As a former player-turned-designer, Bryan is a munchkin-player at heart. While being a "munchkin" is perfect for breaking rule systems, it also makes Bryan an asset in creating munchkin-proofed rules.  Bryan's blog is about rules designs and munchkins more than anything else.
Bryan's Ramblings

One of the key features for the mechanics used in Lore: Uprising, and the rest of the games that will be using our house system, is the choice to go with a completely character class-free system. This debate has been fought back and forth over the years, with the move from a class-based advancement, to a skill-based advancement with pseudo "classes", to the final version which is a true skill-based advancement system.  So why did we choose the skill-based advancement system?

 
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Bryan's Ramblings

Designing a game, including the game system and mechanics, can be really difficult. I know, you're thinking, "Gee, if it was easy, everyone would do it." And you are absolutely correct, but even beyond that, you have to be willing to dump system mechanics or sub-systems that don't really fit your game. A designed has to be willing to kill a sacred cow, if it means the game will be better.

 
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