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August 29th, 2008, 04:47 #1Crusader
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- Jul 2007
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[QUESTION] Creating ones own Ruleset?
Hi everyone.
For a long time I've tossed about the idea of purchasing FG/FGII. Now I am looking into it again. What I'd like to know is how hard is it to create a custom ruleset? I've been playing Deathmaze and Citadel of Blood by SPI (Old 1970s/80s) RPGs. I'd love to play a multiplayer version of those games with my friends through FGII. Deathmaze was a lot of fun back in the day when playing around the table with friends. Now, I'd like to see it evolve and be part of the digital desktop. If it isn't too hard to create custom rules then I would purchase the full version of FGII immediately. Please let me know about the custom ruleset creation difficulty.
Thanks
John
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August 29th, 2008, 05:53 #2Immortal
Lesser Deity
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That's a tricky question to answer. In general it can be a lot of work. Character sheets are particularly time consuming. I don't remember those games but if they are stat lite like Hero Quest or Tunnels and Trolls you can probably use Toadwart's generic ruleset and save yourself a ton of work.
The generic ruleset is just a blank two page character sheet you can put pretty much anything you want on it.
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August 29th, 2008, 06:24 #3
The ease/difficulty of creating a ruleset depends on a number of things:
- Your own skill with XML and programming - Understanding and editing XML is a core element of ruleset customisation, and the automation is largely achieved through script programming in Lua. You don't need to know Lua in advance, but programming experience in other languages (such as VB, C or Javascript) is pretty much essential
- How close the RPG is to an existing ruleset - If your game is a variation on existing rules, you can start where someone else has left off and only tweak the ruleset to meet your needs
- The extent of the implementation - Creating a character sheet isn't trivial, but it is a lot easier than creating combat automation, a new combat tracker, NPC sheets, reference modules etc. A commercial ruleset has all of the features needed to play the game, whereas it is possible to use FG with only a subset of those features.
- Graphics - I personally find the graphic design element very challenging, if you stick with the default graphics then that cuts out a ton of work.
It is worth mentioning that ruleset contents (in particular reference text) and graphics (even the d20 default) are the intellectual properties of their respective owners, and you should be careful how you share what you build. There is plenty of heated debate on that topic on these forums from time to time
I started a ruleset-building tutorial but stalled recently as I have been focusing on finishing the Call of Cthulhu ruleset. The first few chapters are available here:
Anatomy of a Ruleset
I hope that helps
Stuart
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August 29th, 2008, 06:44 #4High Templar
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I myself am a systems/application manager and by no means unfamiliar with "scripts", but the task of altering the character sheet to second edition AD&D in stead of D20 is well beyond my ken. I have given it a couple of tries (trying to start simple by just removing elements from the D20 charsheet), but been put aback by the amount of text in just the main tab of the character sheet. This may be partly due to the fact that I opened it in notepad (the xml editor I found has a problem with the comments section at the beginning of each file, I have to look into that some more, I may alter that section or remove it altogether when I try again), but there is just a lot of info there, too.
So, it is possible, but if that is your only reason for buying it, I'd make well sure you knew at least something about it. The people that are able to do this are very friendly and always willing to answer questions, but they are usually far to busy to do it FOR you.
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August 29th, 2008, 14:53 #5Now I know everybody has their preference but I use Notepad++ and the xml add-on both are free and the ability to fold xml is a god-send when creating modules!
Originally Posted by zabulus
Ultimate License Holder.My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con! 
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August 29th, 2008, 15:09 #6Grand Patriarch
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I use plain old notepad. On a good day I'll have between 5 and 10 copies open.
In my experience, ruleset programming is like "old school" programming. Back in the days before we had any graphical tools to lay controls or any fancy debuggers.
I usually find the dearth of reference material (or a way to search the reference material), to be more difficult than the actual programming itself.
But as was already said, it really depends on what you want to do and how far off that is from some sample code you can find somewhere.
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August 29th, 2008, 21:46 #7Immortal
Lesser Deity
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Just a FYI any editor that rigorously checks for XML "well formedness" will fail a file that starts with a comment. The first line of any XML file should be the XML declaration which tells the editor it's an XML file, corresponding to which version of the XML standard and the XML parser which encoding it should use to parse the file. That, and close any elements (tags) you open and you now know everything about XML you need to know for FG.
Originally Posted by zabulus

Just start your comment on the second line and your will be fine.
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October 11th, 2008, 17:49 #8
I'm also using NP++ but I'm having a problem with the xml folding. It works fine partway through the file but then at some points it just acts like there is a closing tag missing, even though it's not. Does anyone else have this problem? It's frustrating the heck out of me.
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October 11th, 2008, 18:06 #9
Yeah, I see this bug a lot too.
- Obe
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October 12th, 2008, 01:34 #10
I normally see this with the inline tags. Most likely its near a <script file="blah" /> where there is no matching </script>.
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