We set out to develop a fantasy system with three simple ideas; simplicity, flexibility, and the ability to support suspension of disbelief. You might be thinking to yourself, "I understand the first two, simplicity and flexibility, but what's this stuff about suspension of disbelief?"
Well, simply put, suspension of disbelief is a tool or technique used by authors and directors. It describes a process whereby every pain is taken to not jar the reader or viewer, and in our case the gamer, out of the story. It is used to facilitate the imagination and make one forget they are not in a fantasy world. As you can imagine, when properly applied to role playing games, it kicks the fun into overdrive.
You may be surprised to learn as well, that this is not a new idea. Many games use similar devices but do not call out suspension of disbelief by name. As you might imagine these games are very successful. This is where the "Classic Role Playing" part of the name comes from.
So how does Thunder CRP fit into all of this? Good question! We wanted a game that was easy to play, but still had options. There are a lot of easy fantasy games out there, good ones too, but their options are limiting. There are games out there that have a lot of options, but are incredibly complex - often leading to hours of flipping through books and arguing. So we wrote one that is easy to play, has great flexibility, and has a unique and powerful spell system to boot!
Well, simply put, suspension of disbelief is a tool or technique used by authors and directors. It describes a process whereby every pain is taken to not jar the reader or viewer, and in our case the gamer, out of the story. It is used to facilitate the imagination and make one forget they are not in a fantasy world. As you can imagine, when properly applied to role playing games, it kicks the fun into overdrive.
You may be surprised to learn as well, that this is not a new idea. Many games use similar devices but do not call out suspension of disbelief by name. As you might imagine these games are very successful. This is where the "Classic Role Playing" part of the name comes from.
So how does Thunder CRP fit into all of this? Good question! We wanted a game that was easy to play, but still had options. There are a lot of easy fantasy games out there, good ones too, but their options are limiting. There are games out there that have a lot of options, but are incredibly complex - often leading to hours of flipping through books and arguing. So we wrote one that is easy to play, has great flexibility, and has a unique and powerful spell system to boot!
a process whereby every pain is taken to not jar the reader or viewer, and in our case, the gamer, out of the story