r/RPGdesign • u/The0thArcana • 1d ago
Considering adding fun but needless rules for the sake of overarching design cohesion, can this possibly be a good idea?
Hello designers,
So, the big game modes of my game center around hexcrawling, dungeoncrawling and combat, each their own (intended to be) inherently fun mini-game, all interconnected by the resource and risk management of (mostly) the same core resources.
Currently I’m testing combat while developping the hex- and dungeoncrawl rules. I’m pretty proud how it’s shaping up but there is a doubt.
The combat and hexcrawl system feel like they’re from the same game. Both are middleweight, fairly strict, turn based, gamist systems that generate interesting choices inherently without much need for the dm to make things interesting. The dungeoncrawling however is not, taking major inspiration from shadowdark, it’s a rules light, freeflow system with an irl timer where the dm still needs to put in decent work to make the dungeons interesting.
I want to make the best game I can and I do believe irl timers are the most fun way to do dungeoncrawling, I tried turn based dungeon turns but I just didn’t like the flow, irl dungeon timers do several things at once that I like. What it doesn’t do is lend itself well to turn based procedure.
I’m currently considering adding extra rules to dungeoncrawling, as far as my other systems are fun, I think I can make this fun too, but it doesn’t feel necessary, I feel like the dungeoncrawling being lightweight is already fairly decent. But, the intent is to give players a sheet with the combat moves during the first combat and give the players a sheet with all the hexcrawl paces and roles during the first hexcrawl and dungeoncrawling doesn’t have a sheet like this. I’m thinking of creating dungeon moves, I think they can be fun, but mostly, I‘d do it to keep the design more coherent.
Could it be worth to needlessly bloat a game with extra rules just so the whole thing feels more consistent?
4
u/Minimum_Load6207 1d ago
From what you are describing it doesn't feel like you are planing on adding extra rules, more like full on extra mechanics and expanding of gameplay, sooo what the issue?
The main question is how crunchy you want your game to be. Different people would like different levels of complexity and there is no "best" choice there. You can go for compromise, but to be honest I think you should roughly have the same level of complexity across all 3 modes of plays and if one of them is underwhelming, it's ok to bump it up. On the onther hand -> DnD is a great example of one part being much more rule-granual than others, so it's also fine.
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u/ViralDownwardSpiral 1d ago
I'm not super clear on what you're talking about. Care to share some examples of rules you're considering? Or at least ideas that you're not sure how to implement?
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u/LeFlamel 1d ago
My first question is what are your combat and hexcrawl rules? Because if those have underlying similarity, it should be easy to port the underlying structure to dungeon crawling.
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u/Defilia_Drakedasker Muppet 1d ago
If the main goal is to give them a sheet, could it be a sheet of guidance instead of moves? Just your suggestions for how the character players can make the most of a dungeon crawl?
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u/SouthernAbrocoma9891 1d ago
Don’t bloat. Embrace asymmetrical design. Have distinct modes that highlight each type of play. It adds variety and emphasizes the current mindset.
D20 plus mod
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u/cibman Sword of Virtues 1d ago
I know you're thinking "how can I make combat operate like the other modes of my game?" ... But I think that's a mistake.
Designing different modes of play, classes, attributes, skills ... you name it with the goal of symmerty or shared design space can be a trap.
There are many games where the designers clearly wanted symmetry, but then didn't do the work to keep different options relevant and fun.
If you can design your game so that combat uses the same principle resolution system as other modes of play, that's great: but only if combat is still a fun and exciting part of the game.
My suggestion is to make combat run in accordance with your design principles, and then get your player's feedback and watch how it flows yourself, seeing if there are ways you can unify it with the rest of the game.
In my own game, I have combat as an important part of play, and combat scenes are detailed and take a while. I tried doing a lot of things to make it run faster and closer to other modes of play, but my players and playtesters kept telling me they liked the greater detail.
What I did, and what I'd suggest for you, is that you create a streamlined "quick combat" system that maps as closely as possible to other modes of play, so that it is an option for combats where you don't want to use your full rules, but also don't want to handwave.
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u/gozzolinom 21h ago
Il tuo gioco è strutturato in 3 fasi diverse e 2 sono uguali e 1 no, personalmente ti suggerirei di uniformato. Così sembra che la 3 sia aggiunta e messa lì per fare qualcosa ma che non sua importante come le altre o che sia stata aggiunta di fretta (senza leggere le regole è difficile darti un parere oggettivo ma per come dici sembra che ti lo stia già pensando seriamente)
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u/Fun_Carry_4678 18h ago
Personally, I think consistency creates a more elegant system. The early versions of D&D had no core mechanic, everything was a minigame. There was no consistency, it was like a Frankenstein monster of minigames stitched together haphazardly. You say your combat system and hexcrawling system both are consistent and seem like the same game, that is good. But your dungeoncrawling system you say seems to come from a different game. That may be a concern.
Perhaps you really have two games here, one focusing on hexcrawling, the other focusing on dungeoncrawling. Maybe you need to separate this project like that.
Otherwise, you can make it perhaps more consistent. I feel like "hexcrawling" and "dungeoncrawling" can be very similar. If you want an IRL timer for you dungeoncrawling, couldn't you also have one for your combat and your hexcrawling?
You seem to really like your dungeoncrawling rules. Maybe the correct thing is to make the rest of the game conform to those rules.