In a message dated 5/16/00 8:57:45 AM, [EMAIL PROTECTED] writes:

<< Joseph Cochran <[EMAIL PROTECTED]> wrote:

>   I wouldn't know, since I haven't seen the D20 specs. But I 
> *do* know that just adding skills and stuff to rules is STILL 
> going to require design work and playtesting, and obeying the
> D20 document is going to require editorial effort that a new
> game won't.

<<And making a whole new game requires origination, playtesting, and editing 
as
well--all the more, as there is no base to come from. >>

I have used both approaches when designing games. Writing Dragon Fist was 
fairly analogous to doing a d20 game. I was taking the AD&D base, and 
building on top of it to create a game that reflected the cinematic martial 
arts genre. So it included familiar things like character classes and kits, 
and new features like martial arts and stunts. 

When designing the Ork! RPG (coming in July), I was starting from scratch. 
The freedom of building the mechanics from the ground up was great, but I coul
dn't take anything for granted. 

Using the d20 system makes the most sense if you're not going to monkey with 
the rules too much. Then you will save time because you'll be benefitting 
from 2+ years of R&D. If you plan to change huge swathes of the rules, you 
won't be saving much design and playtest time, however you might still be 
able to tap into the d20 network.

Chris Pramas
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