Bryan's Ramblings

So, by now you've hopefully read Troye's founding of what was to become Lore Gaming Company. I thought I'd tell you of how I got involved.

Back in college, I was asked to join a roleplaying group that a good friend of mine was in. I had been out of gaming for several years, and really had no interest in getting back into gaming. My buddy convinced me to at least sit in on a session at his house, and meet the rest of the group. With all of us being single, and in college, this weekend session was going to be an all-day event (as is normal for a lot of groups).

 
Troye's Dev/Design Blog

So we spend most of our time with the blogs discussing cool features of the games, or insights as to why we do the things we do. One thing we don’t talk about much is where all of this came from in the first place. Each of us came into the design process at different points, and we all have our own stories to tell as to why we got involved.

 
Bryan's Ramblings
In designing the game system for Lore: Uprising and its sequels, we were faced with lots of choices. One of the series of choices that we face(d) was finding the balance between rules-heavy planning for every contingency, or very light rules planning - basically leaving all the work to the Game Master.
 
Troye's Dev/Design Blog
So, as most of you know by this point, there are currently 3 games that span the Lore timeline – Uprising, Origins, and Hunters. Mechanically, the games are designed to be as close as possible so that transferring from one system to the next is relatively simple. The house system we use was designed to be ultra flexible so it could be adapted to various genres with only a small amount of work.
 
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