[UKRP 2011 Awards] Best new rules design of 2011

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[UKRP 2011 Awards] Best new rules design of 2011

Postby mr toad » 11:14am on 09 Jan 12

2011 was the year of the magnetic fish!

But was it the best designed rule of 2011? Is there a rule inside a system that just works as it's supposed to? Do you get that fuzzy warm feeling when you get to interact with the rule?

Is so give it a nomination and share the love.

To vote for your winner of best designed rule of 2011 all you need do is write a short citation as to why you think the rule you are nominating should win this award. The judging of the award will be down to the votes you receive from the committee based on the citation you have submitted.

Thanks in advance for your input.

Toad
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Re: [UKRP 2011 Awards] Best new rules design of 2011

Postby Tim Gray » 5:20pm on 09 Jan 12

To clarify: you're after a specific, individual rule?

That's quite nerdy...
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Silver Branch Games
publishing Albion (UK Roleplayers Game of the Year 2011!), Jaws of the Six Serpents, Legends Walk, Questers of the Middle Realms and more
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Re: [UKRP 2011 Awards] Best new rules design of 2011

Postby thenovalord » 6:10pm on 09 Jan 12

The endurance / fatigue system in the one ring

In a game about journeys and weariness and misery, and getting lost, and needing hope and song to get you through, this mechanic is excellent
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Re: [UKRP 2011 Awards] Best new rules design of 2011

Postby mr toad » 10:41pm on 09 Jan 12

Tim Gray wrote:To clarify: you're after a specific, individual rule?

That's quite nerdy...


:lol:

I suppose it is...but there are some rules out there that are very innovative and should be shared...Jenga, Hell for Leather Dice towers and InSpectres confessions are some of my favourite rules ever written, it's a shame none of them were released in 2011.
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Re: [UKRP 2011 Awards] Best new rules design of 2011

Postby Mick Red » 2:19pm on 10 Jan 12

Dont know about best but ill gladly nominate Runequest 2/Legend combat as the worst rules :)
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