Archive for September 2014

You Can’t Do That on Tabletop

In all truth, one of the things I hate the most in a role-playing experience is coming up with a cool idea, and being told “No, you can’t, the rules don’t allow for it”. So far as I’m concerned, RPGs are games of escapism and creativity, and rules that seek to restrict what a player can do, at all turns, go against those ideals to me.

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Flawless System

If it’s not been made clear already, the staff of Seref is primarily made up of neurovariant, mentally ill, and disabled individuals. We, all of us, have some condition or another that many other games treat as flaws, which players may acquire for their characters, in order to get extra points to spend on other, more ‘fun’ things. This is something that rubs us the wrong way. The very short answer is that we do not see our illnesses and disabilities as items to be collected on a stat sheet so someone can pick up more fun stats somewhere else.

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Death is Costly

One of the biggest design choices we made was that there is no resurrection magic in Pyron. Once you’re dead, you’re dead. Someone might try to bring you back as a Revenant, but Revenants are not the same as the person who died. A large part of why we went with this choice is to avoid the “death is cheap” trope, and to nudge people into being a bit more careful with their characters.

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What does accessibility mean to you?

One of the first ways that accessibility came into Pyron’s design was in the decision to go with a low-math system. Initially this was done simply out of frustration with some of the higher math systems out there, and the constant need to stop game play while someone brought out a calculator to determine whether they had made it through the illusory door, or if they were still trapped. As we’ve been working on our design, however, accessibility has taken a position of prominence in our design values.

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