I've reached the point in assembling Beeswox (a flippintly-launched project I envisioned as taking a couple weeks which is now in its sixth month) of cutting things out to fit in my self-imposed limit of 64 pages (the traditional max size for saddle-stitch binding).
One of the bigger cuts is an appendix of design notes I intended for the last page. Normally I'm a big proponent of the writer taking a moment to explicitly explain how they approached the design and what they want it to do. But under my tight limits, I couldn't justify spending the space on what was essentially a reiteration things said elsewhere (PbtA rules are nothing if not explicit in their process) with some admittedly indulgent proselytizing on top.
But still, I sweated over it enough that I hate to just dump it unseen, so here it is for future posterity (or embarrassment).
Design Notes
Beeswox
was more or less begat by Offworlders, a
space-adventure WoX-based game with some clever ideas
for handling wealth and equipment. It offered a nimble and versatile
system that, with just a little work, was easily turned to all sorts
of genres and settings. In pursuing that expansion I incorporated
bits from other WoX games and useful elaborations from the
main Powered by the Apocalypse school. Putting all that
together turned into this unified generic WoX rules-set I
hadn’t realized I wanted.
But
why “World
of X” at
all? Why
the
ultra-lite fringe
offshoot
instead of the
more prestigious
main PbtA
family it spawned from?
As much as I respect the
excellent work that has gone into many
PbtA games, in
practice I’ve found moving
through their
various formalized processes is
a bit too esoteric for me.
However,
approaching
those same excellent
design
principles through traditional elements
like Hit Points, Experience
Points and damage-rolls comes
very easily.
Also,
I’m all about minimal rules
systems. Role-playing
games for me are, before anything else, social gatherings for sharing
imagination. The play I enjoy the most is filled with surprises and
improvisation and joy sparked by communal creativity. And ever since
I first put aside my D&D
books
in favor of
Tunnels & Trolls, I’ve
felt
that using the fewest rules
necessary encourages
a focus on the natural
conversation where all that
great stuff happens. I
prefer a sparse toolbox: some
guidelines to
structure the session, prompts to help the participants imagine the
hell out of things, consequences to give a thrill of danger, and
spurs to keep the pace up. Anything beyond that drags on momentum.
A
significant secondary influence
on
Beeswox is the
“Old School Renaissance.”
Of course,
given that the first WoX
game, World of Dungeons,
is a direct evocation of original D&D, and
Offworlders is a
near-emulation of original Traveller,
not much more fine-tuning was
needed in that direction,
besides making allowances for
open-table campaigning.
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