KORE rpg

KORE rpg

Posts about the KORE rpg

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Written by kevinodie on
From:   www.korpg.com
In the days before time, at the dawn of the RPG era, generating a system that was balanced and fair throughout the rule system must have been a challenge. Certainly, many tests were available including statistical analysis and play testing. Even so, it must have been a challenge and an extremely difficult task. Obviously, no testing can be completely thorough. Given the number of new editions, modifications, and shifts that have occurred in the last 30 plus years of RPG rule sets I think that’s a given. So I decided to run a few tests on the KORE system just for the fun of ... Read Full Story
Written by kevinodie on
From:   www.korpg.com
There is a famous quote in software engineering or perhaps engineering in general, the gist of it being “the design is complete when nothing can be removed”. The point is elegance from simplicity and purity. No diversions from the focus of the effort. I cannot find the original source tonight but it matters little. For the record, apparently it is Antoine de Saint Exupéry who is credited as saying, “A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away. ” -KO Deviation from the core of a system exposes the ... Read Full Story
Written by kevinodie on
Wikizines are interactive magazines that anyone can create or edit - and this one is called "KORE rpg". Here you can find fresh voices and respond in real time. Some members write articles about recent news and trends related to the wikizine's topic, others recount relevant personal stories or share their favorite pictures and video clips. Got an interesting idea or story to share with other members of this wikizine? Well, then put on your journalist's cap and add your own article! Read Full Story
Written by kevinodie on
From:   www.korpg.com
I’m a huge fan of drama in a game. Not the drama that comes from the standard setup of obstacle vs. players but the drama that comes from any coolness that can be described by the player. Take for instance the drama that comes when a player is allowed to change some facet of the shared reality of the game system. That’s a good recipe for drama. Some of the game systems I’ve played in that either had a detailed mechanic or by group concensus allowed for the use of this “shared authorship” of reality include; Top Secret (which had luckor hero or fate ... Read Full Story
Written by kevinodie on
From:   www.korpg.com
I was really pleased with the simplicity of the original skill improvement section of the Version 0 rules. Specifically, skills could be improved in three disctinct fashions; a Flash of Brilliance, Trial and Error, or by Learning. These three mechanisms have three seperate spheres of influence respectively; in game, end of story arc, and out of play context. I’m really proud of the Flash of Brilliance idea. It gives the player a distinct advantage and allows for immediate improvement within the game. See my post on rewards as they apply to Dungeonsiege to understand why I like this idea so much. - KO Here’s ... Read Full Story
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