A set of 19 questions from
here.
1.) What is your game about?
Making decisions about the best way to explore an area, and deciding whether to take actions that benefit themselves or the group.
2.) What do the characters do?
The characters explore a set location for the purpose of retrieving a specific thing, finding specific information, or simply to collect treasure.
3.) What do the players (including the GM if there is one) do?
The players make the decisions for their individual characters. The GM presents the setting and controls the actions of all NPCs. A very traditional setup.
4.) How does your setting (or lack thereof) reinforce what your game is about?
It looks like Classic Gaming, because what happens in the game is Classic Gaming stuff.
5.) How does the Character Creation of your game reinforce what your game is about?
It requires the player to make choices about what his character will be good at, and what his character will merely be average at.
6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?
It rewards planning and patience, and it will punish the those looking to quickly complete their tasks and those always looking for action.
7.) How are behaviors and styles of play rewarded or punished in your game?
The idea is that every decision has a reward and a penalty, but "slow and steady wins the race" is what I'm trying to design in as the true way to succeed.
8.) How are the responsibilities of narration and credibility divided in your game?
The GM is responsible for the setting, the opposition, the rewards, everything. The system is all about the characters unlocking the secrets of all these things. In many ways the game as envisioned is quite limited - "explore this area" - and players will need to be OK with that fact.
9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)
Not a thing. The entire premise of the game is presenting a different way of accomplishing the same things people were doing at the dawn of this hobby. A lot of the character elements (races and classes) will be familiar - intentionally. I don't want people to have to dedicate brainpower to that. People either care about exploring dungeons and gathering treasure or they don't. The game doesn't try to say, "This is awesome!", it says, "If you already like doing this, doing it this way will give you a bit of a different experience. You might like it." The mechanics merely facilitate the activity happening in the game.
10.) What are the resolution mechanics of your game like?
Most tasks are resolved as a team, with each player controlling his character's participation. There are mechanical rewards and penalties for participating and not participating so each roll is potential decision between personal success and team success. If everyone decides to just look out for themselves, nothing gets done (and it's a potential disaster). If everyone cooperates but one guy decides to go into business for himself... cha-ching!
11.) How do the resolution mechanics reinforce what your game is about?
By deciding on every roll how to or whether to contribute to the group dice, the "me or us?" factor of the game is highlighted.
12.) Do characters in your game advance? If so, how?
There is a class/level system. Characters advance by experience points, but they are never automatically rewarded experience points, merely the opportunity for experience points. They receive these opportunities by participating, surviving, behaving in certain ways as preferred by their race and class, and gaining the most treasure.
13.) How does the character advancement (or lack thereof) reinforce what your game is about?
It creates competition between the players/characters and forces decisions to be made for the individual that might be against the interests of the group. The races and classes will have opposed values so taking actions that give certain characters more opportunities for experience will give others less opportunities. And PC deaths will result in greater experience opportunities for the survivors, with a sole survivor gaining the greatest amount of opportunities of all.
14.) What sort of product or effect do you want your game to produce in or for the players?
You're in a thousand-year old dungeon filled with hideous monsters, deadly booby traps, and mystic curses because you're looking for treasure. You're cut off from the world, there is death around every corner, and the only people to rely on are those that are those so greedy or bored that they can't handle an average existence. Feels like the walls are closing in, doesn't it?
15.) What areas of your game receive extra attention and color? Why?
The combat and search mechanics will be most important, since fighting and searching are the top activities that happen in the dungeon.
16.) Which part of your game are you most excited about or interested in? Why?
The "outside realm" mechanic, since it will effect all preparations in entering and leaving the dungeon and as far as I know is the most unique thing about the entire system. The social stat won't be used in the dungeon itself really, but a party that treats it as a dump stat is going to see far, far, far less profit for their efforts if they can't deal with the local lord.
17.) Where does your game take the players that other games can’t, don’t, or won’t?
My perception is most games either want to make things move quickly, at an "action movie" pace... or they want to be so full of details to highlight all of the awesome little things the characters can do.
My game intends to do neither. "Medieval fantasy archeology" with the "Oh shit, that mummy's alive...!" feel.
My game has abstract character definitions and group-resolution mechanics so the "look at how awesome this guy is!" is downplayed. The interesting part of the game should be the setting - the dungeon - and gameplay slowly reveals it. This isn't an action-oriented game.
What is this place? and Did we plan well enough for this? and Do I look out for myself or for all of us? are the questions this game should answer.
18.) What are your publishing goals for your game?
Publishing a system that works for people right out of the book.
The physical product will be low-cost, profit is not a concern (but breaking even is!). I am not a business and I don't want to be a business, I just like writing, gaming, and publishing. My game book will not be a work of art or thrilling reading - it's simply a tool. When I go buy a hammer or a stapler, I go buy the cheapest thing that looks like it can do the job, not the fanciest thing that I hope will impress my friends. I want it to be convenient and eminently affordable for someone to buy copies for his entire gaming group without it seeming like a significant expense. And if the dog eats it, it shouldn't be a big deal to replace it - lunch money.
I suppose a pdf version would be appropriate even if I find no use for such things myself.
If people actually give a crap about it, then I can finally publish this setting I've been knocking around since 1990, and maybe do a dungeon book or three. Or maybe I can do those even if nobody gives a crap about it.
19.) Who is your target audience?
People who like uncovering a mystery at an easy pace more than epic questing and monster vanquishing. Probably .01% of people in the hobby.