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== Design Goals == Design Goals I set some goals when creating Basic FANGS: * First and foremost, keep the game FUN! * Allow the GM to create fast-paced and dramatic situations. ** The GM should be able to change the "granularity" of realism . This allows the GM to increase the realism in order to create more drama in a situation, or decrease the realism to speed up the pace. For example, combat can resolved fast when it needs to, or more detailed when the situation requires it. ** The GM can choose combat to be one-on-one, many-on-one, or many-on-many, depending on the dramatic circumstances. ** The GM who needs a reasonable way out of a difficult situation with the Luck Roll and/or the Idea Roll. ** The GM has available a magic system that is truly mysterious to the players, and learning about magic is an important challenge. * Keep game as simple as possible, and rules consistent. ** Keep the player rules under 64 pages (hopefully). ** Limit the character sheet to one page of game vital information, though background information can be on another page. ** Preserve a solid relationship between Characteristics and Skills. ** Keep dice rolls consistent, where high numbers mean success, and low numbers show failure. The same method is used for combat, spells, saving throws, and for the performance of a skill. ** Keep the number-juggling to a minimum, so that a player can understand exactly what she can do by looking at the character sheet. *Use Rules that are fair to all players. ** All characters start the game as balanced as possible-no dice are used. ** Anyone may attempt ANY skill; learning a skill just improves the odds. ** Magic is just a type of skill. * Make role-playing easy and intuitive for the players. ** Imbed role-playing rules into the system with Advantages and Disadvantages. ** Avoid character classes; all characters have different skills. ** Avoid levels; characters increase skills by using them. * Be flexible and allow for easy expansion: ** The game should be able to be played synchronously (like in a Conference Area of a BBS or a live game), or asynchronously (like a game in a Message Area of a BBS, or play-by-mail). ** Initial skills, advantages, disadvantages, weapons, and items are available, and there are simple rules for the GM or players to create more that do not unbalance the game. ** Design a small but sophisticated adventure, and describe how and why that adventure was created. I have not completed or succeeded with all of these goals, however, I have made significant progress over the years that I've worked on the system.
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