of these:
Participating in Jim Raggi's forum about his new game brought up some other random game design thoughts. Here is as good a place as any.
Dispense with fixed stunts. Instead, I'd adopt a house rule (which I can't find a reference for now) that allowed players to "lock" an aspect to behave like a stunt: substitute one skill for another, grant a "permanent" circumstance bonus, a new function for an existing skill, etc.
Novels and games always show wise graceful elves and grim greedy dwarfs. Does that seem right to you?
Many worlds believe theirs is the only timeline. Even "time travelers" believe in only one real timeline; the others cease to exist when the past changes. Previous timelines become inaccessible through linear time travel, so nothing in their science disproves their theory.
Sufficiently advanced travelers have means beyond these simple "time machines". World Jumpers can identify a parallel time line in infinite-dimensional space and "jump" to it directly.
Updated 04-29-2012 at 09:16 PM by fmitchell