Game design: Stuck on the mechanics?
So far, mostly what I have for my ADIOTOPIA RPG (either already written down or as lose ideas floating in my head) is information regarding the lore and the setting. However, I'm still very much struggling with the mechanics of it all. As already announced in the Special Thanks section of the main page, I'll be using LeviKornelsen's Dangers and Augments table (which, in ADIOTOPIA RPG. will be called Conditions and Bonuses instead) but, apart from that, everything is still very much a work in progress.
I know that I want this system to use six-sided dice as a base because, as much fun as I have rolling my huge collection of polyhedral dice, not everyone has tabletop dice, but most people will have a d6 even if just from playing boardgames. I also know that I want the base to be 2d6, with a chance to lower it to 1d6 or increase it to 3d6 if the conditions are more or less favorable to the action the PC is trying to do. I know I want a combat system that doesn't involve counting hitpoints (because, for me, it's one of the most immersion-breaking things a RPG can have).
I was trying to come up with some sort of rules system of my own, but now I'm wondering if I should just borrow from other systems instead (I can't go too crazy since I'm still not sure if I'll playtest this or not). I've been recently introduced to Blades in the Dark and I've been obsessed with it ever since; I like its Stress/Harm/XP systems, the Fortune rolls and the Devil's Bargains. I also like the Hx system from Apocalypse World, that idea that there is already some sort of relationship between the characters before the first session even starts). Their approach to inventory system is also interesting and not something I have the slightest clue how I'm going to approach in my game yet. The idea of the Psychic Maelstrom or the Ghost Field also matches my idea for Faërie in my setting. I also like character sheets in Playbook style, where the players have all the info they need to play the game on a single piece of paper, without any need to stop gameplay to check something in the manual, and both AW and BitD provide that.
Speaking of character sheets, this is one of the points where I feel like I'm currently having a creative block. I already had 4 complete classes written down (the Fun-Loving, Sensitive, Determined and Serious kid) but it turns out these classifications (and most of the info I used as base for the playbooks) are based on a classification system found in Carol Tuttle's book The Child Whisperer, and I was denied permission to use the same terminology. Ever since, I've been really struggling to get a new concept that will fit my vision for this game, and it's one of the main things that seems to have gotten my writing to a halt.
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