New tabletop Gaming system in the works. Advice?

Celebolwa

Scholar
Hello Everyone,

I am working on a new tabletop game system (the system style: think dungeons and dragons-meets White Wolf's world of Darkness meets Call of Cthulhu-meets Mutants and Masterminds) called Falling Iron (working title) The game's dice system (a new one of my own creation) allows players to adjust their own rolls to allow for players and the Gamemaster to both be able to alter the difficulty level of combat, skill checks, and ultimately help to steer their gaming experience.

I have moved into the second stage of the rule set: spell/special ability/skill creation. I have a question for tabletop gamers:

Do you prefer a shorter spell/special abilities list a la White Wolf- allowing for players and the Gamemaster to interpret what each spell/ability can really do within reason (with simple guidelines)? Or do you instead prefer a massive list of spells with rigid effects and contraints (more defined effects)?

Thanks for the help,
Either can work I would love input however...


Ray
 
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