Difference between revisions of "Adding and removing content"

From Gempunks
Jump to: navigation, search
m (3 revisions imported)
("you" could have meant a lot of people)
Line 1: Line 1:
 
=== Adding and Removing Content ===
 
=== Adding and Removing Content ===
  
The balance of Gempunks is not particularly dependent on specific hard counters to things, so adding or removing content without completely examining the consequences will not necessarily throw the game into chaos. Do, however, tell the players about any content you remove in advance, so they can try to make informed decisions when designing their characters. While you may wish to keep some of the content you add secret, so that the players have to figure out what's going on in game, once they do you should allow them to deploy those things in their own forces: learning and commandeering an enemy's mysterious weapons can be very satisfying.
+
The balance of Gempunks is not particularly dependent on specific hard counters to things, so adding or removing content without completely examining the consequences will not necessarily throw the game into chaos. If you are the DM, do tell the players about any content you remove in advance, so they can try to make informed decisions when designing their characters. While you may wish to keep some of the content you add secret, so that the players have to figure out what's going on in game, once they do you should allow them to deploy those things in their own forces: learning and commandeering an enemy's mysterious weapons can be very satisfying.
  
 
Adding powerful content changes the game in significant ways. That's good; if you're adding something, presumably that's because you want the game to change. However, a strong enough hammer turns the game into whack-a-mole: the danger of adding powerful things is that it potentially renders many other options unusable and makes the gameplay much more trivial.
 
Adding powerful content changes the game in significant ways. That's good; if you're adding something, presumably that's because you want the game to change. However, a strong enough hammer turns the game into whack-a-mole: the danger of adding powerful things is that it potentially renders many other options unusable and makes the gameplay much more trivial.
 +
 +
If you're not the DM, you are not supposed to add or remove content in this way, although talking to the DM and giving them ideas and encouragement about such things is fine.
 +
 +
See [[Spell list/Adding new spells]], [[Monsters/Adding new monsters]], and [[Arms and armor/Adding new arms and armor]] for more guidance.

Revision as of 22:35, 22 May 2016

Adding and Removing Content

The balance of Gempunks is not particularly dependent on specific hard counters to things, so adding or removing content without completely examining the consequences will not necessarily throw the game into chaos. If you are the DM, do tell the players about any content you remove in advance, so they can try to make informed decisions when designing their characters. While you may wish to keep some of the content you add secret, so that the players have to figure out what's going on in game, once they do you should allow them to deploy those things in their own forces: learning and commandeering an enemy's mysterious weapons can be very satisfying.

Adding powerful content changes the game in significant ways. That's good; if you're adding something, presumably that's because you want the game to change. However, a strong enough hammer turns the game into whack-a-mole: the danger of adding powerful things is that it potentially renders many other options unusable and makes the gameplay much more trivial.

If you're not the DM, you are not supposed to add or remove content in this way, although talking to the DM and giving them ideas and encouragement about such things is fine.

See Spell list/Adding new spells, Monsters/Adding new monsters, and Arms and armor/Adding new arms and armor for more guidance.