So now I’ve broken everything. If you so desire, you can convert your Fourth Edition Dungeons & Dragons character into Arkham Horror and you can convert your Magic: the Gathering creatures into Fourth Edition monsters. I’ve gone and made combat itself into a Skill Challenge so it can be better integrated with other non-combat Challenges into a roleplaying game without a game master.

I’m in the process of developing dungeons which are themselves Skill Challenges that can be delved without ever once rolling initiative or announcing that you’re checking for traps before opening doors, quests and adventures and subplots that can be chosen by the player, or gained as a result of other quests, adventures, or subplots.

For now, I’m looking at the Personal Stories of Arkham Horror’s investigators, the Subplot system of Spycraft 2.0, and the Villainous Objectives and Motivations of Exemplars of Evil for determining personal motivations, objectives, and stories for player characters. I want a robust system with easily recognizable archetypes.

There should also be clear goals and milestones for completing a given quest, adventure, or subplot, even if initially “hidden” (chosen at random on discovery). Important to adventure/subplot design then, is to have a clear understanding of everywhere the game can go — for complete, and far-reaching adventures.

edit: I’m compiling a document that includes the Personal Stories of Arkham Horror’s investigators. It includes the conditions for, and the consequences of, success and failure. I’m hoping that reading through all of them and compiling them will give me some ideas as to how to standardize them, and then make my own.