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Reply To: Magic and Tech: Initial Development

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#1526011

davehawes
7768xp
Cult of Games Member

When I was working on the Lore for Deneb, one thing that really helped me was to write basically a Chronological from dawn of time to now “true” history, as close as I could get it. Emphasis on covering where all the races come from, the geo-political and ecological history of the world, and so on. All of that helped me really understand why things are the way they are “now” and meant I had plenty of material for adding factions and places later that wouldn’t feel tacked on, but were integral to the tapestry of the world.

 

However that document itself is pretty dry and boring, very long and full of details that don’t really have much value on their own. But that is a reference for myself, so when I am writing short-stories, summaries of a factions history, or even just lore on a unit card, I can go back and check what I’ve decided happened in history.

 

I think you have a strong start on having that kind of a history document, but I’d suggest moving that out of the core rules, and then writing a punchy short as you can bear summary to get people into the action and understanding the key players.

 

Regarding the rules, I agree with @limburger that it makes a lot of sense to cover how the core rules work ahead of going into scenarios or force construction. Just an opinion though!

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