The pocketmod format is extremely restrictive: It forces you to boil down whatever you want to say to 7 sites (8, if you count the frontcover in), sized A7!
So, that's a pretty tiny space to bring your message across.
However, the advantage is: it forces you to think about what is really important and how are you going to put it down in words, as every typed character counts pretty quickly against the limit.
Anyway, I've created a first draft of the rules, just to see, whether they are "good to go" or still need work.
If you want to, you may download them here:
Note: I'm fully aware about how "the GM has to design everything" is pretty much "lazy ruleswriting". So chances are, in future I'll have to dish out additional booklets, with content like skill suggestions and adventure hooks for different settings like fantasy, sci fi, neolithic and whatever there is ...
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