Part one of a new video series in which I take you, step by step, through my RPG design process as I build a new tabletop RPG system from the ground up!
So a full week of daily blog posts is now done, and the Preparing for Scaring series has come to a close. I hope you've enjoyed reading these short, daily posts in the strange and suspenseful. And if you missed them, then feel free to take a moment to page back and check each one out.
In case you're new to the blog, my next project is going to be a Horror novel, though which subgenre of Horror I'm as-of-yet not totally certain. I, personally, am a fan of a very particular kind of horror, or kinds. But are my readers? If I write this book, will it sell? Or will it, much like Cybersaurus and Astral Tides, just be a story I, once again, write because I want to write it, and not because it's what I think will appeal to the public?
It should be no surprise that, with the first edition of the Round 10 Role-Playing Game, my goal was to make a universal, streamlined system that could easily adapt to any play-style for your tabletop RPGs. Narrative-driven, mechanics-driven, dungeon-crawling or in-character role-playing, it was my goal to create a system that could do it all. And, despite some clunky side-mechanics and a shoe-horned adaptation or two, I think I achieved just that.
And now that I have that to start with, I'm able to more readily explore how to fine-tune it, what to introduce and what to take out, and how I can create the absolute best version of Round 10 possible for its Second Edition. That being the case, my priorities for Round 10 2E are shifted a bit from those of its premiere version.