A probe into the construction of RPG game structure in the next chapter

Source: Internet
Author: User
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Now there are hundreds of free RPG systems on the market, and we are able to expand and modify it to our own needs. By selecting existing systems (especially the more famous ones), you can start with a stable and tested foundation.

But then you need to extend this based on settings and rules to catch the player's attention.

When you're in the middle of creating your own system, check the list of systems I mentioned in the second section and make sure your choice is new. You'd better be able to expand your existing system from scratch.

How to create a mechanism

Just include what you want the player to do in the game. Reward the style of the game you want to develop. A mechanism is a series of steps that can reach a particular result. Here you do not need to use the dice, you can use the process as a pure dialogue or exchange of resources.

The three points of the mechanism range are resources, tradition and speech. The resource mechanism refers to playing the internal currency of the home game in exchange for game control or success. Traditional mechanisms include rolling the dice and comparing them to the target number. The verbal mechanism rewards some good ideas and appropriate wording.

Your mechanism can mix these three elements. Traditional mechanisms are the most widely used.

Your mechanism must give the player a choice. They must be able to choose to do something and be able to understand the possibility of the outcome. Avoid the sudden death of a character by rolling the dice. You do not need to set a random element for the action of a character, but you need to avoid creating some very simple content.

Allows the player to achieve success by turning the brain, that is, by manipulating the mechanism, setting or paying more effort.

Reverse Jobs

It's a good idea to work on a mechanism that gives you access to role statistics. This will prevent you from collecting some spam information. Write down the idea that you want to simulate (you need to make a decision in the first chapter) and then identify the most appropriate mechanism. Finally come up with what skills, statistics, stunts and randomness combinations can achieve this mechanism.

I want characters to be able to attack monsters in a creative way. They must attack through the use of tools, skills and environment-repeated shots cannot help them win. I need statistics on the use of tools and skills, and a mechanism to ensure that ideas and tools are worth integrating. I will use the shared dice mechanism so that players can work together to get more dice.

Meta Games

Meta game is the so-called interaction between players and players. If two players are talking about a situation from their point of view, they are in the meta game. If a player is talking about a situation as a character, it can only be a role play. The scope of all mechanisms is included in the role of the position and meta game between.

Meta game mechanics can add variety to your game, but you must also use caution because they are usually outside the scope of the role knowledge. Misuse of the meta-game mechanism can lead to some unreasonable action by the role. and led many people to question role-playing groups "what your character is doing".

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You must reasonably determine whether the meta game mechanism is appropriate for your system. The following is a list of the mechanism type hundred years contains the Meta game performance.

For "Chgowiz", I set up a meta-game mechanism, where players can share the dice. Roles do not need to know which dice are used in their actions, so this is ideal for meta games.

The purpose of the creation mechanism

Create only the mechanisms you want players to perform in the game. Some typical mechanisms include:

Role creation

Character creation is set according to the benchmark of everything in the world.

No opponent's action

A role that interacts with the world alone is action. It includes horseback riding and sailing. In these actions, there is no opponent role, just about the role and the world contact. We often have to carry out such actions.

Have an opponent's action

The character tries to do something, while the other characters will try to stop them. This includes persuading the NPC to open the door to the castle. The character will try to get the NPC to do something, and the NPC's job is to disobey him.

Fight

Battles can be manifested in different forms: unarmed, with melee weapons, ranged attacks, by means of transport, or by spaceship attacks, and so on. The battle must be based on some method to inflict some destructive power on the enemy. This has the same mechanism as an opponent's action. Battles are often split into rounds, and each character will take turns performing an action.

By clearly presenting a choice in combat action, you can help players make quick choices and push the game forward. Players can spend more time thinking about what their character should do than the tangled choice.

Injuries and treatment

It is more interesting to have a weak character than to control a flawless character. Set a mechanism to track how many times a character has been injured, and how many more injuries they will suffer before they take more action. Reducing the point value (health value) is a very traditional method, but you can also choose to influence the player's decision by describing the effect. Injuries will cause them to perform certain actions as punishment. You also need to make sure that you can provide a way for the player to heal wounds.

For "Chgowiz", I hope the effect of injury can be more descriptive. When the characters are injured, they have a disadvantage, that is, more difficult to play. When a character is able to clone, death is no longer a problem, and the effect of injury becomes more pronounced.

Mortality

We can measure mortality by the game time spent on average weapons/equipment in the average battle based on healthy characters. If the mortality rate is too high, the player will not be able to return again. If this is not included in your philosophy, consider changing it.

Performing "Magic"

Magic (Note: or perform some technical action in a modern or magical context) does not need to belong to your own system, but you can add some new elements to the system. Ensure that the magic system is associated with settings-the magic-based world must be simple enough not to contain systems that need to repeatedly draw runes in multiple rounds.

Control narrative

Controlling the narrative means that the player will determine the outcome of the event.

Character Improvement

If the role-playing game is about running a series of processes, then we have to distribute some rewards to improve the character.

Role creation

Role creation is the foundation of any system. Don't overlook this. The future GM may create some roles to clarify this effect. Make sure it's flexible enough, solemn and with a proper description. For gamers, this is the first time they interact with the game, so you have to be sure to interpret the process effectively. Character creation does not need to be too fast, and some players like complex creative processes, especially when the player is going through a longer action. At the same time you have to take seriously the ideas that you put forward.

Roles are usually made up of the following sections:

Attribute – The ability inherent in a quantitative role. Include: strength, intelligence, etc.

Skills – a list of learning abilities, usually selected from a set of settings.

Stunts/Features – special abilities that are not available to the general human, but may also be unfavorable elements.

Health – can track their injuries before they are defeated.

Some trivial content – descriptions, role names, groups they belong to, age or other related content. In RPG, this content is acceptable and helps the player to better understand the role.

If you want players to be able to get to know the game more quickly, you have to help them get acquainted with the relevant terminology. If your game is more descriptive, you just have to open the dictionary to pick more words that are relevant to the game type.

Unless there is a usage rule, you will need to avoid adding the above content. If you have a "super-thinking" ability but don't have super-thinking rules, then attributes are useless to you.

Make sure you can include an example of role creation and explain the choices at each point.

Random scrolling vs. Point assignment

Most role-playing games either use random scrolling, use point assignments, or combine the two. The random scrolling mechanism will create faster character generation, but may leave the player with a role they don't want to face. While the point assignment is slow to create, it can create a role that optimizes and brings to the player their liking.

Background creation

Flowcharts or random scrolling charts can be used to create character backgrounds. Some players feel that this is too restrictive, and some feel that it is free. If you include these mechanisms, I suggest you provide the player with the option to do so.

Collaborative creation

Some role creation mechanisms are used to create characters in a play way. In these collaborative methods, players can play in certain scenarios. The final result of the scene will determine or change the status of the character.

For the Chgowiz, players will create a "genome" – the root cause of each clone. Genomes have attributes and skills, and can be selected through point assignments. We are able to rotate the advantages and disadvantages randomly based on each clone. If due to

The combination of strengths and weaknesses makes cloning difficult to control, that's fine, because we don't reuse clones.

Type of mechanism

Dice, resources and narrative mechanisms all have a variety of variables. Here are just 4 of the simplest mechanisms in the system we rely on. But most role-playing games are based on mechanisms that combine character performance (including attributes and skills) with random elements.

Number of targets

Applies to: No opponent action, there are opponents of action, combat, magic

Form: Role performance + editor + dice scrolling >= target number

The target number mechanism is the simplest form of mechanism. The performance of the character can be combined with the editor and Dice scrolling. The results will be compared with the number of targets set by Gamesmaster. In most cases, the higher the number of targets, the more difficult the task will be. In a relatively vertical scroll, the target number is the opponent's scroll. And when the two dice roll at the same time, the speed slows down, and we need to add two formulas before making a comparison.

As long as the performance can be kept at a lower value, the operation is simple. We should avoid using too many editors. Some systems use tables to set the target number, which will improve the simulation of the mechanism, but the speed is relatively slow. We can effectively maintain the speed by writing some simulation results on the character attribute table. Also sometimes we write it in the secondary statistics.

Advantages

Easy to Balance

Fast

General

Disadvantages

Linear probability scale

It is difficult to estimate when faced with larger values

There are various temptations for us to add more editors (as on weapons)

Cannot facilitate communication in the negotiation process

Meta game?

Because the rolling dice represent the real action of the character, this is not part of the meta game.

Dice Library

Applies to: No opponent action, there are opponents of action, combat, magic

form: Roll the dice as much as possible in character performance, delete the dice according to the editor, and calculate the number of times the dice roll. In order to succeed, you need to get multiple successes.

The dice library mechanism is based on the number of dice successfully rolled. When you roll 20 dice, the process will be very long, but the mechanism remains simple because you are not performing addition or subtraction. The editor can be used for drying out the dice (before or after scrolling).

Advantages

Fast

The editor does not contain arithmetic

General

It's a great thing to see a full-handed dice.

Disadvantages

Need a lot of dice

It takes more time to calculate than a single value.

Balance becomes more tricky

Inability to foster communication in negotiations

It's more difficult to estimate the likelihood of success than a definite dice count.

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Resource Library

Apply to: Promote action, control narrative

Form: The role has a series of points that can be used when needed

The repository will reduce randomness in the game by providing players with tactical options (note: Whether or not they will consume points in their inventory or save them for later use). Sometimes this mechanism can help the player to control the narrative. It can also be used to roll the dice again to improve effective results.

Advantages

Provides a tactical option for the player

Easy to understand

The player will feel the control of the

Ability to foster communication in negotiations

Disadvantages

Slower than rolling dice

Balance Difficulty

Meta game?

Resource management prefers meta-game tasks because this does not refer to the use of points to promote action, or to control the role of narrative. The player can decide whether to use the points in the inventory. This is not a meta-game mechanism if you use the contents of the repository to Exchange objects controlled by the character (such as the Magic Energy Library).

Vote

Applicable to: Control narration

Form: The player votes for the result

Voting will reduce the randomness of the results by giving the player more power. Some voting mechanisms are used for resource libraries, so players can use their voting rights more wisely. A poll can be secret or public. This mechanism may add some level of competition to the table and ensure that it is compatible with the game concept.

Advantages

Give players more control

Added more tension on the table

Fostering communication in negotiations

Disadvantages

Slower than rolling dice

The overall game rhythm slows down if you use it a lot.

A secret ballot is even slower!

Meta game?

This belongs to the meta game mechanism. The player's voting results are separate from the character itself.

"Chgowiz" uses the modification of the target number mechanism. In order to perform actions, they added attributes, skills and rolling dice to match the number of targets. Even if the set of properties and skills exceeds the target number, they can still throw the dice. The difference is that all players will place a large pile of dice in the middle. When someone takes action, they take a dice from the middle. So they can take away other players ' dice. This is a meta-game mechanism because the characters don't realize they're about to fail – because the player runs out of all the dice!

Friction

Friction is the feeling that we need to remember many rules during the game. You should try to balance a simple system with quick tactical decisions and a friction system with a variety of options, editors and special rules. If you offer fewer tactical options to players, the fewer game systems they face. If you choose too many words, the system will be too bloated. Simple rules can help players to master more quickly, and the rules of friction can better represent the world of the game. Only you can decide whether the system is right for you in the first place to decide the idea.

Friction often comes into the system as a special rule for spells, monsters, or equipment. These additional rules may seem harmless, but when GM tries to use the warnings from different parts of the rule, the game stops slowly.

Next you will learn how to organize free RPG.

Organizations are important because a poorly organized game can confuse players and make them reluctant to continue playing. And RPG needs to be a reference, but also to provide people with the pleasure of reading. To do this, you must carefully choose the logical structure and layout.

Structure

Organizing the game in a logical structure must ensure that it is clearly described. Before you use the idea (such as attributes) on the mechanism, go through the details even though. Your game must contain the following links in order:

Cover

At the very least it must contain the name of your game. It doesn't matter if you don't have an image, but you have to show the game's name in the right and nice font. You've invested a lot of time in creating games, so I hope you'll be proud to write the name of the game. If GM is willing to print your game to attract the attention of its players, then the potential GM will be more likely to run it if the cover looks good.

Content page

The content page should contain the main title and subtitle. For tables, the list of images and illustrations should be attributed to the appendix. Keep the content in 1, 2 pages as much as possible, compress the font or line spacing if necessary, and render the content all on one page. The content page is used to cover the overall theme, and if it occupies a larger scope, it loses its effectiveness. We can compress the line spacing so that people only see the content, because they don't want to go through the page as if they were reading prose passages. If your game stays within 7 pages, you can choose to add a content page.

Thanks/version/Dedication

(selectable). You may need to thank someone for helping in the creative process, and that's the best way to do it. Be sure to control the content within one page. Be sure to label the date. If you feel the need to specifically describe the game, write down the version number. If you don't like software version numbers (such as 1.1 or 1.2), use integers (1,2,3,4,5, and so on).

Brief introduction

Introduction is the first thing that readers see when they finish the cover, avoid some meaningless marketing wording. It must contain the following content:

What is included in the book? System? Set up? Sample adventure?

What type is set? What is the subject?

What is the role's task?

What types of mechanisms are included (are there dice)?

If your game also uses another book, please describe it here.

Role creation

List all steps to let the player reader know what will happen next. Then describe each step and, if necessary, illustrate it. You can also choose to add the start-to-finish role generation content. Make sure that the characters you enumerate match the examples of adventures you provide. Do not put skills in inline unless they have only half a page of content. It is best to put them in the appendix.

Mechanism

If you have completed the mechanism design, then start introducing them. Including the mechanism type, target number, dice library and so on. After a brief introduction, you need to take turns facing each of the mechanism areas. Start with no action, and then solve the action with the opponent. The Battle/Magic/narrative mechanism is put at the end. If you have core ideas (such as rolling sand to meet the target number), then deal with them first.

Set up

Let's look for more relevant information from the Settings section.

GM

The GM link is important and involves at least an example of adventure. Examples of adventures should show your settings and not be overly dependent on the system. Imagine what the role-playing players will experience: they will sit down. To create a role, GM began. Create an adventure that is easy to understand and can reach the set point. Examples of roles can also be enumerated if circumstances permit.

You also need to include additional setup information. If some of the content is not known to the player but GM should know, then add them. Generally, GM presents a group game situation, so we need to make sure it's attractive.

Appendix

Any content that interferes with the interpretation should be attributed to the appendix. List is the main culprit. So we should push it backwards, they're like reference content, and we can't let readers see them at the beginning. It may sound strange to move the list of skills out of character creation, but I'm sure it's absolutely true.

What to include in the Appendix:

Skills

Equipment

Spell

Pokédex

Chart

Role attribute Table

Cover

Our back cover has some advertising information, and if it is for personal use, you can also add a few details about the printing. If the future GM is willing to print it and be better packaged, then the player is likely to see the contents of the back cover. Avoid saying that this is the best game in the world that will change the way the player lives, but choose what some characters will do and describe them as interestingly as possible. If the game is about inserting a huge sword into the wit of a dragon's face, describe it on the back cover!

Layout

Layout is a very subjective part of the game design, which can be a way for players who do not know where to start. Once you have decided on your layout, you need to consider the following:

The first time a player sees your game, it's on their monitor.

Many people still print games for negotiation.

Printer toner and paper are expensive

Row sample

The nesting is a descriptive page with two evenly spaced columns. The image is placed in the text. Some special packages also allow you to roll text along the jagged edges of the image. To ensure readability, at a minimum, we need to set aside 4 millimeters of space between the image and the text.

Make sure the edges are thick enough to bind the game effectively.

The number of chapters should be at the bottom. If you put it in a corner, it means that we cannot select single and duplex printing.

Placing chapter headings on the header can help readers to better reference them.

Make sure you can read two columns more easily and avoid long sentences, as this will cause the reader to mix it up with the next line of content.

If you still want to include landscapes, you need to consider 3 columns.

The reader is always viewed from the top left to the bottom right. So setting up text in this way will be better for attracting their attention. If possible (in line with layout settings), place the image at the top right or bottom left of the page.

If you follow the "frequent release of small game" principle, you will need to clearly state that the game has not been tested at the time the issue is executed.

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Smoke test

Smoke testing ensures that it does not "catch fire" when you are using the system. It can only find some obvious loopholes, but it is difficult to detect some of the details of the mechanism. In order to smoke test the game, you need to follow the following methods:

Create 10 characters

Write down 4 battles in one step. Write down what everyone says, do, and draw a battle map to show the development of things. Make sure each battle is different from the rule case.

Let non-gamers go through the game and check grammar and spelling.

Update directories and indexes.

Check the table of Contents and index and the number of pages accurately by randomly selecting 6 entries and placing them in different places on the book.

Make sure that the image matches the text. Print some test pages to see if they are too dark or too bright? If you're using a background image, make sure it doesn't obscure the text.

Ask friends from different countries to help print them out in different formats if you try to A4 in the US. If you are somewhere else, use US letter.

What happens if the screen is rendered? If your friend has a tablet, check it out. If not, then go online to seek the help of a friendly RPG master.

Read again

Before you read it again, look back at the type of chapter three, and then read the whole game, content, index, and so on. Sit down and record while reading, but don't stop to edit it halfway. Check all descriptions on the image and the title of the chart. If you've set up links (based on HTML or PDF) for each file, click each link. Maybe now you are tired of the game, but this is a very important step, never give up. Then ask yourself the following questions:

Does this match the idea I set? Think about what you thought when you wrote the first chapter, and examine each item.

If it contradicts, am I still creating something worth playing?

Is this similar to the type I want to present?

Do I solve the problem of a mechanism that has always existed?

What is the most prominent in the game?

And what's the worst of it?

Can I add more images to decorate the game?

Is this all the information I need in the character attribute table?

Trim

You've used a lot of words to describe the game. It's normal to do this because your brain has not considered simplicity in describing the idea. Trim each paragraph to the simplest form. If this is possible, then practice it. And your second pruning will be 10% shorter than the first time.

Mechanism border situation

We can judge the success of a system based on its ability to continue executing under pressure. You can stress test the system by limiting the parameters to see what will happen. You are not able to test all possible border situations (especially when it comes to the combination of spells), but you can pick some of the worst or best situations as examples.

For example, if the mechanism is about fighting, then what happens when the character has the lowest energy, the best weapon, the highest skill, the most powerful armor, and so on. Have you set up monsters to challenge such a character? How many rounds will a player have to undergo to kill a medium monster? How many medium monsters will appear in the game?

5 people on the team were able to kill monsters in the 5th battle round by using a 5-time-upgraded firearm. The "Upgrade 5" guns will have 5 destructive powers and 25 destructive forces in one round. So a normal monster should have 125 health values. The role of a weapon with 1 points of destruction will go through 25 battle rounds.

You need to ask yourself these questions based on all mechanisms, with special focus on editors and special content. The sword must have the proper power, but it will cause the imbalance of the system under the influence of the spell. If you find it difficult to find a border situation based on a mechanism, perhaps because the system is too complex, you need to consider simplifying it. Spreadsheets can be used to test the scope of dice characters and probabilities, but we can't forget the effects of special abilities or numbers.

Fictional games

A good way to test a game is to run a fictional game. Choose 4 of the 10 characters you've created, then take them through your settings and adventures. Make sure that the role's goal matches your settings, that is, the ability to easily create a possible goal. Try all the mechanisms, based on the imagination and put aside the imagination to allow the character to defend the monster (note: By swiping the task). You need to try to answer the following questions during the game:

What is the quickest way to terminate a encounter?

What are the best skills (including skills, spells, weapons and equipment) to solve every encounter?

Are there elements missing from the initial role setting that make the game unreal?

Is it interesting?

Game Test

Game testing refers to playing games to determine whether it matches your ideas. We must be aware that game testing is not a real game. Most GM distorts the rule by ignoring part of the content that uses only half of the 10-task rule. A really good game test must have precise rules and use as many rule sets as possible. You should write down a thank-you word for the game tester at the beginning of the book. Make sure your game test group is made up of the target user. You have to start a game test when you really think the game is finished, and the game test is not a test tool and can only be used to check for problems.

Game Test Pack

A game Test pack is a ready-made package that helps test groups to test games and provide feedback more easily. In order for the test group to run the game better during the first few tests, you must provide additional support. When compiling a test package, you can assume that the player knows the role-playing game. This should include:

Allows the player to write down names and contact details. Allow them to choose not to appear in the list of contributors to the book.

A detailed description of the main mechanism of the Rules page.

A list of character attributes. Although role creation should be part of the game test, the player may not have enough time to create a character.

Take advantage of a variety of mechanisms for sample adventures.

Feedback form.

A summary of the various elements needed to test the game.

Non-public Agreement (NDA) – This is optional because it is a free game.

Your contact information.

Feedback

We have to get feedback from players who try to play the game. Feedback is the easiest way to get information, but if you can communicate with those groups in a relaxed atmosphere, such as a bar, you'll be able to get the information more effectively. Players prefer to focus on some good content, so you can ask them some special mechanisms in this way. When talking to testers, keep a record of the excellent ideas they offer. Don't believe that you can write down all the details by memory. Testers don't mind you taking notes next to them, because it makes them feel that their point of view is important.

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Feedback Form

Feedback forms can help you measure whether you've created a design that fits your concept. It's also important that players/gm fun, but we also have to be aware that not all players like the new system for the first time because the process of learning a new system is always boring. There are two ways you can provide questions, namely check boxes and written replies. If the game test is lengthy and boring, I would suggest that you use both methods at the same time. Here are some examples of problems:

We can set the issue after the "strongly agree, agree, no preference, disagree, strongly disagree" box.

The rules of the game are too superficial.

Game system is like game type

Settings are different from other games

I understand the rules.

The game looks great.

I'm surprised the game is free.

I'll play the game again

We need to provide a larger space for players to answer questions.

I like the game ...

I don't like the game.

I think the game is missing ...

How to handle feedback

While all feedback is valuable, it is not always useful. For each form you create, you need to allocate it and use your ideas to check whether the feedback is useful. We should focus on the players ' questions rather than the solutions they provide. As a game designer, you are an expert. A change in mechanism will mean you need to restart the testing mechanism (it will be easier to use spreadsheets). You need to be mentally prepared, because not everyone will like your game. You just need to thank them for the feedback they have provided, and don't let yourself stop there.

When to stop the game test

Stop testing when you feel that the game is already in line with the original set of ideas. Game testing cannot be used to identify all rule vulnerabilities. Excessive game testing only delays time, so make sure the final time and finish the game. The game's post-test release ensures that the rules are updated after the game is tested and the next release of the game is scheduled. Don't let the testers think you're wasting their time.

Issue

Now you have finished the game. Don't delay any more. As soon as you share it, you will be able to learn from other people's experience and knowledge effectively. By frequently distributing smaller content, you can avoid too much work load. If you can't complete a larger project, release the finished content first. Prepare some raw feedback as early as possible, and quickly turn it into a new version. Do not stop here, clean up the problem and issue again.

Authorized

Authorization is very important. You might think that it's easy to provide some content for free, but if you don't have the appropriate authorization, you're likely to have problems. For example, a print shop will not allow any GM to print your game without authorization. And if you don't implement any protections, people will steal your game.

Authorization is an individual and legal option, and I am not qualified to assist you, but I can recommend a knowledge sharing license. Knowledge sharing allows you to customize the authorization according to your needs and provide you with a hand-drawn image that can quickly become a standard. Most game designers choose By-nc-sa, which means "attribute, non-commercial, shared." "Knowledge sharing effectively explains how to use it.

Upload

Upload a game for two purposes: share it with others and back it up. When you are backing up, don't forget to generate PDF format and source files, images, comments. You can place the game on many platforms for players to play. If you are distributing some small games frequently, you will need to choose some platform that is easy to upload and access. If you finish the game, you will want to expose it.

Backup and frequent release of small games

Google docs allows you to upload files in PDF and zip format. There is still a lot of space, you can continue to modify. The privacy settings also allow you to use it as a backup file.

SkyDrive is a solution from Microsoft that has plenty of space and privacy options.

Dropbox is able to automatically sync your files to the server. and supports backup and sharing.

Final release

1km1kt is the best free RPG community.

RPGNow and Drivethru RPG are popular game promoters and can help you sell games effectively.

Lulu is a service that can provide printing services according to your needs. I suggest printing at least one for myself, because it is exciting to see what I have painstakingly created.

Publish and receive evaluations

Be sure to let the following people know that you have released the game:

I, seek evaluation and add to my free RPG directory

Eric Chris Garrison's Homemade RPG

John H.kim Free RPG on the web

Request 1KM1KT Forum for evaluation.

Tell Reddit Community that they like the free stuff.

RPG.net's ads and open promo forums are great.

ENWorld has an active community, but you have to describe the right area.

Update your signature on the forum to find it through the link.

Advertise on Twitter,google+ and Facebook. And the work of their own hard to create a lot of confidence.

What are you going to do now? Support it.

After we finished the game, there was a huge opportunity in front of us. And once again supporting a new game will make you feel deterred, so support the game now. Support refers to building friendly relationships with the game community and driving the development of the game. Supporting the game not only ensures that it survives in the world for a long time, but also survives in your heart for a long time.

Now you can start blogging, adding roles, rule selection, New adventures ideas and people's feedback (note: You can use Blogger or WordPress).

Add Google Analytics to your blog so you can see where people come from. It's a really handy way to get to know who commented on the game and respond quickly!

Create a Google + Page for your game. Use good-looking images as icons.

If you're really interested in regular updates, create a Facebook page and Twitter account.

If this is a generic system, write another setting.

Find other free games that are similar to your game and communicate with their authors.

A probe into the construction of RPG game structure in the next chapter

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