Levi ( @LeviKornelsen@dice.camp ) hat ein Dokument verfasst:
This is a collection of game design components, referred to within as “elements”, many of them cut and adapted from existing
games, with a few original bits here and there. These elements have been sorted into categories:
♦ Play Cycles: Overall structures that gameplay circles around, some as simple as “missions and downtime”, some much more complex.
♦ Guidance: Setups for and divisions of authority, whether traditional or otherwise.
♦ Focus: Other rules that don't fit in any of the other categories.
♦ Resolution: Basic methods for rolling dice, playing card, or the like to generate 'hits' that are then used with...
♦ Stakes: Ways to apply the 'hits' generates by resolution and turn them into actual fictional results.
♦ Stats: Some ways to set up core numbers that represent capabilities for the player character.
♦ Bonuses: Additional bits the player might call on to improve their chances in resolution.
♦ Tracking: Pools of points, things to count, spend, and regain.
♦ Extras: Rules that don't fit in any of the other categories, but shape the game significantly.
♦ Preparation: Kinds of prep that a Guide (or Guides) may be called on to do before play begins
https://levikornelsen.itch.io/praxic-compendiumIch nenne 2nd Gen Forge-Spiele jetzt retroaktiv Distilled into Praxic.