
So now that I have finally "given birth" so to speak ... I find myself looking back at Xceptional with a critical eye. I like much of what has been done here but I also find that I feel there are things that could be handled better. Perhaps my biggest disappointment is in the way I have handled (or not handled) the subject of weapons and armor. Translating Weapons and Armor arbitrarily to specific Xceptions feels tacked on ... and it is.
I have been a game designer who has switched gears a lot. Trying on this way of doing things, then that ... I have experimented with dice and mechanics, stealing ideas from every source that has inspired me, then started over from scratch with a new idea as soon as the next inspiring clever little idea tickled my fancy. I mention this mainly to say, that I believe I am settling in a bit at last. What I mean by this is ... "I like Xceptional."
The game mechanic, the game that I have built and specifically everything about the system that deals with task resolution and combat, feels good to me. I like it. I want it. I am going to stick with it. So, if I have finally settled on a way of handling these very basic things and I plan only to build up from here, and NOT to start over yet again ... then maybe ... finally, I am on my way to producing a "real" game. A game that can evolve into something better than a few interesting ideas. A game that people will play.
So, I love Xceptional but am not crazy about its current rules for weapons and armor. I want to change those and I need a plan to do that. What I am planning right now is to create a micro-game in the spirit of Steve Jackson's "Melee" that deals with simple skirmishes incorporating new rules for weapons and armor. My goal is to use the game mechanic from Xceptional (pretty much everything from pages 11-17 of the rules) with a minimum of alteration.
The intention is not to barrow from the rules for "Xceptions" in the creation of the weapons and armors rules. (Maybe I will save the Xceptions for a second, "Wizard" inspired micro-game.) I am going the independent micro-game route to narrow my focus to exactly what I wish to accomplish while not tying myself to trying to actually adapt the existing Xceptional document. Once I have created something that I like, I can fold the new weapons and armor rules into the entirety of the Xceptional framework (I will also want to incorporate my new "Elements" rules into the system as well.)
If anyone who has looked over the Xceptional document has suggestions for more integrated mechanics for weapons and armor, I'd love to hear your ideas.
Regards,
Jeff Moore

