Setting Elements

Chances are that you already have some ideas for extras in mind after your work in game creation; pretty much every fantasy game has some kind of magic system in it while a game about superheroes needs powers. If the action revolves around some important location—like the characters’ star ship, a home base, or a favorite tavern—consider defining that as an extra . By nature, extras tend to steal a lot of focus when they’re introduced— gamers have an inveterate attraction to whiz-bang cool options, so you should expect them to get a lot of attention by default. When you’re talk ing out options for extras, make sure you’re prepared for the elements you choose to become a major focus in your game. Amanda and company talk about extras for Hearts of Steel. Zird’s magic (and the magic of the Collegia Arcana) comes up as an obvious first choice, as do Landon’s martial arts. Lenny and Ryan both note that they’re not interested in lengthy lists of spells or combat moves. Also, because it’s a fantasy game and magic exists, they agree that enchanted items need consideration. Going over the game’s issues and locations, they decide not to worry about making any of those into extras—they’re supposed to be traveling from place to place anyway, and the characters don’t have enough of a stake in any of the organizations to make it worthwhile.

Comments

Please Login in order to comment!