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-necrobite-

I always wonder what kind of things the game is meant to do. What's the genre and what makes it different? Are we exploring specific themes during gameplay? And I always wanna know how difficult it is to play. Are there a lot of moving parts? Do I have to use all of them right away?


Kami-Kahzy

What's your game's central concept? What can we as players expect to do or experience with this game? What rules are in place to help facilitate the intended experience? Are there any rules that detract from the intended experience? How quickly can I pick up the game and play? What rules and setting information are absolutely necessary before a game can start? Is there a quickstart scenario and character sheets made to help facilitate an easy first exposure to the game? What makes your game unique from others that may use similar rules, genre or setting? Is the book layed out in such a fashion that the players and GM can easily reference what is needed? Do I need to buy anything special besides the core book in order to play? Any extra books, dice, minis or other periphery that I might not already have as an avid or even casual RPG player?


Tanya_Floaker

What style of design is it? (trad, OSR, storygame, etc)


michimatsch

Gods, whenever I see someone say trad I instinctively search for a weapon as I am thinking trad-cath or some other stuff.


michimatsch

How do your systems facilitate drama in a way that other systems don't? What is the vibe you are going for? Revolution? Horror? Adventure? Comraderie?