I already have a game up and running, but it doesn't seem to be catching on. Would anybody care to tell me what's wrong with it?Yeah, not really interesting enough. To some extent that's a problem endemic to suggestion games in general; you're not in charge of anything directly, so it's less fascinating all around. The vague and not especially interesting start is probably what's dragging it down aside from that, though. Wake up, horror game, some sort of hospital/prison room, go explore. There could be all sorts of fascinating things to discover or do out there, but there's no real hint of them at the moment.
http://www.bay12forums.com/smf/index.php?topic=110210.0 (http://www.bay12forums.com/smf/index.php?topic=110210.0)
Just boring? Too wordy? Cliched?
I began contemplating making an RTD based on the discworld at some point...You wouldn't be the first. We do have an RTD discussion thread for that, though.
To get the ball rolling, would anybody be interested in a Peasant Adventure Redux? For those unaware, Peasant Adventure is one of the all time classic games... ...where the players are peasants and get to do stuff. Sorry, I cannot remember details, but I recall it being funny as heck. Especially NUKE's edition. That guy is amazing.Peasant Adventures are infinitely better with pictures, though.
Realistic ModernReally?
Realistic ModernReally?
I am suddenly reminded of a game someone ran ages ago. There were two kings who set bounties on everything an an army of peasants who did the jobs to grab the bounty. And it was done on Lego. Anyone remember what it was?Majesty, LEGO edition. Don't remember the proper name or who did it, though.
What do you think would keep a new KUWB12 afloat? Cos I really liked that RP.
Oh, except for the godmodder because he was Ythian or some shit. And thus, with no regard for the rest of the team, even though they were being driven increasingly insane from the shots and the screaming, he kept firing and firing. No body could put up with his shit and everybody quit.
I've been thinking of doing an illustrated suggestion adventure based on my Objecticon game, but I don't think I'd be able to keep up even a few updates a week with my terrible art skills and tendency to procrastinate...
Eureka!But who's going to decide that. If it's one person, what are you going to do if he posts when you ain't online. After all, the thread will have moved one.
Basically, godmodders get "Warned" at first to stop godmodding, and their godmodding posts are said to be "Non-canon". If they continue, then the first post is edited to add them to a thing called an ignore list. Any person on the ignore list is to be ignored by other players when they post on the thread
Indeed, I've just been using Roller's Block for FG&RP ideas sneakily disguised as RTDs. Now, if only we can keep this on the first page eternally like Roller's Block.
And anyone who tries posting in the thread itself gets rounded up by stormtroopers and fired out of a cannon into the sun.Keeping up with Bay12 had no concept of reality, with sub-basements, dragons, interdimensional portals, demons, spontaneous rapid reconstruction, a guy with a gunblade, a guy that kept an eldritch horror as a pet, an apathetic landlord, a quirky and grouchy ass engineer...the list goes on.
And JC, I think I could make that work with Keeping Up With Bay12. Hell, it could be very general. Keeping Up With Bay12 doesn't have to be in a modern reality!
>Respect for the deadYeahhhhhhhh no.
Well fuck you too buddy.
You're fired. I'm in charge now.
So I had a quick search and I found the game I was looking for.
http://www.bay12forums.com/smf/index.php?topic=61770.msg1408816#msg1408816
Anyone think rerunning it slightly differently would be a valid idea?
And I'm still suffering from chronic procrastination. Yaaaaaaaay o/'Come on, ExKirby. I hardly ever see you around these parts.
I'm the ghostAnd I'm still suffering from chronic procrastination. Yaaaaaaaay o/'Come on, ExKirby. I hardly ever see you around these parts.
Sounds pretty cool- it makes me think of some kind of Historical Crazy Blood Bowl.
Books, LSD, what's the difference?Books burn better and are often not in color. Anyway, the writer of the books was Markus Heitz, and I'm now rewriting that thing for clarity and sanity.
Hrm. I have the urge to make a Freeform Roleplay, but I can't think of a good idea. Help?Bay12 takes over a nuclear powerplant, Bay12 stranded on a uninhabited island(Complete with cannibalistic natives), Bay12 after an apocalypse of some sort, Bay12 during the First/Second world war,...
Some questions about your nation game:-I think they are best comparable with fresh water. Some regions have an ample supply, others little. There are sometimes large reserves, deep underground, constaining a large supply that refills very slowly. You could also have vast rapidly filling reserves, but those are rare. The ultimate sources of these are mana springs, hidden deep underground.
- When you say that the mana field might deplete, is that depletion of a finite quantity (like oil) or out-pacing the regrowth of a renewable quantity (like overfishing)?
- Can mana be stored or transported?
- If deep mana fields are literally deep underground, is it possible to access them using non-magical mining?
Now it's 9 in 10 suggestion gamesThis kind of indicates the problem, though; there's not a whole lot of forum games that aren't suggestion games. Having another subforum would probably leave the "main" one pretty sluggish and barren.
I was actually thinking of doing a Godhood style game set in the modern age of our world. The gods would have physical bodies in the world, and instead of being vague on how long each turn takes ingame, turns would be either Spring or Fall with years advancing as time goes on. Does it have potential?
Right, the curse upon the lack of Urban Fantasy Godhoods has been broken, as it has now materialized! Check it out! (http://www.bay12forums.com/smf/index.php?topic=123037.0)Now you just need to break the curse that lies on regular Godhood's, namely that each one'll be shorter than the last.
I would not mind seeing another Countires @ War. I personally don't have the time or math skills to do so but I have fond memories of them. The one moon cannon indeed.What exactly is involved in doing a Countries at War game? I am somewhat interested in running one if the burden isn't too onerous.
I'm thinking about running a suggestion game where the players play as an officer of a fictional elite force of the British Army during the 18th Century. Would anyone be actually interested?If it's pure text, you have to do something to make it interesting. Whether that's some kind of interesting battle mechanics, illustrations, or extremely good writing it'll have to be SOMETHING. Many suggestion games are made, very few are actually remembered.
What would you guys think of a Homestuck RP? Not a system or anything, just an RP set in a vanilla session.
I have no reason to think Bay12 would be any different.Considering how the last 2 freeforms died, the concern is very reasonable. Neglect is almost as bad as sues.
I took part in a Homestuck RP once, and now it provides to be one of the many things I always remember and instantly feel ashamed about. But seriously, I have some experience with freeform RP's on this forum. All of them have turned into mary-sue concentrated RP's where every tries to one-up each other and godmod.Yeah, we don't have the best record with freeforms. I think pretty much the only one that got it right that I can remember was Keeping up with Bay12, and I wasn't even in that one, so I wouldn't know.
Oh and thanks Freeform, I'll check those out. I was only asking for a software that did it primarily because I have no skill whatsoever when it comes to image-editing software.
What kind of maps are you looking at? Simple grids of things? World maps? I just use Flash/Photoshop for grid based mapping, but there might be easier things. Here's some options:
Autorealm (http://sourceforge.net/projects/autorealm/): Kind of clunky but has a lot of options. It's specifically tailored to cartography and fantasy-style map creation.
DAME: (http://dambots.com/dame-editor/) I frickin' love this software. It's specifically geared toward pixel-based Flash game development, but it's still awesome as a general purpose tile-based map editor. Has pretty good options for image export.
Tiled: (http://www.mapeditor.org/) Similar to DAME, but it's a little more general purpose. There's more support for adding map "pieces" as opposed to assuming the map maker has a tileset on hand.
Hexographer/ (http://www.hexographer.com/)Campain Cartographer (http://www.profantasy.com/products/cc3.asp): ($$$MONEY$$$) Paid software for map making. I've heard good things about both, but CC3 (as a software bundle) seems excellent.What would you guys think of a Homestuck RP? Not a system or anything, just an RP set in a vanilla session.
God no. I mean, okay, there's probably people here it appeals to. But there are literally hundreds of those on the MSPA forums, and the vast majority of them end up being afflicted by Sues, bad writing, failed attempts at humor, and god moding toward both other players and the session at large.
I have no reason to think Bay12 would be any different.
Keeping up with Bay12 was fine at first, and I was involved with it since it started. It then quickly devolved in everyone doing crazier and stupider things, straying from the original ideas. Everyone did it, and the sane people dropped off as soon as it went downhill. I did particularly shitty in that RP too, and strayed into Mary Sue territory a few times. But there were people far worse. I can say with 100% assurance, that there has never been a freeform RP on here that has gone well. There needs to be mechanics or someone looking over the general plot of the story so the players don't do anything stupid.Ah, thanks- as I said, I was never in that one.
May be open for abuse... Could be interesting to try out. Plus it'd be good against trenchcoating.
This is intruiging.... player numbers would have to be limited so everyone could keep track of everyone elses last actions, for continuity, but otherwise this seems like a good idea.
[/quote
It'd have to be between 4-6. That way the same people don't roll for the same people every time.
I'm a bit stumped on player interaction, both in fighting each other, and just plain talking to npc's or each other.
Should it be a freeformer too? We could actually make the freeform RP work!
Freeform RPs generally don't have action rolling or mechanics by definition.
Should it be a freeformer too? We could actually make the freeform RP work!
I pretty much came up with the idea, because I missed old school, post a paragraph rp's I used to do in middle school and some in highschool. But I also prefer it if it wasn't a one up contest filled with mary sues.
Freeform RPs generally don't have action rolling or mechanics by definition.
And that's usually why they kinda collapse in trenchcoating and random murder.Should it be a freeformer too? We could actually make the freeform RP work!
I pretty much came up with the idea, because I missed old school, post a paragraph rp's I used to do in middle school and some in highschool. But I also prefer it if it wasn't a one up contest filled with mary sues.
Really? Well, I must thank you for coming up with that idea, as it certainly did make me happy, though it does have it's problems. I tried doing my own version of it, but it didn't really work out because my idea was being a constant GM and people being random murderers wears on you even more when you're actively trying to prevent it.
I'm a half [(half vampire demon) (half vampire angel)] half [(half angel catgirl) (half cyborg fallen angel)]. That's right, I'm a third generation sue. I need a chart to keep track of my own tragic backstory and bullshit power suite!Should it be a freeformer too? We could actually make the freeform RP work!
I pretty much came up with the idea, because I missed old school, post a paragraph rp's I used to do in middle school and some in highschool. But I also prefer it if it wasn't a one up contest filled with mary sues.
Would it be alright if i use a (heavily modified) version of your system for a game? With room for fallen angel cyborgs?Spoiler (click to show/hide)
Digging up this thread again.I remember Harry Baldman proposed something like this in the RTD suggestion thread.
How about a game where most conspracy theories are right, and you are one of the many institutions covering it up. Maybe a governement program, ancient secret society, a cult worshipping ancient beings, or just something else entirely.
Of course, you'd have acces to all pseudoscience, magic, and the like which totally works and such.
Might be fun.
Digging up this thread again.I remember Harry Baldman proposed something like this in the RTD suggestion thread.
How about a game where most conspracy theories are right, and you are one of the many institutions covering it up. Maybe a governement program, ancient secret society, a cult worshipping ancient beings, or just something else entirely.
Of course, you'd have acces to all pseudoscience, magic, and the like which totally works and such.
Might be fun.
Also I need an idea to give my game a plot. So far a bunch of independent entities find that there bored and poses beings with magic potential for fun. I have a treant and a magical hawk. I need something to tie the adventure together besides very bad or very good rolls.Introduce villain. Get them to have motivation to stop villain (ie he took their bananas). Go from there.
You could also make it vague phrases instead of hard numbers to keep them on their toes.^^This^^
Should I roll every time for suspicion, and if I get a failure I say the opposite?You could also make it vague phrases instead of hard numbers to keep them on their toes.^^This^^
It can generate delicious paranoia all on its own.
Actually that last one could be easy. say is you walk into town at 10 suspicion and you see wanted posters all over, where as if you walk in at one and you see a random cop look at you as if he is uncertain as to where he's seen you.
Which of these things make your favorite adventures most memorable?Interesting concepts and high interactivity are obviously a plus. Most of the other stuff is situational- it depends on how well it's pulled off, what kind of humor it is, etc.
- A strong element of interactivity, with deep and/or exciting game rules.
- An intersting, mysterious, or strange story/setting.
- Humor and general zaniness.
- Quick-paced action, or rapid updating.
- Something else.
Which of these things kill your interest in forum adventures most?Long updates, or even just a lot of posts, tend to kill my interest. I love Warrens, for instance, but I still just can't keep up to date on it.
- Lack of GM interactivity or regular updates.
- Long/wordy posts that make it hard to catch up/get started.
- Slow-paced action/tension/drama/plot-advancement.
- Blandness of setting, characters, or storyline.
- Something else.
Been picking people's brains about my current forum adventure (http://bit.ly/TJtv89) via the Bay12 Lower Boards IRC, wondering why I'm losing interested folks, so I can address it as a GM in the future.Never started that for a few reasons.
Also, folks seem to jump on board with new adventures without hesitation, but I've heard a lot of people talk about how they don't want to get caught up with many established adventures (and the longer they've gone on, the harder this is). This makes me think new readers get dissuaded by the size of the posts or the adventure as a whole, and don't often want to get started unless something particular catches their interest, or other people convince them to read it. Do you think that's true?Definitely.
Posting to follow, and I'll be throwing some adopt-a-concepts up here soon enough. Until then, I did have a query for other Forum Gamers and GMs:Interactivity is the most important in suggestion adventures, while deeper game rules are more important in the games where each person controls their own character.
Which of these things make your favorite adventures most memorable?
- A strong element of interactivity, with deep and/or exciting game rules.
- An intersting, mysterious, or strange story/setting.
- Humor and general zaniness.
- Quick-paced action, or rapid updating.
- Something else.
Which of these things kill your interest in forum adventures most?I don't think I've ever really lost interest completely in a game, but I think the thing most likely to bore me are long combat segments in textual format. Exciting pictures can make it interesting, but just reading about what the main character is doing in a fight cannot.
- Lack of GM interactivity or regular updates.
- Long/wordy posts that make it hard to catch up/get started.
- Slow-paced action/tension/drama/plot-advancement.
- Blandness of setting, characters, or storyline.
- Something else.
Been picking people's brains about my current forum adventure (http://bit.ly/TJtv89) via the Bay12 Lower Boards IRC, wondering why I'm losing interested folks, so I can address it as a GM in the future.Yes, definitely.
Also, folks seem to jump on board with new adventures without hesitation, but I've heard a lot of people talk about how they don't want to get caught up with many established adventures (and the longer they've gone on, the harder this is). This makes me think new readers get dissuaded by the size of the posts or the adventure as a whole, and don't often want to get started unless something particular catches their interest, or other people convince them to read it. Do you think that's true?
It also tends to kill my interest to see the game consistently go in directions I don't like. Not much to be done about that, but there's not as much investment or point in playing when things keep going elsewhere from what you'd like.
...
I suspect there's also sometimes a sense that once a game is established, there's sort of an established set of situations or method of doing things or clique of decisionmakers, which makes an established game much different from a new one. People love popping into games to say "Turn into a potato!" or "Clowns everywhere!" for no particular reason. Figuring out which lead to investigate or what your next piece of dialogue should be is both more restricting and requires much more understanding of what's going on, which makes it less appealing to a lot of people.
-snip-Well, I guess, thinking about it, your game has great illustrations and an interesting setting, but there really isn't all that much happening; there isn't much of a plot.
Party Quest (or I Am Forever Bad at Naming Things) IAFBaNT?
In this game you will play a group of adventurers who’ve banded together to follow their dreams. Each of you possesses a certain skillset or some other valuable assets, but that alone is not enough to reach your goal. You’ll need the help of your fellow party members to help face the challenges on your way to ultimate victory.
This is intended to be a game of cooperation and camaraderie. If you are the kind of person who just likes to go off and do their own thing, please don’t apply for this game, it’s not meant for you.
That’s not to say that you can’t split up or occasionally go off and do your own thing, but the idea is that each of you is a part of the group and needs each other in some respect. If that ever becomes no longer the case, your character can go off to do their own thing and you can make a new character for whom that is the case.
I’ll take 4-6 players (the intention is for the group to be small so that everyone has a chance to get know everyone else better). Use the following template for your character sheets:
Your Name: What name are you known as by your fellow adventurers?
Ultimate Goal: What do you ultimately seek to accomplish through adventuring? You can include pertinent backstory here, though backstory isn’t strictly necessary; I just need to know what you’re after and possibly why. This shouldn’t be some trivial thing; it should be something you’ll be trying to acquire throughout the whole game.
Why you’re with the party: How does the party help you reach your goal? What ties you to the party: do their goals align well with yours; do they have something you can’t find anywhere; or do you have a special connection with one or more of the party members? Why don’t you just go off and do your own thing?
What you bring to the party: As it says, what makes the party want to keep you in it’s employ? It isn’t necessarily special skills, you might have funds or access to some special contacts that make you valuable, or secret knowledge or something else I haven’t thought of.
Your Problem: What in your character’s life causes them or gets them into the most trouble? This should be neither a trivial bother nor a major handicap, just something they struggle with often but are not overcome by. It should be something that adds interest to the character and to the game and makes your character more 3-dimensional.
-snip-Well, I guess, thinking about it, your game has great illustrations and an interesting setting, but there really isn't all that much happening; there isn't much of a plot.
Zany games can get away with a bare bones plot because there's enough happening due to player character antics to keep up interest. If running a more serious game with a reasonably-minded character, like Blunderbuss, you need to add some interesting events going on in the game environment to shake things up a bit (which you seem to be doing with the last update). My philosophy for forum games is that, whether it's a suggestion game or a multiplayer rp, every update should leave players feeling like they have something important they need to react to.
Do you think that players would be able to create plausible nations for an alternate history game?
So that GWG thread got me thinking. What if we made an organized suggestion game where there was a different GM every day?Like Roll to GM?
I'm expecting them to just write a history of their nation why it is what it is while I make the stats for their nations so that no transcontinental empires will be vastly overpowered and perfect. I can just fill in whatever I feel that needs to be filled in to make their nation plausible. The problem with this approach, though, is that players might expect me to do most of the work for them.Do you think that players would be able to create plausible nations for an alternate history game?
I would like to think so yes. It depends, to my way of thinking, how much you want for the nations though.
So that GWG thread got me thinking. What if we made an organized suggestion game where there was a different GM every day?Like Roll to GM?
I'm expecting them to just write a history of their nation why it is what it is while I make the stats for their nations so that no transcontinental empires will be vastly overpowered and perfect. I can just fill in whatever I feel that needs to be filled in to make their nation plausible. The problem with this approach, though, is that players might expect me to do most of the work for them.Do you think that players would be able to create plausible nations for an alternate history game?
I would like to think so yes. It depends, to my way of thinking, how much you want for the nations though.
The 18th to 19th Century as that would allow players who are not really into the whole dynastic succession shenanigans to fully enjoy playing the game.I'm expecting them to just write a history of their nation why it is what it is while I make the stats for their nations so that no transcontinental empires will be vastly overpowered and perfect. I can just fill in whatever I feel that needs to be filled in to make their nation plausible. The problem with this approach, though, is that players might expect me to do most of the work for them.Do you think that players would be able to create plausible nations for an alternate history game?
I would like to think so yes. It depends, to my way of thinking, how much you want for the nations though.
I don't know about plausible, but certainly interesting. You'd have to go by app quality in player selection, but that's never a bad thing. What sort of time period would this be set in, by the way?
Spoiler: Concept: Forum Stories (click to show/hide)
Spoiler: Concept: Forum Stories (click to show/hide)
Hella
Sweet
@Roles: Harasser is likely to stay in ranged (but sometimes do hit-and-run and charges as well), so I doubt I'll change that.
Guardian I think I was a bit unclear with. They are fighters who move around the battlefield a lot, staying free from combat and generally retaining a sense of the battle, so they can jump in when someone seems to be getting their ass kicked. They're not defenders per se - more relievers.
Slicers and Daggers - Daggers are surprise weapons that can pop out without a warning to deliver the blow that wins the game. Slicers are open, visible attackers who circle around looking for reckless/vulnerable prey. There is some overlap, yes - I'll think on this. Assassin isn't really Slicer's cup of tea, though, as they don't give two shits about stealth.
Driver is a bit off-sounding, but Jailer doesn't sound that good either. Hmm.
Hammer I'm not changing - it's a reference to an earlier game of mine, like Dagger, ehehe. They are 'blunt instruments' who get the job done but don't have any real finesse in it.
Bear in mind that these are just the role the fighter players on the field - they could be absolutely terrible at it, but that's what they've been ordered to do, damnit.
Thanks for the suggestions, anyway!
Heh, there was a MSPA forum adventure where a number of player suggestions were chosen at random, some for the PC, some for the enemy. It was hilarious (you can never know if your 'punch yourself in the face' is gonna go to the enemy or yourself.
Not the same, but I'd love to see someone use it.
God damn, now I know how Peter Molyneux feels.
As far as reducing randomness in general: Non-dice based combat mechanics, obviously. You already mentioned puzzle-based mechanics, which would be neat even though I personally suck at it (creation or solving, either one.) The other that springs to mind that could work quite well as a forum game would be a Collectible Card Game style thing. ccg ccg ccg ccg ccg
Here's a solution to the whole "You're dead now, suggestion game over" thing.
You play as a zombie who can constantly resurrect. However, the problem is if you die, you lose everything since your stuff has been looted, and if you die enough times there is the potential that you will start losing limbs and need to recover them.
Have lower sanity levels result in the player getting less accurate information.
Basically the more their sanity degrades the more room you [the GM] have to outright lie to them about stuff.
Not sure how it would work exactly but might be interesting. It'd also make sanity a much higher priority to keep around as with lower rolls players can just avoid that sorta thing but if your sanity is low it makes them question what is and isn't real.
I had an idea where at sanity one, there's a chance you get one of three really, really bad effects. Suicidal, Catatonia, Psychosis.
Suicidal is self explanatory. You roll. If you fail it, your character tries to kill themselves by any means possible. Catatonia means your character slips int catatonia, meaning you're essentially dead because your character has locked themselves off from reality. Psychosis means that your character experiences a massive nervous breakdown. After that, he becomes an actual GM-controlled enemy, as his entire personality is overwhelmed by madness.
Basically, sanity one is really, really bad.
So wait, what if the pc is a cynic convinced that the world is bad? Every act of kindness would reduce his SAN. :P
So wait, what if the pc is a cynic convinced that the world is bad? Every act of kindness would reduce his SAN. :P
So wait, what if the pc is a cynic convinced that the world is bad? Every act of kindness would reduce his SAN. :P
So wait, what if the pc is a cynic convinced that the world is bad? Every act of kindness would reduce his SAN. :P
I'm sure you could justify anything with a bit of effort. 'Oh, he only gave his entire fortune to that beggar because the stock market was about to crash/so his actual family and loved ones wouldn't get anything/a team of transdimensional assassins was tracking him by his money/he was nuts'.
Hell, to a cynic 'he only did it because he gets joy from altruism' could be a negative reason.
Hrm. So, at sanity one, everything that the player sees nothing but his own insane hallucinations? I actually like that. Though I would like another consquence to sanity one.YES
Also, by sanity one, I mean it's the bottom of the sliding scale of sanity. 10 being "normality" and "ten" being sanity. When you roll 1-2, it means that you simply cannot come up with an excuse for your actions or the actions of others.
EDIT: IDEA! The RP I'm going to put this involves hunting an utterly sadistic, morally reprehensiable person from a list of others, all with their own unique style of craziness. Maybe at sanity one, your character starts to think like the very person he's trying to kill?
Hrm. So, at sanity one, everything that the player sees nothing but his own insane hallucinations? I actually like that. Though I would like another consquence to sanity one.
Also, by sanity one, I mean it's the bottom of the sliding scale of sanity. 10 being "normality" and "ten" being sanity. When you roll 1-2, it means that you simply cannot come up with an excuse for your actions or the actions of others.
EDIT: IDEA! The RP I'm going to put this involves hunting an utterly sadistic, morally reprehensiable person from a list of others, all with their own unique style of craziness. Maybe at sanity one, your character starts to think like the very person he's trying to kill?
Spoiler: Relevant (click to show/hide)
Spoiler: Relevant (click to show/hide)Spoiler: My lord... (click to show/hide)
freeformPrepare for it to die after ten pages, or to go on as a hulking abomination of all that is holy for hundred pages.
And also expect it to have a lot of players who simply murder everything in their sights/do blatantly overpowered things.freeformPrepare for it to die after ten pages, or to go on as a hulking abomination of all that is holy for hundred pages.
By freeform I am talking more about the plot, actually. I'm working on rules for the actual mechanics.And also expect it to have a lot of players who simply murder everything in their sights/do blatantly overpowered things.freeformPrepare for it to die after ten pages, or to go on as a hulking abomination of all that is holy for hundred pages.
Freeform RPs really don't work all that well. The drop-in drop-out thing combined with the fact you can do anything just isn't a really good combination. Roleplays need rules or else it just attracts one-upping.
So you actually mean sandbox, then?By freeform I am talking more about the plot, actually. I'm working on rules for the actual mechanics.And also expect it to have a lot of players who simply murder everything in their sights/do blatantly overpowered things.freeformPrepare for it to die after ten pages, or to go on as a hulking abomination of all that is holy for hundred pages.
Freeform RPs really don't work all that well. The drop-in drop-out thing combined with the fact you can do anything just isn't a really good combination. Roleplays need rules or else it just attracts one-upping.
My sandbox has no form factor...So you actually mean sandbox, then?By freeform I am talking more about the plot, actually. I'm working on rules for the actual mechanics.And also expect it to have a lot of players who simply murder everything in their sights/do blatantly overpowered things.freeformPrepare for it to die after ten pages, or to go on as a hulking abomination of all that is holy for hundred pages.
Freeform RPs really don't work all that well. The drop-in drop-out thing combined with the fact you can do anything just isn't a really good combination. Roleplays need rules or else it just attracts one-upping.
I'll draw you a cartoon portrait if you want, Monk. Just PM me with what you need style and specification-wise and we can go over some options.
Oh dear, is this a Hatoful Boyfriend suggestion game I see? Because that's rather awesome.
Anyway, I'd say go with ditching the dialogue boxes. After all, if you give an image for each bit of text, it'll result in a lot of image repetition with altered text, as the expressions probably won't change that much in most situations.
If you must have the PC in a shot, do a cartoon image. Utilize external aid if needed. Would be good if you draw it yourself, no matter how shitty it is. Think of it as a mental addition by the protagonist.
I had an idea for a Dokapon-esque game.I'm thinking you could copy a lot of Dokapon concepts directly without too much trouble.
Then I realised I'd have no idea how to make it work.
Oh dear, is this a Hatoful Boyfriend suggestion game I see? Because that's rather awesome.
Anyway, I'd say go with ditching the dialogue boxes. After all, if you give an image for each bit of text, it'll result in a lot of image repetition with altered text, as the expressions probably won't change that much in most situations.
If you must have the PC in a shot, do a cartoon image. Utilize external aid if needed. Would be good if you draw it yourself, no matter how shitty it is. Think of it as a mental addition by the protagonist.
I had an idea where basically you earn EXP for certain actions (Like taking out enemies for a small reward, roleplaying excellently/doing something spectacularly for a large reward) and you get presented with a small list of perks tailor made for your character. So if your guy is focused on stealth and melee, you can choose between "Lights Out" (If you bash someone's head in, no-one will detect it as long as you get it in one), "Mr Sandman" (You can slice necks open with a knife as long as the target is sleeping), or "Spears from the Shadows" (If you throw a spear or similiar object from a hiding spot, you won't be detected).
Darn... That sucks, I was planning on using it for a pet project I've been slowly coming up with ideas for.
Would anyone be interested in a play by post Sci-Fi Horror RPG type game? You know, with the usual "People go explore a station that went off the grid" type vibe, and spooky stuff happens. I'm trying to improve my writing, as it's fine in short bursts but as I go into multiple paragraphs I feel the quality deteriorates. Besides asking for interest, I'm curious as to what system I should use. I don't want something TOO simplistic like just rolling a d6, so would a simple d20 plus certain skills and equipment suffice?
I had an idea:
Automatic Gladiator Sim (Better name pending)
Basically, players would create a gladiator or gladiators using their points. This includes stats, skills and equipment.
At the beginning of a tournament they volunteer a gladiator, when everyone's in I show the pairings and it's time to place bets. I then run these gladiators through a program that makes them throw dice at each other (by which I mean they fight) for guts and glory. Fights aren't to the death but... dice gods. There is prize money but only one gladiator can win the tournament.
After a tournament, new equipment becomes available, venues change, random events might occur, players may be approached by NPCs with business proposals/job applications/sponsorships.
Let's talk about level up mechanics in forum RPGs.Spoiler: Go go go (click to show/hide)
Darn... That sucks, I was planning on using it for a pet project I've been slowly coming up with ideas for.
Well, if you want to use it, no one's stopping you (it's a cool system). I'd just recommend expanding it for more options if you want to do a really complex game. Here's an example:
Expanded Lawastooshort System: Every time the players level up, they get to choose ONE Passive Ability (stat boosts?) and ONE Active Ability (spells?). Each level, the palette of Active and Passive Abilities increases, and previously-chosen Abilities are replaced by options for upgraded forms on their next level up. The palette of abilities may stem from things like: the character's personality, the character's class, what types of actions they've taken the most often, what types of items they've used or searched for the most often and so on.
As for level-ups, it really depends on what the tone of the game and the general atmosphere of the setting is. One idea I can propose is that level-ups are awarded not for a multitude of tasks, but one specific set of tasks, each depending on the character - they all have an XP resource, so to speak. You could even tie it into virtues and vices, where, say, a glutton becomes more powerful when eating a lot, while a man exhibiting strong faith gets more powerful by serving their god, but they get more powerful in areas relating to that virtue or vice. Say, gluttons become extraordinarily fat or addicted to substances, getting bonus HP and so on, while the faithful get stronger resistance to mental attacks or magic and so forth. Chastity awards resisting temptation, lust rewards doing the opposite, with associated perks. Seems like it might be fun, and also would help establish a personality for characters, and establish heroes and villains as larger than life, beyond common people in their extremes.
I don't remember whether it was you or lawas that pitched the idea of having every levelup let the player add a word to his class to expand his abilities (so Fighter, then Sword Fighter, then Shadow Sword Fighter, etc.) I quite liked the idea, though it seems like it would work better for sillier games.
Frickin' GENIUS.
Maybe it could also be like... most action universally give EXP, but it's a lot slower than stuff you're apt with already, so a larger-than-life cleric could get Sword Points, but he would only gain lame low-level Sword Abilities at first that way (rather than Sword Guy who already has a ton of Sword Points and whose next ability at that point in the game is a choice of +8 Limb Rending and +7 Sword Poweruping.)
Let's talk about level up mechanics in forum RPGs.
Alright, thank you for your input, everyone. I think I've gotten more than enough information now to decide on the level up system for a future RPG.
My last question for the same game is this: if I want to push the boundaries of the forum game format, how would you like to see it done? Some inspiration from other games:
-Every update is in the form of a youtube video (pretty darn cool, but low update speed).
-Every update is in the form of a LEGO miniature photo set (I don't have anything like this, sadly).
-Every update is actually played out through an external application/game and then the results are copied and pasted into the thread. (That one RPG that did this was way cool).
-Every update is in the form of an individual flash, web or other game. (Not really sure how to go about this, but it's definitely possible).
If you have any other ideas you'd like to see, I'll definitely consider them. The more creative the better.
I've got no secret ideas for something that might push the forum game envelope in strange new ways. That said, what RPG was number 3?
I will note the examples you listed are all different forms of media adapted to the forum game format, as opposed to unique rules implementations. Off that theme, we can also add Text and Illustrations as "standard" forum game media. That would leave Music as the big unrepresented medium. Well, that and Performance Art, and if you can come up with a forum game where the primary mechanic is making the GM literally dance, I'll give you a cookie.
So, this is actually a question.
Has there ever been a sci-fi sort of RPG/Turn-based strategy forum game that incorporated multiple Z-levels in an efficient way?
2. This ones a bit weirder and probably unfeasible. It's a sortof dungeon crawling thing in this massive complex where the characters are all hoping to reach the core where they will be rewarded with a return to life/their homeland. The twist that makes the idea difficult was that if it's possible my original plan would be for the complex to be populated with characters from other forums games. Specifically dead ones, meaning ones who died in game, along with ones from dead games. Of course that would require an exorbitant amount of contacting for permissions for courtesies sake, along with confusing logistics, so the crossover aspect is very likely wind up being cut out all together if I try it... In hindsight I should probably should cut that out actually.
I sincerely hope you post a link to that in here, Soli, when it becomes a thing that exists. I don't even know what you're going to do, but if it's a tactics thing that's as pretty as you make things, I want to know about it!
2. This ones a bit weirder and probably unfeasible. It's a sortof dungeon crawling thing in this massive complex where the characters are all hoping to reach the core where they will be rewarded with a return to life/their homeland. The twist that makes the idea difficult was that if it's possible my original plan would be for the complex to be populated with characters from other forums games. Specifically dead ones, meaning ones who died in game, along with ones from dead games. Of course that would require an exorbitant amount of contacting for permissions for courtesies sake, along with confusing logistics, so the crossover aspect is very likely wind up being cut out all together if I try itI'd play that.
I'd play that.
And I normally hate ISGs
That sounds pretty fun. I can't imagine anyone would really mind being used, but *shrug*. Crossovering hasn't been done here for whatever reason but has so many different possibilities.
not particularly memorable
Quotenot particularly memorable
Well if that isn't the most subjective statement of the year. I think you'll find a lot of people disagreeing with you here. Just because you didn't enjoy them...
I think we might just not gravitate to the same games in the first place. Games dying quickly is true, but (not?) fairly unique to B12 - the majority of MSPA forum adventures die very quickly, for example. That's just the nature of things (though this Eagletime place doth intrigue me).
You know, we don't seem to discuss players that often. I mean, this is mostly working on mechanics, and mechanics are only 1/3 of roleplays/suggestion games, the other 2/3rds being plot and players. Here's my question: how do you make a plot that involves the players and interests them? I find that "You all meet in a tavern, here, have a job" only goes so far, and doesn't work in a game meant for politics. However, there is always the risk of the players shrugging the plot hooks off and ending up wandering pointlessly around. Now, I'm not asking for advice on how to most efficently railroad your players, but I generally find having a goal makes an RP last much longer then one that's just directionless. So, how can I make a plot involving, interesting, and (not) intrusive?
In time it will also be filled with cool adventures which ask for your personal investment in their stories which die the moment you become invested in them.
Good way to keep things interesting for both the GM and the players is to let random shit happen and not impede derailing. Give players the idea that they have a set storyline to follow and let them shatter it into tiny pieces or ignore it if they want to. That's what player satisfaction is made of, no? Provide an atmosphere where players can be killed off or changed over periodically (provided they are unlucky or silly enough), that keeps the people rotating and improves the general freshness of things. If you have a setting, let it be as flexible as possible in terms of what is and isn't likely to happen. If you stick close to realism, it's much harder to make things seem interesting, I've found.
This doesn't sound like it'd bring too much GM satisfaction or player satisfaction for that one player who was enjoying the plot and doesn't like the others breaking it. It's good advice, but not really universal to every type of game.
(In other words, that sounds kinda... imperfect for me both as a GM and a player. Mainly because words like 'shatter' so I can only imagine a bunch of vandals laying waste to a centuries-old precious mural (the lovingly-crafted plot) or somesuch. Kerping your plot flexible and un-railroady is key in any game, naturally.)
There are quite a lot of people who enjoy a decently crafted plot, and just one player randomly shooting a plot important person for no raisin can ruin it for everyone.
Only applies to decently crafted plots though.
It could be, for example, a novice RPer joining such a game and derailing the others' fun with selfishness/godmodding or just poor roleplaying, which I've experienced more than once. I've probably been such a person in the past. They could shoot up the plot-important NPC because they're not all that invested and just want to have their fun, no matter what the others think. It's not easy for a GM to manage.
I know one or two people on this forum (Who I shall not name) who have a tendency to do that sort of thing. Worst thing, it's usually not that creative: just killing everyone in sight with no style. Generally, I think bringing down the hammer on them in-game is better then settling it OOC, though I haven't done this myself, which I should have.
I'm wondering where I should go with First Contact. I've got a basic idea laid out, but I'm wondering if I should have planned more as to the game itself; no map of the ship yet, only the most general idea of who the enemies are, etc. Not sure how to decently craft a plot, either. Whenever I do, I end up comparing my ideas to the books I read, and they don't hold up. There's rarely the intricacies and overall connected-togetherness.
This doesn't sound like it'd bring too much GM satisfaction or player satisfaction for that one player who was enjoying the plot and doesn't like the others breaking it. It's good advice, but not really universal to every type of game.
(In other words, that sounds kinda... imperfect for me both as a GM and a player. Mainly because words like 'shatter' so I can only imagine a bunch of vandals laying waste to a centuries-old precious mural (the lovingly-crafted plot) or somesuch. Kerping your plot flexible and un-railroady is key in any game, naturally.)
Well, if there's just one player who was enjoying the plot, it's going to be pretty difficult for them to enjoy it if the rest don't share in the joy, know what I mean? And lovingly crafting a plot for a game implies several things. For one, it means that you're planning too far ahead. Secondly, it means you're getting too attached to your plot. You shouldn't do that. It just makes it hurt more when somebody ruins it by accident or on purpose.
And laying waste to things (such as a lovingly-crafted plot) is very fun, I must say. Particularly when it's clear you're not supposed to be doing it - subverting expectations and surmounting odds gives the player joy. Particularly when you feel like you're destroying something beautiful, powerful or wonderful, especially if it's done through planning and effort.
I'm wondering where I should go with First Contact. I've got a basic idea laid out, but I'm wondering if I should have planned more as to the game itself; no map of the ship yet, only the most general idea of who the enemies are, etc. Not sure how to decently craft a plot, either. Whenever I do, I end up comparing my ideas to the books I read, and they don't hold up. There's rarely the intricacies and overall connected-togetherness.
Yeah, I don't enjoy any of those things, as a player or a GM. Flexibility of plot is fine, and clever subversion of tropes or expectations is great. However, in saying that everyone likes to troll and "lay waste to" stories for the lulz, I think you're assuming a little too much about the nature of other people. Also, you talk as though the reader/player should be given more narrative control than the writer/GM. Seems in those kind of games, there should be no writer/GM at all, because there's no place for one.
From years of Tabletop experience, ranging from on-the-spot collaborative storytelling games we used to come up with as kids, to the evocative worlds and storylines my friends have built for various campaigns, I've found that a true "Anything Goes" attitude tends to destroy the heart of the narrative, and quickly degrades things into a pile of incoherent silliness that it's hard to get excited about or invested in. It's not even fun to subvert anymore, because there's nothing coherant left to subvert. The story isn't just derailed; it is effectively broken.
You need at least a minimum of structure or limitations on what can and can't be, or you won't have a story or a game or anything. You'll be having a... fictional group conversation. Or something else which I can't find a word for.
Oh God, in my experience, never run freeform RPs. They really don't work properly. You need rules.
And before you say it, NO. You can never run a freeformer. It doesn't work out. There is no freeformer that ended happily. It always ends in godmoding or abandonment. Even other RPs end.
Food for thought statement for the current discussion:
"The GM is not the writer. The GM is the stage."
Can't remember where I first heard it.
Spoiler: The Game (click to show/hide)Spoiler: Aspects (click to show/hide)---Spoiler: Belief and Prophets (click to show/hide)Spoiler: God Application (click to show/hide)
I don't know if I even had dice rolls in the original! It ran mostly on narrativium (like all good things) with arbitarily granted/taken Divine Essence.
I would, as long as I could design my soldiers and tanks and such, and tactics and their design actually mattered, rather than being abstracted to 'you have 1 army. He has two armies. He wins.'Yes of course. Certainly not to the level of People's Weapon Design bureau, but certainly designing.
Give the swords stats :P
Give the swords stats :P
What if swords are the only things with stats? What if swords are the only thing with stats in the whole WORLD?Thats sort of what I meant. But the thing I'm having a hard time with is: what sorts of stats would they have? I mean I'd want to implement reach, blocking ability, weight, and sharpness. Thats what I need help with. And I'd want separate fighting mechanics for fighting groups of mooks and one-on-one'ing the blademaster heading them.
In a world full of swords, gladiatorial combat is the highest form of entertainment. One young boy from humble beginnings, given a sword by his dying father, aspires to one day fight the Legendary Swordsmaster Blademore. To climb the ranks of the Swordmaster Championship, he will have to break the blades of several top-tier combatants, each more intimidating and eccentric than the last. "Sever their sword and you SEVER THEIR SOUL! HYAAAAAAAAAAAAAAAAH!"
ULTIMATE SWORDMASTER RPG
As an alternative to stats, abstract everything. Damage is based on how well the sword would cut if you really swung it, then you throw in its special properties.I'm having a hard time wrapping my head around what you meant.
Don't forget strength, fragility, flexibility, and special abilities related to their construction/and or legendariness. And speed.Yeah yeah, whatever. As long as they all come together to make an interesting system that I can use to build awesome swords so I can make a badass game.
Run some complicated formulas to determine what swinging a sword with the amount of force the character is swinging it with at the angle the character is swinging it would do to a target approximating the enemy faced moving as the enemy is. You now know what the stroke would do in real life. Now just inflict the real injury on the enemy. This is incredibly complicated, but there are no stats necessary and the game is as realistic as possible.As an alternative to stats, abstract everything. Damage is based on how well the sword would cut if you really swung it, then you throw in its special properties.I'm having a hard time wrapping my head around what you meant.
I never said I wanted it to be realistic, I just want it to be arbitrary and fun! That just sounds overly complex and hard, and not fun. :CRun some complicated formulas to determine what swinging a sword with the amount of force the character is swinging it with at the angle the character is swinging it would do to a target approximating the enemy faced moving as the enemy is. You now know what the stroke would do in real life. Now just inflict the real injury on the enemy. This is incredibly complicated, but there are no stats necessary and the game is as realistic as possible.As an alternative to stats, abstract everything. Damage is based on how well the sword would cut if you really swung it, then you throw in its special properties.I'm having a hard time wrapping my head around what you meant.
You forgot combining the swords! If you have a game with a lot of collecting things you should let people combine them to make even better things.Awesome. *scribble scribble* Now what about the base stat system? Thats the most important part. I can tack all that junk on afterward.
It's what I'm using for my realism RPG experience. It's rather inappropriate, but it's something to keep in mind if you really want to avoid arbitrary systems.I never said I wanted it to be realistic, I just want it to be arbitrary and fun! That just sounds overly complex and hard, and not fun. :CRun some complicated formulas to determine what swinging a sword with the amount of force the character is swinging it with at the angle the character is swinging it would do to a target approximating the enemy faced moving as the enemy is. You now know what the stroke would do in real life. Now just inflict the real injury on the enemy. This is incredibly complicated, but there are no stats necessary and the game is as realistic as possible.As an alternative to stats, abstract everything. Damage is based on how well the sword would cut if you really swung it, then you throw in its special properties.I'm having a hard time wrapping my head around what you meant.
What difficulties are you actually having with the stat system? I could whip you up a system for strategic silly sword combat pretty easily, but I'd need to know the context (how quick battles should be, whether you want to use a tile-like grid/some other kind of map or merely descriptions, that kind of thing).I just never used stats much, so id esti inexperienced and not good at imagining them on my own. I've used tons of different systems before though while experimenting, so understanding whatever you can come up with won't be a problem.
No grid or map. Group battles (12 or more foes, I'm thinking) would be 3-5 turns if you were ready for it, and a tough boss fight could be 7~ turns easily.
You welcome the challenge. You relish it.No grid or map. Group battles (12 or more foes, I'm thinking) would be 3-5 turns if you were ready for it, and a tough boss fight could be 7~ turns easily.
Hmm. That's a tough combination (many foes, strategic combat, no map), but only because it's one I haven't done before. I'll look into it.
Alright, I'm going with a sort of freeform research system, but I've encountered a problem. How do i make a good map? If it's hexes then ordering units will be hard, and If it's MSpaint then it's the same problem.Maptool is free. Grids are the way to go.
You welcome the challenge. You relish it.No grid or map. Group battles (12 or more foes, I'm thinking) would be 3-5 turns if you were ready for it, and a tough boss fight could be 7~ turns easily.
Hmm. That's a tough combination (many foes, strategic combat, no map), but only because it's one I haven't done before. I'll look into it.
Thats sort of what I meant. But the thing I'm having a hard time with is: what sorts of stats would they have? I mean I'd want to implement reach, blocking ability, weight, and sharpness. Thats what I need help with. And I'd want separate fighting mechanics for fighting groups of mooks and one-on-one'ing the blademaster heading them.
No grid or map. Group battles (12 or more foes, I'm thinking) would be 3-5 turns if you were ready for it, and a tough boss fight could be 7~ turns easily.
Thanks for the kind words. This is actually a system I've been working on for a while with the intent to put it in a videogame someday; I've just adapted it to a forum game compatible format. There's still some evidence of that origin in the rules, which is why I think there's still some small room to improve things beyond what I mentioned as being framework.Can you replenish your balance in the middle of the battle? What happens if you run out of balance in the middle of a fight? Is there a way to cut out limb damage and simply replace it with healthy, wounded or dead, samurai style, where fights end in one or two strokes? I'd like to make combat extremely fatal.
Anywho, if there's anything you want to discuss/don't like/don't understand about it, feel free to shout out. And if you use a form of this for your game, please let me know so I can spy on how well it works!
While it looks amazing, I think the real fun would begin at describing the swordfighting and cutting-to-ribbons. Or just at naming Sword Forms.Sword Forms are the part that I'm the most worried about. Not sure if I could come up with sufficiently hilarious and/or awesome names for them. But the gibbing I can handle.
I can help with that if need be ;D.While it looks amazing, I think the real fun would begin at describing the swordfighting and cutting-to-ribbons. Or just at naming Sword Forms.Sword Forms are the part that I'm the most worried about. Not sure if I could come up with sufficiently hilarious and/or awesome names for them. But the gibbing I can handle.
Thanks for the kind words. This is actually a system I've been working on for a while with the intent to put it in a videogame someday; I've just adapted it to a forum game compatible format. There's still some evidence of that origin in the rules, which is why I think there's still some small room to improve things beyond what I mentioned as being framework.Can you replenish your balance in the middle of the battle? What happens if you run out of balance in the middle of a fight? Is there a way to cut out limb damage and simply replace it with healthy, wounded or dead, samurai style, where fights end in one or two strokes? I'd like to make combat extremely fatal.
Anywho, if there's anything you want to discuss/don't like/don't understand about it, feel free to shout out. And if you use a form of this for your game, please let me know so I can spy on how well it works!
While it looks amazing, I think the real fun would begin at describing the swordfighting and cutting-to-ribbons. Or just at naming Sword Forms.Sword Forms are the part that I'm the most worried about. Not sure if I could come up with sufficiently hilarious and/or awesome names for them. But the gibbing I can handle.
I'm sure monk would be okay with just shamelessly ripping off everything WoT has to offer. We'd just call them clever references, naturally.
-snip-This seems like the beginning of a really interesting combat system, that uses weapon reach in a fun and dynamic way, and would actually allow you to simulate the real-world technique of half-swording. Though I will admit I'm not such a big fan of the HP and wounding system, I think the rest of it shows a lot of promise.
This seems like the beginning of a really interesting combat system, that uses weapon reach in a fun and dynamic way, and would actually allow you to simulate the real-world technique of half-swording. Though I will admit I'm not such a big fan of the HP and wounding system, I think the rest of it shows a lot of promise.
An idea I had for adapting this system to tabletop was that you could simply have the ranges associated with certain numbers (like Close (1), Medium (2), Far (3), ect.) and thereby use a d6 or maybe d4 face up to show the current range, thereby having simple and easy way of noting the current fighting range round-by-round or within the round, and you could put them between different figurines to denote their relative combat spacing.
I think forms should generally require certain weapons. You might be able to substitute weapons of similar reach, but if the move requires a certain form of shield, a knife, two hands, or a free hand, you'll generally need to provide those to do the move unless there a good substitution rules. And maybe secondary weapons or shields might be used in certain steps of the technique.
Also, you should definitely have some sort of unarmed techniques. Some might involve kicks (this would also be a possibility for some armed techniques) and probably revolve around either getting in and out of range really fast, disarming, or occupying the opponent's weapon somehow to avoid strikes since you'd have nothing to parry with.
If you want to lower the amount of dicerolls, you might possibly want to just have a few steps in the move be compared straight against the enemy's defense, though I would personally first consider if it's really necessary to roll the opponent's defense in the first place, rather than just comparing it to a straight defense value (possibly half the dice's max value plus the usual modifiers). Since balance allows these values to fluctuate on a round-by-round basis, it might even be worthwhile to compare straight values without rolls for certain steps.
So I know proposed using Balance as hitpoints, and that could certainly lend to an interesting style, but I think in a fight actually hits should maybe be somewhat rare, as you have to overcome your opponents defenses, one of which should be a passive parry ability that uses the defender's current balance score. The idea should be that, unlike other games where HP represents depleted luck from near-misses and/or loss of stamina to keep up with constantly avoided blows until you get down to the last few that represent actual flesh and blood damage, here every single wound should represent actual physical damage.
I think some moves should allow you to activate some sorts of stances, or whatever you'd want to call them, that would do various things such as boost your defenses or allow you to perform counter-attacks in certain situations. Thinking about it, maybe there should be certain moves that act as combo moves, being able to be used freely upon successfully executing certain other moves, allowing you to not only change stances but alternatively perform a the equivalent of a single step of a regular move as part your turn (it's possible more steps could be included in a combo, but my gut says a single step is probably a good idea since it's an extra thing). Also, some combos, at least maybe stance combos, might be free to execute (since you have to succeed in another move to use them and you can only have one stance active at once (probably)).
Also, some combos might be what I would call default weapon forms, certain moves that can be used by anyone holding a certain weapon at the time. These would, by design, tend to be less useful, powerful, and varied than those provided by actual fighting schools and styles, since they mostly just simulate the general wild flailing of someone who is unfamiliar with a weapon (though there should be some benefit gained from being a generally competent fighter; probably just the general benefits you gain from having a good balance score). Rather than having forms for each weapon, there would probably be different forms for groups of weapons that behave similarly. In addition, there would also be some sort of default unarmed form that could be used by anyone who finds themselves suddenly unarmed in combat and needs to resort to good of fashioned fisticuffs.
Speaking of unarmed combat, my post original spoke of it in a way that implied use against someone with a weapon. While there should be some styles for that, I think most forms of unarmed combat should probably be devoted to defeating other unarmed combatants (and you should probably have to master one of these styles before you're ready to take on dudes with weapons using only your fists).
Oh, and I also thought of another way to keep track of fighting range: do as before, with numbers denoting the range, but instead of using dice, you can add or subtract a number of glass beads or poker chips or some other easily countable thing.
Given the mild failure of my last game I'm going to try and run one last one that is very much based on the RP between characters. In fact there are no stats and the only combat that will happen is between players and I just roll a d100 for each side to find how successful they were. Really I will only exists as the GM to give people permission to do things. This is more an experiment then anything.As a supporter of forum experimentation, I would be willing to play this.
So, would anyone play it or do you have a suggestion to make it more fun?
And another thing, what if the players aren't fighting? What if one player's hacking into another player's computer? Does that count as fighting or is it an instant win?
I think there definitely needs to be rules of some kind in place, as well as a way to determine success, since we are not omnipotent.
I think you have to have faith in humanity. The people who play like that aren't fun to play around, and I don't think I've honestly seen many of them in the forum. I'm fine with my characters dying, as long as I can make new ones and keep playing. If I can't, or if I have to wait to do so, I'm more careful, but godmoding isn't enjoyable for anyone. In most cases, that includes the godmoder. If someone decides to godmode, ask them politely to stop. If they stop, good. If they ignore you, PM them. If they answer rudely, they aren't going to play anymore. If the PM doesn't work, they aren't going to play anymore.
The people who play like that aren't fun to play around, and I don't think I've honestly seen many of them in the forum.
Then you deal with them, rather than being afraid to even try because you think they'll ruin it. If the GM has the patience and the willingness to deal with it, it can be resolved.How do you deal with it if everyone is doing it?
Then you deal with them, rather than being afraid to even try because you think they'll ruin it. If the GM has the patience and the willingness to deal with it, it can be resolved.How do you deal with it if everyone is doing it?
I'd suggest just making rules as needed. Sounds dumb, but really, just see where it goes. It's an experiment, after all.This. You can tailor your rules to your specific game and players. If a situation comes up, make a judgement on how it's resolved. Whenever that same situation comes up again, refer to your previously made rule.
...y'know. Now I'm really hoping his game succeeds. Seeing this occur every time someone brings up freeform games is getting to be annoying *sigh*
So we should encourage poor quality games then, just so we don't hurt anyone's feelings? I'm not saying that we have AMAZING GAMES, THAT ARE TOP QUALITY on our part, but why encourage something that will fail three pages in? I'm not saying this to be a dick, I'm saying this because it will happen. If it doesn't happen, I'll renounce my ways on the forum publicly and stop acting like a dick forever.
I've found that one on one free-form RPs generally work out rather well. Though that is a different genre entirely from what I'm given to understand....y'know. Now I'm really hoping his game succeeds. Seeing this occur every time someone brings up freeform games is getting to be annoying *sigh*
Past performances influence current discussion. Since they tend to be awful things that aren't fun to deal with people treat them as such.
I think the reason for the hostility is that when freeformers fail, they either fail depressingly or spectacularly, since the optimal freeformer is techincally never meant to end. Either way, they leave a bad taste when they stop working.Then that's part of the problem, that attitude. Every game ends. Every single one, no matter which, ends eventually. It could go for years, and be amazing, but eventually, that too will end, often in a satisfying, if bittersweet, conclusion. Every game ends, you have to expect it, accept it, and be ready for it.
Sorry about this Fniff, but I'm not really seeing that as being a good excuse. I guess I just don't really comprehend how it can be that mentally inconveniencing.
Freeform roleplays on this site don't end bittersweetly, or satisifyingly. They just die because everyone gave up.I think the reason for the hostility is that when freeformers fail, they either fail depressingly or spectacularly, since the optimal freeformer is techincally never meant to end. Either way, they leave a bad taste when they stop working.Then that's part of the problem, that attitude. Every game ends. Every single one, no matter which, ends eventually. It could go for years, and be amazing, but eventually, that too will end, often in a satisfying, if bittersweet, conclusion. Every game ends, you have to expect it, accept it, and be ready for it.
I said everyone gave up. There isn't a GM in most freeformers on this site.Even if there are, the only kind of people who want to GM a freeformer usually aren't the kind of GM who stick with something for a long period of time. Freeform games end because the players make poor choices, freeform games with GM's end because the GM makes poor choices before the players get the chance to.
The idea of a freeform RP is that there are little rules . Ie, there is no real higher authority.
Hence, if you show enough people a button, there will be someone that pushes it.
All in all, Freeform RP is a high risk/ reward thing, which will probably end in a rather explosive way. No way to distance yourself from them though. After all, by believing that something has a forgone conclusion, it will mostly end up like that.
My idea was that you could represent the battlefield without having to use a grid or anything to keep exact track of the combatants' positions. Though the way I originally conceived it would require the relative positioning of each combatant with every other single combatant, which would be quite cumbersome with even just a handful in play.An idea I had for adapting this system to tabletop was that you could simply have the ranges associated with certain numbers (like Close (1), Medium (2), Far (3), ect.) and thereby use a d6 or maybe d4 face up to show the current range, thereby having simple and easy way of noting the current fighting range round-by-round or within the round, and you could put them between different figurines to denote their relative combat spacing.
That's a good idea! A tabletop adaptation would be interesting, and an actual map could simulate the impact of terrain (being forced into a corner, dancing around muddy, uncertain ground, etc) in a way that the forum game version simply doesn't. Of course, that opens up a whole can of worms about how the scale weapon reach operates doesn't match any scale you'd use to draw a battlefield. Not an unsolvable problem, I think, but definitely a tricky one.
If you want to lower the amount of dicerolls, you might possibly want to just have a few steps in the move be compared straight against the enemy's defense, though I would personally first consider if it's really necessary to roll the opponent's defense in the first place, rather than just comparing it to a straight defense value (possibly half the dice's max value plus the usual modifiers). Since balance allows these values to fluctuate on a round-by-round basis, it might even be worthwhile to compare straight values without rolls for certain steps.
Yeah, dice vs dice is laziness on my part, as that should average out over the long run (assuming the dice are the same size.) Static defense makes more sense, I just didn't want to think about it. The first rough rough draft mentioned that Balance might be used as Defense, or a modifier for it. My concern with that is that low Balance means you are more likely to be hit, which means you'll have even lower Balance. It's a feedback loop. Then again, since the Balance cost for a Sword Form resolves before the execution it gives the combatants more reason to think about the cost of their Sword Form. It supports that rock paper scissors dynamic of "Do I attack strongly (and expensively,) do I defend and recover Balance, or do I mix the two and try to tread water?" It could work, and would definitely lend toward shorter battles, but I'd want to playtest it a bit to make sure it doesn't feel like "Well I lost the first exchange, so now I'm dead."Yeah, since you phrased it that way, I realized that we were both just trying to do the same basic thing by two different approaches. For the record, thinking about it, I think like yours better, since it doesn't have the chance of one of two equally matched opponents getting in a lucky hit on the first round, which would be especially bad if dueling to first blood. Though I suppose it could be somewhat ameliorated by boosting the basic defense modifier so that it's higher than what you could naturally roll for attack, and I think certain move steps could probably be compared against some defense that doesn't have Balance added to it. I also liked how my idea would make it easier to hit your opponent as the fight went on and they got tired, though it does mean there would be certain times (especially in the beginning) while fighting an equal opponent where neither of you can actually hit each other and are just trying to wear each other down with Balance-sapping moves. Which could actually be fun in its own way so, after writing this paragraph, I think it may turn out to be bit of a toss-up for my favorite implementation.So I know proposed using Balance as hitpoints, and that could certainly lend to an interesting style, but I think in a fight actually hits should maybe be somewhat rare, as you have to overcome your opponents defenses, one of which should be a passive parry ability that uses the defender's current balance score. The idea should be that, unlike other games where HP represents depleted luck from near-misses and/or loss of stamina to keep up with constantly avoided blows until you get down to the last few that represent actual flesh and blood damage, here every single wound should represent actual physical damage.
I think if I understand you right, that's basically what I meant. Losing Balance doesn't mean you've really been hit, it just means that your flow and movements have been interrupted. An attack that "hits" doesn't draw blood, but it does force you to break your stride by parrying, or the force of the blow might make you stumble back. Being out of Balance means you're so far out of your flow that you leave an opening, which your opponent takes to deal "real" damage.
I think some moves should allow you to activate some sorts of stances, or whatever you'd want to call them, that would do various things such as boost your defenses or allow you to perform counter-attacks in certain situations. Thinking about it, maybe there should be certain moves that act as combo moves, being able to be used freely upon successfully executing certain other moves, allowing you to not only change stances but alternatively perform a the equivalent of a single step of a regular move as part your turn (it's possible more steps could be included in a combo, but my gut says a single step is probably a good idea since it's an extra thing). Also, some combos, at least maybe stance combos, might be free to execute (since you have to succeed in another move to use them and you can only have one stance active at once (probably)).
This is something I've thought of (and intended to include in the maybe-someday videogame version,) but I didn't include it in the forum game version for the sake of simplicity. There was one concept I was thinking of, the idea of a precondition/postcondition of some description. Basically instead of choosing from any Sword Form you know, you'd have to pick Sword Forms that "connect" to each other to make a smooth dance. By connecting, I mean one of the requirements to start a Sword Form would be a certain stance, and at the end of a Sword Form you'd be in a different stance. Thus, you might pick an unexpected Sword Form which does not help you greatly on the turn you use it, but leaves you in a stance that would let you use a more powerful/useful Form the next turn. Like I said, I think it might be too complicated for a forum game, but in a perfect world I think that's how I'd do it.Yeah, the idea of combos was that you wouldn't have to break out a specific move just to get into a stance. Also, they would either not generate much useful effect or would use up balance with no chance to get it back. I'm not too attached to the idea, though I think if they were too overpowered as-is they could be made to be only usable with two-step moves or as a substitute to the last step of a move.
Oh, and I also thought of another way to keep track of fighting range: do as before, with numbers denoting the range, but instead of using dice, you can add or subtract a number of glass beads or poker chips or some other easily countable thing.
I think I like the dice idea better, but counters would work where dice are unavailable.The idea of using beads was that it might be quicker than changing faces on a die (I haven't done any testing or anything to know for sure either way). Another idea I had that I forgot to mention was that you could just have a piece of paper with the ranges written on it and move a marker or the two figurines back and forth on it. The downside of this approach is that it would only work for one-on-one duels.
My idea was that you could represent the battlefield without having to use a grid or anything to keep exact track of the combatants' positions. Though the way I originally conceived it would require the relative positioning of each combatant with every other single combatant, which would be quite cumbersome with even just a handful in play.
I think it might be possible to do if you just used a normal battlegrid and placed dice next to any combatants that are adjacent to each other and have any significant number of enemies around a single one change the whole lot to "surrounded" or "flanking" range, with the possibility of activating certain moves at this special range. And I guess anything outside of "far" range (which could probably use a better name, but damned if I can think of one) would be one space away. I'm thinking this is such a great implementation either. This is tricky.
I think some moves should allow you to activate some sorts of stances, or whatever you'd want to call them, that would do various things such as boost your defenses or allow you to perform counter-attacks in certain situations. Thinking about it, maybe there should be certain moves that act as combo moves, being able to be used freely upon successfully executing certain other moves, allowing you to not only change stances but alternatively perform a the equivalent of a single step of a regular move as part your turn (it's possible more steps could be included in a combo, but my gut says a single step is probably a good idea since it's an extra thing). Also, some combos, at least maybe stance combos, might be free to execute (since you have to succeed in another move to use them and you can only have one stance active at once (probably)).This is something I've thought of (and intended to include in the maybe-someday videogame version,) but I didn't include it in the forum game version for the sake of simplicity. There was one concept I was thinking of, the idea of a precondition/postcondition of some description. Basically instead of choosing from any Sword Form you know, you'd have to pick Sword Forms that "connect" to each other to make a smooth dance. By connecting, I mean one of the requirements to start a Sword Form would be a certain stance, and at the end of a Sword Form you'd be in a different stance. Thus, you might pick an unexpected Sword Form which does not help you greatly on the turn you use it, but leaves you in a stance that would let you use a more powerful/useful Form the next turn. Like I said, I think it might be too complicated for a forum game, but in a perfect world I think that's how I'd do it.Yeah, the idea of combos was that you wouldn't have to break out a specific move just to get into a stance. Also, they would either not generate much useful effect or would use up balance with no chance to get it back. I'm not too attached to the idea, though I think if they were too overpowered as-is they could be made to be only usable with two-step moves or as a substitute to the last step of a move.
Oh, and I also thought of another way to keep track of fighting range: do as before, with numbers denoting the range, but instead of using dice, you can add or subtract a number of glass beads or poker chips or some other easily countable thing.I think I like the dice idea better, but counters would work where dice are unavailable.The idea of using beads was that it might be quicker than changing faces on a die (I haven't done any testing or anything to know for sure either way). Another idea I had that I forgot to mention was that you could just have a piece of paper with the ranges written on it and move a marker or the two figurines back and forth on it. The downside of this approach is that it would only work for one-on-one duels.
Honestly, most freeformer problems could be checked just with a bit of quality control, ie, not letting just anyone join. You're not gonna get random godmodding with a bunch of good writers. Defining a good RPer/writer is gonna be a problem, though.Why did you remind me Digital, why did you remind me. I DO NOT WANT TO BE REMINDED OF MY SHITTY FORUM GAME DAYS.
For example, see the Grand Battles of MSPA fame. Very much freeform up to controlling others' characters, hugely successful. I think someone tried to host one here (The Heroic Clash), but it was too freeform for the player culture of these forums.
You Are Scientist (Hey, you know all those You Are X games? Scientist was the first. And best.)But You are Wizard lasted much longer than Man of Science! (And I'd say it was at least as good).
@fniff Find a good reason to not keep track of bullets. Counting ammo is so boring. Probably the best way to do guns is make them magic, then you can light your bullets on fire via sheer power of will, which is awesome.
Basically, I think we're going for two different things that are really hard to reconsile. You want a realistic RP that where firefights lethal and quick, like real life. I want a cinematic roleplay that has firefights that are varied and dramatic, like in a film. Both of these are equally valid, but I prefer the latter because it allows for cool scenes to happen and generally doesn't restrict the players to a few tactics, and also because the former is quite lethal and killing player characters tends to annoy the player in question when it's too sudden, since players tend to get quite attached to their characters and prefer for them to have a proper death.
This is, of course, why gun mechanics that are like an action movie are really hard to get right; when you get shot, you tend to die. It works in action movies because the villains shoot like Stormtroopers, so the heroes mow through piles of mooks without ever getting hit. For a player in a game to do that, they need to either be extremely capable (making no mistakes) and also a bit lucky, or the villains need to have a hell of a time even threatening the hero, which kills tension.
This is probably a terrible idea since I'm so inexperienced at this, but what about figuring out the stormtrooper aiming by instead of hp have a sort of luck meter that as it goes down the likelyhood to get hit increases?
This is, of course, why gun mechanics that are like an action movie are really hard to get right; when you get shot, you tend to die. It works in action movies because the villains shoot like Stormtroopers, so the heroes mow through piles of mooks without ever getting hit. For a player in a game to do that, they need to either be extremely capable (making no mistakes) and also a bit lucky, or the villains need to have a hell of a time even threatening the hero, which kills tension.
I think the forum game equivalent is to have lots of stormtroopers whose bullets hit the players and who individually can only deal minor damage (unrealistic but not much moreso than never ever hitting).
Never really had a problem with this kind of system. But if you're going with realism over balance, it's a bad idea.
Well if you're using magic bullets then you would probably have other sorts of magical abilities to make firefights interesting. Like full-body copies to use as decoys and reflective shields. Maybe your "hp" is your ability to keep deflecting bullets that would've hit you and caused realistic injuries (i.e. MP. you wouldn't be able to deflect too many shots since it takes a lot of energy to stop something moving that quickly), and you could sacrifice some of this energy to use an ability that could turn the tide. Fire bullets might not be useful for actually causing damage to a human target, since bullets do just fine on their own, but hey. You can set things on fire. Maybe he's hiding behind something thats wooden, or near some propane tanks (since (at least in the game) you can't really set those off with a normal bullet)?@fniff Find a good reason to not keep track of bullets. Counting ammo is so boring. Probably the best way to do guns is make them magic, then you can light your bullets on fire via sheer power of will, which is awesome.
I disagree. Having to keep track of bullets [not per clip but as a whole] helps add a layer of tension. Also magic guns are boring to me. "Oh I'll just keep pulling the trigger forever and if you get out of cover you're fucked."
Also fire bullets.... meh. Not at all entertaining to me. But that's just my opinion.
Quote from: meI think the forum game equivalent is to have lots of stormtroopers whose bullets hit the players and who individually can only deal minor damage (unrealistic but not much moreso than never ever hitting).
Never really had a problem with this kind of system. But if you're going with realism over balance, it's a bad idea.
Realism isn't the be all and end all, but there IS Willing Suspension of Disbelief that gets shattered. People know how deadly guns are, so if they see somebody getting shot a dozen times and not caring, well, they know something is wrong with that. If it doesn't act like a gun, why call it a gun? May as well shift the setting to a fantasy world and replace all the guns with Wands of Magic Missile or something.
I think the trick is just to make it about placement. Yes, people can survive a bullet to the head, but a .22 to the skull(if it doesn't go through because of distance or something) is gonna knock them out of the fight. Just force people to use cover; make cover give big bonuses and if you don't have it, and you aren't the Hulk, you're screwed.That makes sense. Just like Enemy Unknown.
I think the trick is just to make it about placement. Yes, people can survive a bullet to the head, but a .22 to the skull(if it doesn't go through because of distance or something) is gonna knock them out of the fight. Just force people to use cover; make cover give big bonuses and if you don't have it, and you aren't the Hulk, you're screwed.
Hell, melee fights are exciting because you can parry a sword, but you can't parry a bullet.Wrong, it's improbable but you can do it. I kind of want to make that a thing now.
Hell, melee fights are exciting because you can parry a sword, but you can't parry a bullet.Wrong, it's improbable but you can do it. I kind of want to make that a thing now.
Maybe I need to come up with a better term for this... I want gunfights to have as many options as melee fights.
Hell, melee fights are exciting because you can parry a sword, but you can't parry a bullet.Wrong, it's improbable but you can do it. I kind of want to make that a thing now.
It's pretty much impossible to deliberately parry a bullet in a way that isn't equal to just taking cover or getting lucky while raising a metal plate.Maybe I need to come up with a better term for this... I want gunfights to have as many options as melee fights.
Maybe you're thinking about this the wrong way. You can't really compare a gunfight with a melee fight on any reasonable terms because the mechanics of them are far too different. I mean, you could compare them with archery to a degree, but not melee combat. If you want to have options, you invariably have to incorporate cover, line of sight, that sort of thing and completely eliminate dodging from the thing.
EDIT: Had an idea. How about having a mechanic in the gunfight where it tracks how fast you are moving? The faster you move, the harder it is to hit you, but you also have a harder time aiming a weapon. For instance, a person can be standing, walking and running, plus additional levels that come with supernatural stuff if you feel like having that.
So I'm looking into a unique way to build a semi-classless game system. Essentially, it would be your standard RPG fare: either rolls or flat math on a stat/skill system. However, there's a twist: you build you characters with an Elematrix.Spoiler: Elematrix basics (click to show/hide)
There are two meters: Luck and Money. Luck runs out is when you fail certain rolls that could lead you into danger. If you get shot, you lose a luck point. Similarly if you fail to hack into the CIA database then you'll lose a luck point too.
Maybe you could get free items and supplies from the gangs without having to spend money? Also, Luck is kinda meant to be a health roll, if a bit more expanded upon.How do you recover luck? What happens if you run low on luck? Do you just keel over, or is the next bullet that comes near guaranteed to blow your brains out the back of your head?
Just have teams that go out at different times. If you give everyone a set amount of crazy allowed in the hub then you just need to pay attention to the guys on the mission.
You seem to for get that most people who have never taken a bullet tend to do things that let them get caught. One bullet is enough to let you get arrested or worse in almost all scenarios if you don't get shot a lot.I'm having a really hard time understanding what you were trying to get across there.
Bullets really hurt.What does that have to do with fniff's luck mechanic, which I was talking about? And that still doesn't make sense in relation to your previous comment?? D:
The luck mechanic is basically you not getting caught through sheer luck. You don't need to die to get out of the game which you think is what the luck system means. Luck is when you, say for example, are running away from the police and you get shot in the back of the knee making you fall over and get arrested.Well yeah. I knew that. You just assumed I didn't based upon the example I gave, though you had no way of knowing that. It became perfectly clear after I asked myself: "How else would you lose after, say, failing to hack something?" And I responded to myself after a moment of thought by saying: "Oh! Perhaps you're arrested and get a life sentence or something?" And then my brain said: "Precisely. Here's a cookie. *pats on head*"
This made me think of a mechanic where-in you roll a die when you get hit and try to roll under your current health value, otherwise you take a wound corresponding to the die value on a chart (for sanity's sake, you would only have to roll the dice if your hitpoints were at or below the maximum dice value). Higher die values would confer less serious wounds, while lower die values could be potentially life-threatening. And there might be different tables for different types of weapons, which might even use some different dice values occasionally.Maybe you could get free items and supplies from the gangs without having to spend money? Also, Luck is kinda meant to be a health roll, if a bit more expanded upon.How do you recover luck? What happens if you run low on luck? Do you just keel over, or is the next bullet that comes near guaranteed to blow your brains out the back of your head?
Bullets really hurt.Actually most people don't noticed that they have been hit until their clothes turn red(Excluding gun shots strong enough to blast you off your feet, but at that point it less 'that hurt' and more 'I think that my lung over there'.)
This suggests a bright new future for the practice of giblet-based euthanasia.Bullets really hurt.Actually most people don't noticed that they have been hit until their clothes turn red(Excluding gun shots strong enough to blast you off your feet, but at that point it less 'that hurt' and more 'I think that my lung over there'.)
Requesting a science fiction strategy with a unit system whereby I mix and match terms (mechanised, aerial, shielded, heavy, light, etc. + base type + race = unit) to create a unit, and each term has a set of modifiers (beams +1 to shields, slugs +1 to armour, frag +1 to infantry, etc.). Also need an effective casualty system: 500 Heavy Beam Orcs vs. 200 Jetpack Human Shocktroops = ???Now I want to work on something like that. I might.
Doesn't matter how it works, and it doesn't have to be anything like that at all. I just want an effective strategy system that will work in a pure text format while still allowing for a bit of depth.
I think I get what you're looking for, so give me a couple hours and I'll see what I can come up with.Looking forward to what you've got.
Different note: so, I can't figure out if I should use a grid or hex-based map for this medieval fantasy game I'm wanting to make. It has both strategic and tactical maps, and grid based tends to be better for formations and shit while hex is better for accurate movement and ranges.
I think I get what you're looking for, so give me a couple hours and I'll see what I can come up with.Use octahedrons.
Different note: so, I can't figure out if I should use a grid or hex-based map for this medieval fantasy game I'm wanting to make. It has both strategic and tactical maps, and grid based tends to be better for formations and shit while hex is better for accurate movement and ranges.
... Damn, now the strategy game I was going to do will look like a complete rip-off. But still, looks awesome if I do say so myself.It's not a rip-off, it's a homage.
... Damn, now the strategy game I was going to do will look like a complete rip-off. But still, looks awesome if I do say so myself.What do you mean?
Was planning to do something like this soonish anyway. Hence why it's awesome :P... Damn, now the strategy game I was going to do will look like a complete rip-off. But still, looks awesome if I do say so myself.What do you mean?
You were planning to do something like Irony's idea?Was planning to do something like this soonish anyway. Hence why it's awesome :P... Damn, now the strategy game I was going to do will look like a complete rip-off. But still, looks awesome if I do say so myself.What do you mean?
Aye, similar. Not immediately, as I'm going away soon, but when I get back. Though if anyone else is running it I have no issues.You were planning to do something like Irony's idea?Was planning to do something like this soonish anyway. Hence why it's awesome :P... Damn, now the strategy game I was going to do will look like a complete rip-off. But still, looks awesome if I do say so myself.What do you mean?
[. . .] [M]eaning it's like sci fi steam punk.
I think steampunk is a sub-category of sci-fi.[. . .] [M]eaning it's like sci fi steam punk.
I'll admit that I sort of [really] hate steam punk but I'm curious. Isn't steam-punk a sub-category OF sci-fi? or is there enough difference that they are different categories cause I've seen that little phrase "Sci-fi steam punk" thrown around a few times.
I wouldn't view it as a sub-category. I wouldn't call dishonored a sci-fi, but it a steam punk through and through.[. . .] [M]eaning it's like sci fi steam punk.
I'll admit that I sort of [really] hate steam punk but I'm curious. Isn't steam-punk a sub-category OF sci-fi? or is there enough difference that they are different categories cause I've seen that little phrase "Sci-fi steam punk" thrown around a few times.
One of the reasons I like the umbrella term SF, for Speculative Fiction. It's more of the "What If?" variety of fiction, whether that's "What if Napoleon had a Dragon Navy?" or "What if human space explorers met a hive-dwelling race of aliens that pooped out the ingredients for complex nuclear-pulse propulsion systems that spread them from planet to planet."I see what you did there.
One of the reasons I like the umbrella term SF, for Speculative Fiction. It's more of the "What If?" variety of fiction, whether that's "What if Napoleon had a Dragon Navy?" or "What if human space explorers met a hive-dwelling race of aliens that pooped out the ingredients for complex nuclear-pulse propulsion systems that spread them from planet to planet."I sea what you did there.
I'm wanting to reboot (Un)Holy Powers. Should I make a new one or simply wade through my topics and try and necro the old one?
The new one would have a better ruleset, based on what I saw that went wrong.
Well, combat is meant to be a one turn thing, hence why Force allows you to roll multiple times.Ah. Then forget what I said. Seems solid all around.
I dunno about the military providing rations in a post-apacalyptic scenario but if you must... Well I also believe that the having to eat three meals is fine but why do you only need one ration? Why not just say "One ration is enough to sustain you for a day."? It'd make for less large numbers and be easier to keep track of.This is probably a pretty good idea. Its important that, as a GM, you don't force too much work on yourself. That way you're much less likely to burn out. :P
"Oh I have 12 meals so that's... 12/3 = 4. 4 Days of food."
Versus
"4 rations? 4 days."
I dunno. That's just my thought on the food subject.
Okay, so one ration for one day. Good thing the game's still in sign-ups so subtle rule changes won't harm much.As a rule, most Bay12'ers are pretty adaptable and easygoing, so I don't think it would have mattered even if you had been on page 100. :)
If you're going to put it as the Wizard's Council, why not make it so the players are the actual White Council from Harry Dresden?
From a different era or something, but still.
Idea: the players are all representatives of the various groups. So one player can be a werewolf, the other can be a mage, a vampire, etc, etc.
I have vague thoughts of a game swirling around in me poor head. Basically;All my yes!
The players are the heads of a supernatural community - say, the Council of Mages, or the high aristocracy of the Vampire Courts, or the ancients of the Werewolf Clans, etc. I'm leaning towards the first, as I may have some systems and a setting to use already.
Anyway, the players have different roles and duties in their Council, possibly one being the leader. They are tasked with dealing with the problems of the supernatural community, maintaining the balance of power between various factions or plotting world domination, and endlessly bickering so they get nothing done. The players would wield considerable influence within the supernaturals who accept their authority but also considerable personal power, as you don't get to be in charge if you don't know what you're doing.
You'd of course have all the traitors, corruption, ambitious renegades and usurpers, problems with other supernaturals and of course the independent, very lucky and very effective loose cannons ala Harry Dresden and co to deal with. I have fancy lore and a nifty magic system I could use, if I can dig it up, too.
It also occurs to me I never continued working on the 'supernatural lineages' idea I had. Hmmm.
'We live in a world of no beginnings. No new hopes, no bright lights, no coming salvation. It is the darkest before the dawn, but the dawn will never come. At the end of our age, we will see the truth, and despair.'-James Omegon Harper, Magis Maleficarum, shortly before his execution
'They dragged themselves out from the corpse-piles of the Great War - spirits of steel and carnage, children of hate and fear. Their breath is poison gas, their flesh that of dead men. Pray you never meet them again.'-Dead Hawk Atylumen, Shaman of the Three Corners
For once I may make a character who isn't a sarcastic asshole. So this will be exiting.Same, actually.
The other quote I had was;Well that's just talking about some sort of demonic magic warbots or whatever. So it's likely the Great War (is this actually WWI or a separate thing?) was terrible, and the things it produced were terrible, but that doesn't mean the whole world itself has to be grimdark. It may not be sunshine-and-rainbows land, but it could at least be somewhere in the middle of the two.Quote'They dragged themselves out from the corpse-piles of the Great War - spirits of steel and carnage, children of hate and fear. Their breath is poison gas, their flesh that of dead men. Pray you never meet them again.'-Dead Hawk Atylumen, Shaman of the Three Corners
Which I don't think is any more cheerful. When your generic 'magical Native American' name is 'Dead Hawk' you're not in for rainbows and happiness. That said, I really welcome a 'brightener'. Just the concept brings a smile to my lips, hehe.
If you run this, what would the mechanics be like - a lot of them, very few or somewhere in between?
Your challenges will be tackling armies of vampires and subduing dark gods, not worrying about some thug in a dark alley. No pressure, though. Though yes, a bullet to the brain you're not protected against will hurt, wizard or not.*froths at the mouth in anticipation*
@Kadzar: Of course there will be modifiers to said rolls and other stuff, such as bonuses for fields of magic you've truly mastered. I'm not just gonna roll 1d6 no matter what, that would be unimaginably dull and wonky. I'll keep working, but I'm probably going with 'mechanically simple, narratively rich'.
I'd say to go with the opposed rolls plus signature powers thing, as it isn't too complicated, but also gives a certain uniqueness to each character, like a trait system in an RTD does.I second all this.
And I am also rather interested in the whole magical politics aspect, though I do hope that there will also be plenty of domestic concerns as well, not just vampire armies and gods and whatnot.
Spoiler: The idea. (click to show/hide)
Because my SGs never seem to get posters, another RPG idea for after I'm finished.Oh goodie! I do like meself a good RP filled game.
I say RPG. Minimal mechanics, maximum RP. more like a godhood, without the omnipotence.
Basically, players are 'demons' in my persistent world thingy. Not incredibly powerful ones though. Turns are ~ 1 month.
Tasks have DCs, and a die is rolled against it and situational modifiers added, as made up on the spot by me.
the die rolled depends on what stat is used:
Body: Physical
Mind: Intellect, runic magic
Soul: Charisma, non-runic magic
Each stat is assigned a die at character creation from d4,d6,d8. As power increases, these may go up.
Think that covers everything. The goal is more about creating an interesting story than looking for +1 shinies.
Nah, I don't plan anything after FEF2. Possibly will go back to sci-fi games and mecha.
Is there a Mecha Fire Emblem somewhere I can spy on? :P
I'm working on it! But not in the way you spoke. Hmmmm I should consider that. I have the perfect setting and all...
But it's probably a year off or something XD
*crawls into the thread by fingertips*
The deed you requested... is... mostly completed sir...
My brain now feels like mush... but it was worth it. Most likely incredibly unbalanced and unpolished... but good enough for now...
...don't really have anywhere else to put it...
Here you go...Spoiler: The World of Argoths (click to show/hide)
...god it feels good to have somewhere to unload this fluff after all these years
So guys. Homework is already killing me. Also regular work. What's a type of forum game that I can run that
1) Is primarily text based
2) Can be updated in less than 2 hours a day (don't worry I write fast)
3) Doesn't require long-term or constant commitment
4) Doesn't require a lot of bookkeeping
4) Is still pretty interesting and not flat-out a minimalist RTD or something like that?
I would play that regardless, but I'm about to sleep so I'll hold off advice till the mor.Okay, I going to question making healing magic part of the triangles, but other then that, seem good(Would like split promotion, but I'm not going to hold that against you).
I would play that regardless, but I'm about to sleep so I'll hold off advice till the mor.Okay, I going to question making healing magic part of the triangles, but other then that, seem good(Would like split promotion, but I'm not going to hold that against you).
Huh? Oh, never mind, I misread it, you did them, I'm stupid.I would play that regardless, but I'm about to sleep so I'll hold off advice till the mor.Okay, I going to question making healing magic part of the triangles, but other then that, seem good(Would like split promotion, but I'm not going to hold that against you).
Well it's part of the triangle because of what it has in the A-Ranks spells. Logical extremes and such.
What do you by split promotions? I have it set up so each starting class has two options.
So guys. Homework is already killing me. Also regular work. What's a type of forum game that I can run thatI hate numbers (but I learned to like math recently actually) so basically all my games are like that. I also hate inventory management so I usually just go with something like: Health, Items, Weapon(s) for inventories.
1) Is primarily text based
2) Can be updated in less than 2 hours a day (don't worry I write fast)
3) Doesn't require long-term or constant commitment
4) Doesn't require a lot of bookkeeping
4) Is still pretty interesting and not flat-out a minimalist RTD or something like that?
So. Question for future use. How would one best represent underwater, tile-based combat in a forum game?3D Animation would of course be the best way to graphically represent it :P. Realistically, I'd say an isometric slice view similar to DF would be best. Having three dimensions of movement is a must for underwater action.
Note the question is not "represent" but "best represent." I can do 3d, isometric, text-based, pretty much anything. How do we handle elevation, or do we need to? What game mechanics would make it cool and not just fighting but with a water backdrop?
I found that after the midway point of the third book that series went downhill faster than a 90 degree drop. BUT that being said I wouldn't be adverse to playing the game.Indeed.
Currents?
Perhaps as you go lower into the depths, debris obscuring your vision/the darkness could come into play, giving accuracy penalties to those who don't have flashlights and such?
FATE isn't combat-centric, so even if it did slow down PbP, it wouldn't come up very often. Unless you wanted it to. The combat system isn't exactly interesting enough to build the game around, though.Well, even if a game isn't about combat, you have to consider it somewhat since you can't usually just gloss over it and say that the players automatically win or lose against their opponents (well you can, but I'd rather not have to arbitrarily decide the outcome of all battles); even just having combat be down to a single roll is enough to make it a game about more than just the GM's whims.
The kind of excellent writing you did with IGYNPADCA RPG would be perfect for a FATE game, come to think of it.
You should have the Prosecution and Defense be separate teams of players, though that might not be really "Phoenix Wright-ish" unless you have a mechanic for faking evidence and screwing with the judge... Which would also have to be allowed for defense, so it result in a situation where both teams of lawyers are making a mockery of the justice system. Which sounds hilarious, actually.
Another idea:
A text RPG where the players are members of the Order - a secret society in a world with both steampunk technology and magic, tasked with defending our plane of existence against invasions from others. the players would have elemental and magic/technological affinities and weaknesses, but their physical strength has little effect on combat - their equipment and planning is their only advantage. After all, punching a dragon won't work regardless of how strong you are.
In this world, there are no monks :P Although you could hypothetically build an exoskeleton toi let you punch that hard, but that comes under equipment.Another idea:
A text RPG where the players are members of the Order - a secret society in a world with both steampunk technology and magic, tasked with defending our plane of existence against invasions from others. the players would have elemental and magic/technological affinities and weaknesses, but their physical strength has little effect on combat - their equipment and planning is their only advantage. After all, punching a dragon won't work regardless of how strong you are.
Uh...I don't know about that last part. Have you seen the unarmed builds in DnD?
Duly noted.In this world, there are no monks :P Although you could hypothetically build an exoskeleton toi let you punch that hard, but that comes under equipment.Another idea:
A text RPG where the players are members of the Order - a secret society in a world with both steampunk technology and magic, tasked with defending our plane of existence against invasions from others. the players would have elemental and magic/technological affinities and weaknesses, but their physical strength has little effect on combat - their equipment and planning is their only advantage. After all, punching a dragon won't work regardless of how strong you are.
Uh...I don't know about that last part. Have you seen the unarmed builds in DnD?
Hey guys, I had an idea for a Free-base Arena Fighter WWE-Style Game based off of "Def Jam: Fight for NY".Real Life. Use formulas from physics to calculate things.
Does anyone know a good system for Arena Fighting, Wrestling, Damage Calculations, and K.O. Rules? So far, I'm looking at expanding upon ExKirby's combat rules in his Bay Wrestling Federation RTD.Spoiler: Combat (click to show/hide)
I don't plan to use this exact method, but I like it as a starting point for the combat fundamentals of the game. I want to expand further, like how I would handle K.O.'s and Submissions, as I am promoting the usage of differing fighting styles for each character.
K.O's could be done if, when the opponent is below a certain fatigue, the player does their "Signature Move" or one of their "Power Moves" which have low negatives if they fail but can only be used once.
I don't really know what a submission is though so... yeah.
I would think that "Favor" should be a stat of some importance. It basically represents the audiences "Favor" for the fighters. Maybe a high favor could result in some fatigue being gained back?
Real Life. Use formulas from physics to calculate things.
It is quite literally the perfect system.
Anyway, couldn't you also have some sort of pain meter or something? So certain moves could be more painful than they are "fatiguing", and once you reach a fighter's pain threshold they give in. And perhaps it can have certain effects on people before that. Though I'm thinking maybe the pain meter would have to go down somewhat in absence of ongoing stimuli, so I don't know how well that would work out.
I can see the heartrending tragedy played through the soldier's death throes, recounting his dark past, overcoming his problems, and becoming a better person. He founds a family, but soon has to turn to less legal paths to support them. His past catches up to him, but he's working towards redeeming himself one last time... and then the hero comes along and kills him without a moment's thought. As he lies in a puddle of his own blood, just holding onto his love for his wife... and another protagonist comes along and chops him up so they can use his bodyparts for a sculpture he forgets about immediately.
Yeah, sounds like a nice idea. Poor unnamed mook #67.
I could do that... Wouldn't want to make it inaccessible to players, though, and I know that it's hard to keep your lore updated with a roleplay and roleplays tend to get crazier as time goes on. So having a modern city with loads of weird stuff in it makes you question the world it's in. Actually, idea! I should use something like that city from Planescape, some sort of multiversal hub that is just one sprawling city. Puts all players on the same level no matter what and explains weirdness... This is sounding like an actual roleplay now.Will it feature the Lady of Pain? Because that alone is enough reason to join a game.
Would anyone be interested in a Fallout based Role-play? I'm trying to make a "Home-brewed" system using most of the stuff from Fallout 1 and 2. But before I go any further with it I'd like to know if there's any interest.
Would anyone be interested in a Fallout based Role-play? I'm trying to make a "Home-brewed" system using most of the stuff from Fallout 1 and 2. But before I go any further with it I'd like to know if there's any interest.
Will it be post-apocalyptic or post-post-apocalyptic?
I would be interested in a post-post-apocalyptic game, for what it's worth. As long as the mechanics don't take two full posts to describe.
Would anyone be interested in a Fallout based Role-play? I'm trying to make a "Home-brewed" system using most of the stuff from Fallout 1 and 2. But before I go any further with it I'd like to know if there's any interest.Something like this was exactly one of the games I had in mind, and I actually had a lot to think about it; though recently, I reconsidered making it into a suggestion game.
I'm just marvelling at the feeling you get from the creation a smoothly-functioning, useful and just thoroughly beautiful system. It's like looking at a work of art, really, the pride you get from looking at something and being able to say 'this is mine, and this is good'. In this case, the wonder mainly comes from the internal consistency of the thing. All the parts fit together and flow from eachother, sections springing from the core of the system so they make perfect logical sense. The things you want the system to do don't need to be forced or awkwardly fitted in, because they come to existence nearly on their own.
Sure, it might be complicated, but not unnecessarily so. Everything in it just adds to what you want (here, varied tactical combat) and exists in perfect harmony, everything equally useful and needed.
These are my thoughts of today. Forum game systems, whoo!
These are documented traits that have been observed within those living in Vault 222. During character creation you can select up to 2 traits. All traits have a positive and a negative effect. There are other traits that have been observed outside of Vault 222 and they will be mentioned here for completeness though their likelihood of appearing within the vault is negligible. Note that some traits are mutually exclusive. These will be noted via underlined text
Bloody Mess: Your attacks are always all out. You can cause a lot more damage but you rarely cause a critical hit. To reflect this you will always do +4 points of damage but your critical hit chance gains a -9% modifier. Finesse
Bruiser: Your large, muscular, frame is almost freakish. You hit a lot harder but are also slow due to the amount of mass you have to move. Your strength is +2 but you lose 2 action points. Small Frame
Chem Reliant: You are more easily addicted to chems. But who could with-stand their rush? You are twice as likely to be addicted to a chem BUT they effect you twice as long. This does not apply to Stim-packs or other healing chems. Chem Resistant
Chem Resistant: You don’t see the point in chem-use. They just don’t seem to do that much for you. You are half as likely to get addicted to a chem BUT they only effect you half as long. This does not apply to stim-packs or other healing chems. Chem Reliant
Conqueror: You love the taste of combat! You seek it out at every opportunity. Unfortunately this leaves your non-combat prowess a little stunted. All of your combat skills gain a +20% bonus but your First Aid, Doctor, Speech, and Barter skills gain a -10% modifier.
Fast Metabolism: Your metabolic rate is abnormally high. You heal twice as fast as you normally do but have halved resistance to radiation and no resistance against poison.
Fast Shot: You don’t have time for fancy trick-shots. Who would? Instead you simply unload the weapon while the enemy is still aiming their weapon. You cannot take aimed shots but all weapons cost -1AP to use. Steady Shot
Finesse: You handle weaponry with a lot of grace though you sacrifice pure power to do so. All of your attacks deal -20% damage but your critical hit chance is increased by 10%. Bloody Mess
Gifted: Others learned skills, you were born with attributes! Things come a little easier to you but you’re starting to find that maybe you shouldn’t have coasted through life like that. All SPECIAL stats gain a +1 modifier but all skills start with a -10% modifier. Furthermore you receive 2 less skill points per level.
Good Natured: You studied less-combatitive skills as you were growing up. Your First Aid, Doctor, Speech, and Barter skills gain a +20% bonus but all of your combat skills gain a -10% modifier. Conqueror.
Jinxed: Nothing ever seems to go right around you. You used to think this was a curse until you noticed that your enemies ALSO seemed affected by this! If people around you fail at something it will be upgraded [downgraded?] into a critical failure. Their weapons could explode, they could break their leg while jumping or any other wide range of bad things.
Kamikaze: You charge head on into fights! You rely on hitting the enemy first to avoid damage because your reckless nature negates any natural agility you might have in that regard. Your sequence score gets a +5 bonus but your natural armor class is 0.
One Hander: One of your hands is very dominant. Thus you can use one-handed weapons with great skill but two-handed weapons and dual wielding can cause great problems. You have +20% to hit with one-handed weapons but -20% with two handed weapons and -40% when dual wielding.
Overlooked: No one ever seems to take notice of you. You don’t know why. Sometimes it seems like a curse but sometimes it has helped you out. NPC’s will always treat you as though you have 0 karma, but your reputation gain will be half as fast.
Skilled: You couldn’t rely on natural gifts to get you through life so you focused on honing your skills to make up for it. You gain perks one level slower than others BUT you gain +5 skill points per level. Gifted
Small Frame: Your body is much slimmer than most others but you don’t let that slow you down. Quite the opposite in fact as it grants you increased agility! You gain +1 agility but your carry weight is reduced. Bruiser
Steady Shot: You don’t like wasting bullets and as such you try to make each shot count. Some may prefer firing more often but that leaves them with only a knife by the time a death-claw comes creeping about. You have a +10% chance to hit enemies when using Aimed shots. Fast Shot
Vault 222According to official Fallout lore, only about 125 Vaults were constructed (122 for the public, the Secret Vault, Vault 0, and another one whose name escapes me ATM)
I like the idea. And I suggest the personal RPG mechanics since number one it would feel more like you are the reason that your people won and it would be easier on you. After all if you take a thousand years to update because you made it hard to do so you might as well be doing a game that focuses on those mechanics.
In short, RPG system is good for everyone and I like the idea.
Yeah, I dunno. I like the idea, and I think both implementations have their merits. I don't think a strategy game can't have meaningful interpersonal interaction if you do it right.
On the other hand, an RPG puts you on the personal level and lets you handle things that aren't warfare or whatever. But it sucks with things that are those things.
In conclusion, it's 3:00 AM and I can't brain anymore.
[i]Consider questions these and more...[/i]
What is your force referred to as?
What are the origins of your force?
What is the purpose of your force? Does your force possess any secondary capabilities – for example, an intelligence wing of a military force, or the other way around?
How is your force organized?
What rules and laws does your force follow? What noteworthy traditions, customs or central beliefs/philosophy do they have?
What attitudes does your force have towards common humans (regular armed forces, colonists, the Lord Regent, etc.)? What is their attitude towards other superhumans and their forces?
Does your force possess anything of unique value – a powerful weapon, experimental technology, a library of forbidden lore, etc.?
What are you to the force – a living god, a respected or feared leader, a parental figure, their first among equals, etc.?
Are there any specific symbols, insignia, mottoes, et cetera associated with your force?
Any specific uniform, appearance, equipment unique to your force?
Looks pretty good but...
Maybe a question about how the force is treated by you?
A mercantile based game where you must build up your medieval merchant empire from the ground up?Could be. Not precisely what I'm looking for though.
You are a refugee wandering through a wartorn country. Your entire home is in your backpack. Try not to get shot by rebel forces.Think comically huge backpack. A bit too serious.
Good, actually, cos thinking about it, I rather like that idea and I needed to come up with a suggestion game idea.You are a refugee wandering through a wartorn country. Your entire home is in your backpack. Try not to get shot by rebel forces.Think comically huge backpack. A bit too serious.
I want to make a game about a person who has a giant backpack.Spoiler: Like This (click to show/hide)
If someone can give me an idea for a story I'll make it.
You're a wandering adventurer/merchant who has one of the highest carrying capacities in the world. You take advantage of that by killing gobbo fortresses with the things people trade with you for and taking all the stuff in it.Possibly.
You are a traveling backpack salesman. Venture forth into remote corners of the world in search of people without carrying space you can gouge.Too evil. The man with the comically huge backpack shall be benevolent and adorable.
"Hm, isn't that sad? You have all that gold you found and nowhere to put it? Well, as I see it there are two options here. You can give half to me in exchange for a nice large bag, or you can leave and let it all be stolen before you get back."
Question. When making a multichoice backstory in a suggestion game, like LCS, which is better: specific answers you make up or just letting the players come up with their own stuff? I would prefer the latter, but one player tends to dominate the whole thing.The latter. If only one player has any good ideas, well that's democracy. Constraining the game to specific choices is damaging to its natural creative progression.
..one player tends to dominate the whole thing.That's one of the fatal flaws of suggestion games I feel. Plus its hard for me to get involved when its been going for a long time (lots of reeeaaadiinngg to catch up), unlike RTDs or other kinds of forum games. Dunno if anyone else feels the same way I do.
It depends. If you can figure out what has happened recently in like, the last five pages it's fine but otherwise it's a bit much...one player tends to dominate the whole thing.That's one of the fatal flaws of suggestion games I feel. Plus its hard for me to get involved when its been going for a long time (lots of reeeaaadiinngg to catch up), unlike RTDs or other kinds of forum games. Dunno if anyone else feels the same way I do.
You are a refugee wandering through a wartorn country. Your entire home is in your backpack. Try not to get shot by rebel forces.Think comically huge backpack. A bit too serious.
Fixed.You are a refugee wandering through a wartorn country. Your entire home is in your backpack. Try not to get shot by rebel forces.Think comically huge backpack. A bit too serious.
You are an elf. You are small and weak, and lack anything resembling combat abilities, but you DO have a big ol' backpack. Thieve anything and everything you can get at, which often involves using the items you've already looted in interesting or unintended ways. You could go really zany Bottomless Backpack with it and have players stuffing pieces of furniture in there, or you could have a size/weight limit and make the players make choices about item utility + value vs space.
Bottomless backpack for sure. The world would prolly only have hoomans. It'd be very not serious but at the same time serious, like Metal Slug. Rather.. Comical characters. Serious setting. I think that's how I'd put it.Fixed.You are a refugee wandering through a wartorn country. Your entire home is in your backpack. Try not to get shot by rebel forces.Think comically huge backpack. A bit too serious.
You are an elf. You are small and weak, and lack anything resembling combat abilities, but you DO have a big ol' backpack. Thieve anything and everything you can get at, which often involves using the items you've already looted in interesting or unintended ways. You could go really zany Bottomless Backpack with it and have players stuffing pieces of furniture in there, or you could have a size/weight limit and make the players make choices about item utility + value vs space.
IDK about Warhammer because I've only read 40k and that is bleak as all hell and then some, but Paranoia hits the nail right on the head.It has Space Communists, the Nunnic Inquisition, and Sci-Fi Cockney Orcs. It's not bleak from my point of view :P.
I read too much evil spess mehreens.IDK about Warhammer because I've only read 40k and that is bleak as all hell and then some, but Paranoia hits the nail right on the head.It has Space Communists, the Nunnic Inquisition, and Sci-Fi Cockney Orcs. It's not bleak from my point of view :P.
Query: How would people feel about a sideways-view mining game? Preferably as some kind of suggestion game, and set in the 1800s or a steampunk-type universe.Wait, you mean an ISG? Even if it isn't I'd be super down for that.
Query: How would people feel about a sideways-view mining game? Preferably as some kind of suggestion game, and set in the 1800s or a steampunk-type universe.Wait, you mean an ISG? Even if it isn't I'd be super down for that.
Say, random question. Is there an IRC set up for Bay12?
Actually have an agenda for that question, but nothing's really set for said agenda (yet.)
The 80s where, though? In a city or the suburbs?Well, you can mess with your players for a while while you decide. A simulation, within a simulation, within a simulation.
Ok i have the idea of a design game where your in charge of a small african country, recently freed from you colonial oppressors, your broke and short of arms with a number of neighbours that are less than friendly.Most often, when I do battles, I loosely base them around my Total War experiences.
The hard part is keeping track of all paper work and running the battles, any one got an idea.
Third school of black magic - Conjuration? Summoning creatures of the less-than-good persuasion and their paraphernalia? Or Corruption, turning normal lifeforms and objects into hosts for dark entities.The problem is i don't want the magic itself be inherently evil.
Ideally i would like a school that has a cost attached.Yes! Powerful, dangerous, difficult magic is arguably more fun.
Blood magic?Ideally i would like a school that has a cost attached.Yes! Powerful, dangerous, difficult magic is arguably more fun.
Ideally I would like a school that has a cost attached.Illusion based magic that makes you see or hear things that aren't actually there if you use it too much?
The problem is i don't want the magic itself be inherently evil.
Ambitious, yes. Self righteous, yes. Unlawful, no.
If i were to use "Demonic" or "Pact" magic that would clearly be evil. ...
Corruption is covered by "curse"
Ideally i would like a school that has a cost attached.
Good enough i guess.The problem is i don't want the magic itself be inherently evil.
Ambitious, yes. Self righteous, yes. Unlawful, no.
If i were to use "Demonic" or "Pact" magic that would clearly be evil. ...
Corruption is covered by "curse"
Ideally i would like a school that has a cost attached.
Hm... how about Sacrifice? Destroying objects and living creatures to endow yourself with related empowerment, usually of the temporary sort?
WHY DID THIS DIE?
Anyway, since everyone's doing it and I've been playing a shitton of Final Fantasy recently, what do you guys think of a Final Fantasy Emblem? FFE, rather than FEF, as confusing as that is(not my fault they have similar acronyms!)?
It would be heavily influenced by Final Fantasy Tactics, Tactics Advanced, and Tactics A2: Grimoire of the Rift(mostly the latter, I would think, since that's the one I have), and mostly use the Fire Emblem mechanics, heavily modified(the degree of which is half of what I'm here to ask about), in a Final Fantasy setting, with Final Fantasy jobs/races. Inspired by other Final Fantasy games, too, of course, but Tactics was itself based off Fire Emblem, I think.
What do you guys think? And how much should the rules shift?
And is anyone good at pixel art and/or knows how I could get better?
EDIT: OH GOD I JUST REALIZED ANOTHER IDEA.That sounds amazing.
It might be awesome. It might be dumb. Worth saying either way.
Perplexicon, but instead of words, songs, or pieces of songs. Battle of the Bards. You string together songs to make your magic, and the song/verse or whatever has to do with the effect, somehow, no matter how obscure. And it may be very obscure. Probably less cool in practice than theory, though.
EDIT: OH GOD I JUST REALIZED ANOTHER IDEA.That sounds amazing.
It might be awesome. It might be dumb. Worth saying either way.
Perplexicon, but instead of words, songs, or pieces of songs. Battle of the Bards. You string together songs to make your magic, and the song/verse or whatever has to do with the effect, somehow, no matter how obscure. And it may be very obscure. Probably less cool in practice than theory, though.
Would there be any interest in a Nechronica (https://drive.google.com/file/d/0B3jTLk60X5a3TnFUdld6eGo2azg/edit?usp=sharing) game?Seems wonky, or maybe just poorly organized. Also a little too moedark as written, though I'm sure that could be tweaked easily enough.
By the way, anyone have suggestions on how to adjust the mechanics to fit into a forum game more easily?Of what, FFTA2? I'm not really familiar with them, but my advice would be to build from the ground up using them as inspiration, rather than starting with the existing mechanics and trying to trim them down.
It's certainly poorly organised. I'm not sure if that's from the original game, the translation, or this particular version of the translation.Would there be any interest in a Nechronica (https://drive.google.com/file/d/0B3jTLk60X5a3TnFUdld6eGo2azg/edit?usp=sharing) game?Seems wonky, or maybe just poorly organized. Also a little too moedark as written, though I'm sure that could be tweaked easily enough.
Certainly has some neat concepts, too. Four-eyed cannibal berserkers in frilly dresses are always nice.
Explain the difference between tactics and strategy.Strategy is more grand than tactics. Tactics is taking cover, while strategy is coordinating separate armies to flank an enemy simultaneously.
Well, regardless, I just remembered and located probably the best frame for a FEF game ever. (http://www.giantitp.com/forums/showthread.php?t=231733) Garryl posted the rules so anyone could make a game with them.Customize your character better, you say?
Would there be any interest in a Nechronica (https://drive.google.com/file/d/0B3jTLk60X5a3TnFUdld6eGo2azg/edit?usp=sharing) game?That sounds hardcore, except I'm not into the whole "something-something girls" thing. Not hate, just not interested. But the idea that everyone's dead is a very, VERY interesting one.
If I were going to run it I'd refluff if as straight-up zombies (intelligent Legion, i guess) or robots or something. I don't know anything about kawaii uguu~I could teach you, Pro-kun. ^_^
What if you could play men as well?EVERYTHING
Surely that wouldn't ruin anything.
Spoiler: Backtracking in suggestion games (click to show/hide)
Okay, so in my game, a d20 RPG, a player is playing a litter of eight kittens. Its set in a science fiction setting where the party is on a ship and is tasked with exploring outer space following the discovery of faster than light travel. He wants to have eight actions per turn, but I don't know how to make that fair, especially in combat rounds.Why does he want it? What does he want about it?
NOT complaining, just asking for suggestions, because I really want to make it work for him, because he really wants to play this character straight, but it seems impossible to balance, and I feel helpless.
Okay, so in my game, a d20 RPG, a player is playing a litter of eight kittens. Its set in a science fiction setting where the party is on a ship and is tasked with exploring outer space following the discovery of faster than light travel. He wants to have eight actions per turn, but I don't know how to make that fair, especially in combat rounds.Why does he want it? What does he want about it?
NOT complaining, just asking for suggestions, because I really want to make it work for him, because he really wants to play this character straight, but it seems impossible to balance, and I feel helpless.
There's a lot of potential solutions, but it depends on what he and you are willing to give up or alter to make it happen.
I like the Multiverse Strategy one myself.Especially if we get to go for alt-histories as well.
So, unrelated question. Would anyone be interested in a SCP forum game? There was a RTD dodge one that was pretty interesting but met it's end soon and I was thinking something like that would be fun.DOO ITTTT
Well, I like being grimdark, I guess. I would like to think that you'd get a free pass for doing overly-depressing shit when you're a teenager, but maybe I'll think of something that isn't grimdark in setting. Problem is, I like having a dark setting so that the good things that happen seem much better. Though I can see how that would be off-putting at first, I can understand the feeling of not being able to change things in a setting that seems bad enough. Perhaps a layered approach would be best: "Oh hey, this world seems nice!" "Oh, so it's got a lot of bad shit, but I'm too invested to stop now." "Oh hey, things turned out okay after all."Trends aren't a bad thing dude.
Problem is, I am not really good at making happy settings. The best I can do is probably mundane.
Here's a question. I've found that my suggestion games have a tendency to not get off the ground a lot. Either they don't attract more then 1-3 players or they don't attract anyone at all. I fear this may be because of my tendency to use concepts other then straight up sci-fi or fantasy. What's the general opinion on concepts in a suggestion game? Can a player actually be spoiled by an unusual concept or am I just being paranoid and it's just my execution?
Start with the famous onesI'd like to keep the total wipes at the beginning to a minimum thank you very much.
Hey, if you know what you're doing, 173 is easy to handle in a team.
As for object classes, don't focus on them. A nuke counts as a safe object. Anyway, what if you roll keter on the first mission?
This thread is for hashing out ideas for forum games and things like that, right? I'm working on a new forum game, but I'm having trouble thinking up interesting skills for the players. Would this be a good place to ask for help brainstorming?Yep.
So it wouldn't be a problem if I dumped what I have here for people to look at, comment, and think of new skills?If it a lot, put it in a spoiler(or a few to space it out.)
Dude... I think you're done. Also I really want to play this.
Maybe you should change dome of the skills out for others. Afterall, what will happen if you make it to complicated to run?
How many of the skills do you honestly expect to be used?
Multiply that by 1.5 and that's a good number of total skills to have.
Your skill list doesn't include coffee brewing.
Sounds cool USEC. I'm surprised you haven't been on this thread before!
I'm pretty sure that I have posted here before, for that mining game that I dropped almost immediately for reasons I cannot remember. Blah.The one like a year ago, or am I thinking of something else?
The one like a year ago, or am I thinking of something else?
Actually you could do a class based around being unimpressed by everything around you. Maybe focusing on debuffs and buffs.
Double post, however...A game of FEF that must be finished in three turns?
I want to see how FFT goes first, I think, but if I think I can handle it or when it finishes, I'd like to run a minimally adjusted FEF - with just one tiny catch.
All of the characters? They're all already dead.
Double post, however...A game of FEF that must be finished in three turns?
I want to see how FFT goes first, I think, but if I think I can handle it or when it finishes, I'd like to run a minimally adjusted FEF - with just one tiny catch.
All of the characters? They're all already dead.
Easy
Medium
Hard
Lunatic
haspen
How do people feel about yet another D&D (Pathfinder) attempt? Caveat being that I'd need a Co-GM...
How do people feel about yet another D&D (Pathfinder) attempt? Caveat being that I'd need a Co-GM...
Why? What can't you do yourself? If it's mechanics or maintenance, you can always ask for player help. Most of the D&D players here are GMs themselves.
I would probably be willing to help out with bringing more D&D to the forums.How do people feel about yet another D&D (Pathfinder) attempt? Caveat being that I'd need a Co-GM...
Why? What can't you do yourself? If it's mechanics or maintenance, you can always ask for player help. Most of the D&D players here are GMs themselves.
Unfamiliar with Pathfinder, yet committing to doing that version of the game. Also, terrible with art, including mapping.
How do people feel about yet another D&D (Pathfinder) attempt? Caveat being that I'd need a Co-GM...
Why? What can't you do yourself? If it's mechanics or maintenance, you can always ask for player help. Most of the D&D players here are GMs themselves.
Unfamiliar with Pathfinder, yet committing to doing that version of the game. Also, terrible with art, including mapping.
How do people feel about yet another D&D (Pathfinder) attempt? Caveat being that I'd need a Co-GM...
Why? What can't you do yourself? If it's mechanics or maintenance, you can always ask for player help. Most of the D&D players here are GMs themselves.
Unfamiliar with Pathfinder, yet committing to doing that version of the game. Also, terrible with art, including mapping.
Hmm... well, as for pathfinder, there's plenty of useful tools you could use to learn "on-the-go."
Pathfinder random generators (http://donjon.bin.sh/pathfinder/random/#trap)
Pathfinder SRD (http://www.d20pfsrd.com/)
Pathfinder character generator (http://www.pathguy.com/PathfinderCore.htm)
As for mapping...
Tiled (http://www.mapeditor.org/) - I use this for FEF
Free tilesets (http://hasgraphics.com/category/tilesets/)
Maptool (http://www.rptools.net/?page=maptool) - exports to image like Tiled, plenty of sweet tokens and textures downloadable in-app
The differences are mostly an easier class system (archetypes rather than shittons of base classes) and some small adjustments in a few areas to streamline and 'improve'(I put quotes because I dislike what they did with grappling...). Just find the areas that are different and bookmark them for reference. Other than that, just keep a close eye on what your players and doing and make sure you find out what everything means.That and they added several hundred words to the Fighter entry.
Pathfinder is incredibly similar to 3.5, just more streamlined without actually becoming simplistic.
It's Monopoly, but on a forum.Ooh. Not a fan of monopoly.
Expecting to throw up my Pathfinder thread tonight sometime. Rem, I'm sitting in the mIRC if you want to chat about being Co-GM. I'll give it a go without, if you don't want to.Sure thing.
within half an hour.
5:35:06 pm
6:37:18 pm
He posted the topic at 6. :l (http://www.bay12forums.com/smf/index.php?topic=137508.msg5140827#msg5140827)From my timezone, he posted it at 9.
He posted the topic at 6. :l (http://www.bay12forums.com/smf/index.php?topic=137508.msg5140827#msg5140827)From my timezone, he posted it at 9.
An idea that came to mind recently was the following:
A high lethality, roleplaying based game set in a hospital. Specifically, a hospital ward to which those who are now beyond help are sent, one to which spend the last moment of their life, away from the monitoring equipment, away from the careful attention of the nurses, somewhere to die in peace.
Each character has a post limit. A very short one. Upon hitting that limit, they die. The objective is to characterize them as much as possible beforehand. However, players are not allowed to use explicit descriptions (such as "X looked [emotion]") nor describe thoughts, they may only describe their expressions, gestures, voice and whatnot, which hopefully won't be misunderstood.
Of course, this requires someone to start a conversation, thus using up one of their precious turns, however, this is balanced by the fact that they would be setting the starting content of the conversation and can perform some characterisation in the manner in which they do it, whether loudly with a grandiose quality or softly with a degree of hesitation.
Sounds... interesting, but there is no notion of winning or accomplishment in your basic pitch.That's the primary issue currently, I have no idea how to make it an actual game seeing as in this rough state it seems to be more of a writing practice exercise.
So I was just thinking of a concept for a game. Everyone is a bard. As everyone is a bard they obviously each get a genre of music (for example, punk, country goth soft rock folk wave caberet. Yes that last one was a sigular grouping for songs to be taken from) that they can take songs from. They link to say a youtube video of the song and the magical effects happen based on it with a roll determining the potency of the effect. (For example Re:Your Brains would summon office zombies.)Didn't we talk about this already?
EDIT: OH GOD I JUST REALIZED ANOTHER IDEA.^
It might be awesome. It might be dumb. Worth saying either way.
Perplexicon, but instead of words, songs, or pieces of songs. Battle of the Bards. You string together songs to make your magic, and the song/verse or whatever has to do with the effect, somehow, no matter how obscure. And it may be very obscure. Probably less cool in practice than theory, though.
So I've been having a mecha strategy idea that would be a sortof a combination of X-Com, Gihren's Greed, SRW, and Fire Emblem. My main hurdle when trying to come up with the concept is that I can't figure out how to reconcile the administration thread's timescale with the mission teams, since the science team would be running on a separate turnscale in which time would pass much quicker since development of things takes a long time.
...either way I'd probably need to collaborate with one or two other people to run it when I finally figure things out.
Specifics?There's games where people have to follow rules, and they use those guidelines to make more rules.
Has anyone thought of running a game of Maid RPG (http://www.maidrpg.com/) on here?Hah. All the magical girl fans would love that.
I feel like it would be popular among some people.
It's not fully fleshed out yet though... Any thoughts?Two things come to mind.
Essentially it's squad based with each battle taking place between 2 sides of 1-6 people. I'd handle all the direct combat while the players would worry about leveling and managing who fights who. Right now I'm thinking max Gladiator amount is based on how much fame the school has. Exciting fights [close ones] land fame while boring ones [One hit kills and the like] can lose fame.One: You might want to give more thought as to what exactly a school is and how it improves or lessens. Is equipment or money a thing, for instance? What about influence beyond their fame score? Other than the whims of the dice, what determines if they succeed or fail?
Another thing is that each gladiator has an experience amount. Once they gain enough experience they "Level Up" into a new unit type. Squire > Knight. However, taking [stealing?] an idea from the Disciples series [Heavy Influence] there are branching paths.Two: You might want to map out what exactly each decision means. It can certainly be interesting to add knights and archers and cabalists and half-siren swashbucklers just because, but it can have unexpected design results. You might want to ask yourself what, aside from "be cool," a knight does or means. Is an all-knight team supposed to be strong against archers and weak against swordsmen? A really bad idea that should get stomped by anything? A hardy team that's slower but not any better or worse than any other composition?
So do we currently have a Gladiator thing going on? I know a few have started and died. I've been thinking of trying to throw my hat into the ring of Gladiator games.Not really, though I've been thingking of making a game based off of the final part of Bionicle. Mostly basing it off of the web games they released, since those work well enough as a base to build off of.
Essentially it's squad based with each battle taking place between 2 sides of 1-6 people. I'd handle all the direct combat while the players would worry about leveling and managing who fights who. Right now I'm thinking max Gladiator amount is based on how much fame the school has. Exciting fights [close ones] land fame while boring ones [One hit kills and the like] can lose fame.One: You might want to give more thought as to what exactly a school is and how it improves or lessens. Is equipment or money a thing, for instance? What about influence beyond their fame score? Other than the whims of the dice, what determines if they succeed or fail?
Another thing is that each gladiator has an experience amount. Once they gain enough experience they "Level Up" into a new unit type. Squire > Knight. However, taking [stealing?] an idea from the Disciples series [Heavy Influence] there are branching paths.Two: You might want to map out what exactly each decision means. It can certainly be interesting to add knights and archers and cabalists and half-siren swashbucklers just because, but it can have unexpected design results. You might want to ask yourself what, aside from "be cool," a knight does or means. Is an all-knight team supposed to be strong against archers and weak against swordsmen? A really bad idea that should get stomped by anything? A hardy team that's slower but not any better or worse than any other composition?
I feel like you could trim some of those stats, or at least make them traits. Immune and Ward I'd say definitely only need to be listed if that unit has them, and you could also assume most fighters are medium sized make unusual sizes be their own trait.
Also, I don't really see why you need Revive Cost as a stat, as I would think would be something that would be dependent on what injuries they suffered or there would be a set amount of money to heal any character a certain amount or something like that. Frankly, it just seems weird to me that different people have a certain monetary value specific to them that's needed to heal them if they get critically injured.
Well the way it's shaping up I should be able to handle a near infinite amount of players. It shouldn't be too hard. It's pretty basic math and stuff... Hm...The highest of follies.
The highest of follies.
Any thoughts/additions?Throw it at players and see what happens.
Looks pretty cool. I'd play. You might split things up or make them more clearly distinct with italics or bold, though, for ease of reading.This.
A better question would be why does anyone care about how much it cost when everyone is dead and crazed superheroes are assumedly still roaming around smashing stuff.Actually, the crazed superheroes got taken out (Mostly) by either an epic and awesome counterattack by the army which was undoubtedly humanity's finest hour or they all starved to death due to the absurd amount of energy required for superheroics and a total lack of food due to the collapse of society, basically allowing the army to play "Shoot the starving, mass murderer fish in a barrel" depending on who you ask.
It's less post-apocalyptic and more cyberpunk without the cyber by that point.It's a Crapsack World then.
Accidentally had a good idea. But how to?+9001Tank Rancher Ultimate™
YES
And the definition of tank will have to be stretched a bit. Up to you just how much, whether you want to have actual tanks being farmed, or a beast a bit like a were-creature except instead of "<Race> twisted into the form of a <Animal> on a full moon", it would be "<Animal> twisted into the form of a <MOTHAFECKINGTANK> all the time".Good thing I'm not running it. (http://store.steampowered.com/app/263400/)
It's less post-apocalyptic and more cyberpunk without the cyber by that point.It's a Crapsack World then.Spoiler: Aside (click to show/hide)
Well, lessee... tanks will need stats of some sort, preferably some sort of breeding and inheritance system, probably a raising or growth system, and then you'll probably want random events to spice things up. Aside from that, presumably players will be selling their tanks to buyers of some sort (and/or milking them for shells), which may necessitate altering your herd to accommodate fluctuating whims or pursue less competitive markets. Players could instead or also try pushing the advantages of their unique herds, especially if the breeding system is complicated enough to allow increased specialization or mutation over numerous generations. If so, that'd open up opportunities for advertising and sales.Came up with: body types, stats related to food types, classes, breeding items, etc.
So it mostly starts with figuring out what the stats should be, but those are arguably tied to how you want the other systems to interact with them.
BreedingFixed and slightly improved.
When one tank loves another very much.. You shove them in the barn for a month (3 turns/weeks) and hopefully if they like each other enough they make a babby tank. Details about this will remain mysterious. You can use items to encourage specific outcomes. You're more likely to have the attributes of one tank if it breeds during the season it was born (we'll call this their "overheat" period). You're more likely to get a fairly equal distribution if neither tank is overheated. If both are overheated, the outcome will be extremely random, but you're guaranteed massive growth in at least one stat, and major conceptual anomalies. The best and the worst tanks are created this way.
The average babby will almost always be a combination of the best parts of their parents. This includes stats, personality, and sometimes even moves.
That change doesn't even make any sense.BreedingFixed and slightly improved.
When one tank loves another very much.. You shove them in the barn for a month (3 turns/weeks) and hopefully if they like each other enough they make a babby tank. Details about this will remain mysterious. You can use items to encourage specific outcomes. You're more likely to have the attributes of one tank if it breeds during the season it was born (we'll call this their "overheat" period). You're more likely to get a fairly equal distribution if neither tank is overheated. If both are overheated, the outcome will be extremely random, but you're guaranteed massive growth in at least one stat, and major conceptual anomalies. The best and the worst tanks are created this way.
The average babby will almost always be a combination of the best parts of their parents. This includes stats, personality, and sometimes even moves.
It does within the context of mechanics. And puns.That change doesn't even make any sense.BreedingFixed and slightly improved.
When one tank loves another very much.. You shove them in the barn for a month (3 turns/weeks) and hopefully if they like each other enough they make a babby tank. Details about this will remain mysterious. You can use items to encourage specific outcomes. You're more likely to have the attributes of one tank if it breeds during the season it was born (we'll call this their "overheat" period). You're more likely to get a fairly equal distribution if neither tank is overheated. If both are overheated, the outcome will be extremely random, but you're guaranteed massive growth in at least one stat, and major conceptual anomalies. The best and the worst tanks are created this way.
The average babby will almost always be a combination of the best parts of their parents. This includes stats, personality, and sometimes even moves.
Why would they overheat on the season they were born? And why would that affect breeding positively when overheating is ostensibly a bad thing..? Eh. I like the way I did it better. Ignore the logic when it makes more sense/is sillier or more fun.
punsIf you're going to be logical about this, why do tanks have a mating season?
Ignore the logic when it makes more sense/is sillier or more fun.
Ignore the logic
IGNORE. LOGIC.And it wasn't even a pun!
I retroactively apply your maxim to the argument at hand.Oh yeah?! Mine makes way-y-y-y less sense than yours! Heh. c:
Yeah, but mine is less stupid :P.I retroactively apply your maxim to the argument at hand.Oh yeah?! Mine makes way-y-y-y less sense than yours! Heh. c:
No. It's pretty dumb.Yeah, but mine is less stupid :P.I retroactively apply your maxim to the argument at hand.Oh yeah?! Mine makes way-y-y-y less sense than yours! Heh. c:
I said less stupid.No. It's pretty dumb.Yeah, but mine is less stupid :P.I retroactively apply your maxim to the argument at hand.Oh yeah?! Mine makes way-y-y-y less sense than yours! Heh. c:
Heh. :3I said less stupid.No. It's pretty dumb.Yeah, but mine is less stupid :P.I retroactively apply your maxim to the argument at hand.Oh yeah?! Mine makes way-y-y-y less sense than yours! Heh. c:
Good thing I'm not running it. (http://store.steampowered.com/app/263400/)Huh.
So! Potentially scaring/hilarious/(insert pleasurable adjective here) idea.I am slightly perturbed.
Bay 12. Dating sim. It would probably use the more infamous users as options, such as Xanatalos, or GWG, or (insert user here) and then you could date them and potentially scar the actual users. Again, silly idea.
So! Potentially scaring/hilarious/(insert pleasurable adjective here) idea....or Derm. Also, absolutely genius, LOVE IT
Bay 12. Dating sim. It would probably use the more infamous users as options, such as Xanatalos, or GWG, or (insert user here) and then you could date them and potentially scar the actual users. Again, silly idea.
Eh, I really would avoid that if possible so he's probably safe anyways.do it
Also, what if it was a multiplayer RPG? I think it could work as a thing. It'd probably be different from the Suggestion Game version I plan to run.Into the ground.
Eh, I really would avoid that if possible so he's probably safe anyways.I was just thinking you might do that.
Also, what if it was a multiplayer RPG? I think it could work as a thing. It'd probably be different from the Suggestion Game version I plan to run.Into the ground.
I have to wonder how many people you'd be planning on including and how famous they'd have to be.
I want you all to know that you're inspiring me right now.Oh. Ohhhhhh~
That's a bad thing.
It's less of a gulf and more of a small pond, to be honest. Shipping cares not about reality, canon or cross-species borders.is all that remains of the last Bay 12 shipping thread. The rest was nuked to oblivion.
I feel so loved right now.
Also, Nice idea Nerjin. You'll definently be in it. Definently.
Maybe, as USEC said, if you get their permission first. But these are dangerous waters you're treading.
If you're going to do this... Ask them about what gender they want to have. Plus, you know, you should be asking them whether to include them in your dating game anyways. So two birds with one stone.Mixing genders without permission seems fine. Asking them first is probably a good idea though.
I get the feeling that the Yaoi is going to through the roof though. If possible, you should include a guy who looks like a girl just to mess with people. I think that'd be hilarious.
Someone find that one guy who has a game with a trap in it.
Kevak! Had to hunt for the name. Makes characters that are traps. Runs a game where one character is a trap. Suggested a character for at least one game that was a trap.Someone find that one guy who has a game with a trap in it.
Hmmm? What are you talking about?
Kevak! Had to hunt for the name. Makes characters that are traps. Runs a game where one character is a trap. Suggested a character for at least one game that was a trap.
I like how there's no room for input there. It's very firm and to the point.Uhmm..:c
I like how there's no room for input there. It's very firm and to the point.This is Gaming Block, not Gaming Panel.
I like how there's no room for input there. It's very firm and to the point.I mean if you've got something you want to add go ahead. But I haven't even begun to write it up yet so there's nothing to even talk about yet.
Is it a suggestion game, or does each player control a team or something?That's actually a very helpful question as I begin to brainstorm.
Actually, both of those sound awesome.
I need to make this better:
Chris Redfield
Squad SkillsWhat does tactics do that leadership doesn’t do? If you ask me if seems like Leadership and Tactics should be one and the same. Plus you can put it into Agent Skills to make it less expansive [Which sounds bad at first, but you should shoot for every skill being useful than a bunch of skills that are just sitting around.]
Leadership 5.00
Tactics 4.00
Agent Skills
Operations
Investigation 2.00
Medicine 2.00
Combat
Handg 5.00
Magnm 3.00
SMach 1.00
AsltR 3.00
Shotg 5.00
Marks 5.00 [Marksmanship I suppose. I would call it Sniper instead, since it appears to be more geared towards Single Shot rifles. But see my afterward for that.]
Lnchr 2.00
I need to make the operations skills cover everything generally. Less than 10 skills total is preferred. I also need to figure out a stat system for weapons and how that would work with the combat skills.
Chris Redfield
Agent Skills
Leadership 5.00 [I don’t know what this would do really. That’s up to you.
Marksman 4.00 [Increases accuracy with all ranged weapons.]
Investigation 2.00 [It’s up to you]
Medicine 2.00 [Increases benefits with healing items]
Combat Skills
Handg 8.00 [Increases skill with Handguns and Magnums]
Automatics 4.00 [Increases skill with SMGs, Assault Rifles, and Machine Guns]
Shotg 5.00 [Increases skill with Shotguns]
Sniper 7.00 [Increases skill with Scoped weapons such as Rifles and Rocket Launcher]
Thrown 3.00 [Increases skill with Grenades, Mines, and other Miscellaneous thrown items]
Melee 5.00 [Increases skill with weapons such as Knives, Chairs, Bottles, Cattle Prods, and unarmed attacks]
Type: (Skill) [list the skill needed to wield it. Shotgun, Handgun, Automatic, etc. If you’d like you could also have each weapon require a certain amount of skill to use. Obviously Accuracy would have a lot to do with your level of skill and the amount of points you have in Marksman.]
Range: Min/Max [The ranges that this weapon is capable of operating at.
Firepower: # [How much damage the weapon deals per shot]
Rate of Fire: #/#AP [How many shots you can use per amount of AP.]
Clip Size: #/# Ammo [How many shots are left in the clip. Also shows what ammo type it uses.]
Reload Cost: #/#AP [How much it costs to reload the gun to full Clip Size]
Piercing: # [The amount of targets the bullet will go through before it becomes useless.]
Special: Blah blah blah [Whatever special thing needs to be kept in mind with this weapon.]
Size: X,Y [How much space it takes in your attaché case. Shown as Horizontel spaces vs Vertical. Not sure if you’re using that system however.]
Description: A quick description of the weapon. About a sentence or two I would think.
Type: Shotgun
Range: 1/10
Firepower: 35
Rate of Fire: 1/AP
Clip Size: 2/2 Shotgun Shells
Reload Cost: 1AP* [Not the Asterisk, this means to check Special]
Piercing: 3
Special:
Shotgun – This weapon loses 1/7 [-5] of its Firepower per each square its shot goes.
Tubed Reload – This weapon reloads 1 ammo at a time.
Small Gun – This weapon is small enough that it allows the user to move a little more per turn.
Size: 6,3
Description: A common double barreled shotgun that has had its stock and most of the barrel sawn off. Never leave home without it.
Type: Automatic
Range: 1/25
Firepower: 3
Rate of Fire: 5/AP
Clip Size: 25/25 SMG Rounds
Reload Cost: 1AP
Piercing: 0
Special:
Small Gun – This weapon is small enough that it allows the user to move a little more per turn.
Size: 4,3
Description: One of the most well known submachine guns in the world the Uzi combines easy handling with a high rate of fire. Its high rate of fire eats through ammunition however.
Actually, are you making all the characters or do the players get to make their own? I’m not aware of if you’ve made this game yet but I’m somewhat curious about that.This isn't a character sheet, these are stats for an agent in a suggestion game that I'm currently running. So yeah, I'm generating these myself. Think X-COM BTW.
What does tactics do that leadership doesn’t do? If you ask me if seems like Leadership and Tactics should be one and the same. Plus you can put it into Agent Skills to make it less expansive [Which sounds bad at first, but you should shoot for every skill being useful than a bunch of skills that are just sitting around.]
Sounds good to me. Though is Investigation going to be a huge part of the game? Just a thought as it seems to be based on Biohazard/Resident Evil.
Two things, don’t abbreviate things on the character sheet. It makes it hard to understand what you’re talking about. At least, don’t do it on the first character sheet in the OP so everyone can kinda get what you’re saying. Secondly, Magnums are just larger caliber handguns. They use different ammo but the principle operation is the same I would think. Merge this with handgun to condense the list. There is another reason, but I’ll get to that after the next quote because it applies there too.
What are these? Sub-Machine Gun and Assault Rifle maybe? If so, merge them into the “Automatics” category. As with the above they share many characteristics [though less, I will admit] but have different ammo types. But why merge them then? Well, as well as the characteristics it gives the player more choice. If I start pumping points into SMach [SMG might be a better abbreviation as that is a super common one], then I can never use AsltR because “Hey, I have too many points there.” Despite both of them filling the same type of role in a firefight [suppression]. Maybe that’s a weak point, but I feel it might be better to the game overall.
Should probably be called Sniper, since it appears to be geared more towards that brand of rifles. But I like the term Marksman, so we’re gonna keep that for the afterward.
Hm... Not sure if a rocket launcher will come up enough to really warrant an entire stat for it. Imagine if a fantasy game had stats for Fire Magic, Water Magic, Earth Magic, Wind Magic, Healing Magic, Summoning, and then Black Hole [a one off spell that costs thousands of gold to use. I dunno, seems like sinking points into this would be a bad idea. BUT there should be a skill for them… Hm… In 4 and 5 the Rocket Launchers are scoped… Let’s put it in with Sniper as it uses a single powerful shot. I’m just gonna skip the other two skills because they seem fine.
So that’s my idea on it. As for the weapon stuff I’m going to assume this is turned based combat that relies on action points [Similar to Fallout or Left 4 Dead: Back 4 More as those are the systems I like best. If this is not the sort of system you use, get back to me and I’ll try to think up something better for your game.]
Quote from: Weapon Template: Name would usually go hereType: (Skill) [list the skill needed to wield it. Shotgun, Handgun, Automatic, etc. If you’d like you could also have each weapon require a certain amount of skill to use. Obviously Accuracy would have a lot to do with your level of skill and the amount of points you have in Marksman.]
Range: Min/Max [The ranges that this weapon is capable of operating at.
Firepower: # [How much damage the weapon deals per shot]
Rate of Fire: #/#AP [How many shots you can use per amount of AP.]
Clip Size: #/# Ammo [How many shots are left in the clip. Also shows what ammo type it uses.]
Reload Cost: #/#AP [How much it costs to reload the gun to full Clip Size]
Piercing: # [The amount of targets the bullet will go through before it becomes useless.]
Special: Blah blah blah [Whatever special thing needs to be kept in mind with this weapon.]
Size: X,Y [How much space it takes in your attaché case. Shown as Horizontel spaces vs Vertical. Not sure if you’re using that system however.]
Description: A quick description of the weapon. About a sentence or two I would think.
Well then I'm sorta out of my element. Free-form-esque games aren't my style so I don't really know what works with them. I'm more of a rigid system kinda guy because I find having rules makes the game run far more smoothly than "Eh, this sems reasonable" so... Yeah.Well the numbers come in during the Agent sections, which is where it becomes more like a game with players. I'm just having trouble making the numbers mean something, which is generally why I avoid those kinds of games, but I want the personal combat to be much more rigid as you said. I want a combat system that works with 1-2 PCs against a host of enemies. I want stats so players can see a measurable benefit to the TSG half of the game, as well as a set for weapons affinity and combat. I want the guns to have stats themselves as well so players can swap them and tune them and equip the Agents because that's fun! I want the enemies to have easy but flexible stats so updates don't take forever but the bad guys are still interesting to fight.
Two things. Why would magnums and handguns be in separate categories, but grenade launchers and rocket launchers be in the same one?Because "Magnums" aren't handguns. They're super-heavy personal weapons with massive bores, specifically anything over the range of .50 caliber, designed to take down massive BOWs. MassiveAnnihilatory/GenocidalUnassistedMunitionsSystem. MA/GUMS. Or "Magnum."
Look the categories will work, okay?! Just forget about them! I want help with the combat system. Will post more in a bit..
And you hush over there Rolep!
To get the ball rolling, would anybody be interested in a Peasant Adventure Redux? For those unaware, Peasant Adventure is one of the all time classic games, up with Do Not Follow The Rainbow Snail and You Are Scientist (Hey, you know all those You Are X games? Scientist was the first. And best.) where the players are peasants and get to do stuff. Sorry, I cannot remember details, but I recall it being funny as heck. Especially NUKE's edition. That guy is amazing.
Not really an idea, but I think there are really to many Suggestion games, and not enough RPG's on the forum.Not exactly. About 3 of the games on the first page of the FGRP board are SGs.
Why don't you try making one?Always good advice, I say.
Everyone should try GMing sometime.Why don't you try making one?Always good advice, I say.
Why don't you try making one?Because Im rubbish at it and I already have one going that I can rarely update thanks to real life distractions. And what I meant is that theres always a relative lack, you said theres 3 on the front page. Whats the rest? I bet most of the rest of the first page and the next are suggestion games, and the ones that are up are filled and you'd need to be placed on a waitlist.
Alright, maybe I was a bit vague, what I meant is RPG games where you control a character you create, which what I really see as a RPG, I don't really think suggestion games to be real RPG games.
Alright, maybe I was a bit vague, what I meant is RPG games where you control a character you create, which what I really see as a RPG, I don't really think suggestion games to be real RPG games.Pretty much all games in the FGRP forum are games with players though! I agree with what you say about SGs, but they are a minority, imo.
Not really an idea, but I think there are really to many Suggestion games, and not enough RPG's on the forum.
Not exactly. About 3 of the games on the first page of the FGRP board are SGs.
Why don't you try making one?
Alright, maybe I was a bit vague, what I meant is RPG games where you control a character you create, which what I really see as a RPG, I don't really think suggestion games to be real RPG games.
I think I remember a period where suggestion games were so common people actually talked about giving them their own subforum. That's obviously died down nowadays, though.Alright, maybe I was a bit vague, what I meant is RPG games where you control a character you create, which what I really see as a RPG, I don't really think suggestion games to be real RPG games.Pretty much all games in the FGRP forum are games with players though! I agree with what you say about SGs, but they are a minority, imo.
Tell that to Dueling Blades and Foot Soldiers, which are both in need of players. Dueling Blades can't even start and only one person who's joined has turned in a sheet.Alright, you guys win. And you're awesome.
I pimp my games in the forum game list where they belong, gosh darn it.You should pimp your games in my thread exclusively dedicated to pimping games. That's right. I just pimped the pimp, sucka.
Which end of the spectrum? Because the PC will start at the low end of the spectrum and go up.Mostly I just meant: Marvel-style super powers? Transformation? Is it a virus that unlocks normal human potential? Magic? What kind of powers are we talking here?
Think Marvel style powers but occasionally people get a little bug that makes them be able to unlock powers after events like, defeating a number of enemies, or being defeated in a big way. (Kind of like Saiyans from DBZ? I think that's something about them.)What kind of power can the PC start with?
The point of the game is to become the most influential poster on the forums, with the largest amount of points at the end of the game. Points are used for playing cards and can be attained in a few different ways:
- whenever someone replies (plays a card) on top of your thread/post card (thread replies are worth more, but thread cards cost more points)
- threads passively generate points per turn, dependant on how many posts there are in the thread
Points can be also used to purchase additional cards in-between rounds.
Post cards have to be played on Thread cards, which in turn have to played on Boards. Boards can provide various bonuses to specific Thread types, and specific Post cards gain certain benefit in particular Threads.
There are also Support cards, which follow their own placement rules and provide various benefits.
Each turn, a player may draw a card and play a card from their hand.
Looks god.
One idea I had is that every turn a random Thread or Post card is played by a GM with no cost (probably using random.org to avoid bias).
Actual dice are biased, the same way that coins are.One idea I had is that every turn a random Thread or Post card is played by a GM with no cost (probably using random.org to avoid bias).
random.org is biased...invisible castle(or, you know, actual dice) would work far better.
I have an idea for a team game where the players are part of a chaos warband in 40K.1) Realms of Chaos: Slaves to Darkness is a Warhammer Fantasy rulebook, you should probably use some of the 40k rulebooks or simply make them up on your own as the gods do act somewhat differently between the two and their power levels are vastly different.
Does any one have any idea of how to help the player color there characters?
i was thinking of letting every one roll on the attributes table in the rule book Realms of Chaos: Slaves to Darkness, but:
A) not every one has a copy and i can't tell them where to get one.
B) i need a way to keep people honest, some attributes are far more powerfull than others.
1) Realms of Chaos: Slaves to Darkness is a Warhammer Fantasy rulebook, you should probably use some of the 40k rulebooks or simply make them up on your own as the gods do act somewhat differently between the two and their power levels are vastly different.Theres a large section on 40k, you have to remember that early 40k was basicy Fantasy but IN SPACE, so there a lot of crossover.
Well that's a Let's Play, this thread is for Forum Games. :pI had an idea:
Bay12 Plays Final Fantasy.
Using an old FF ROM, I would have the party members named after Bay12ers. Every twenty steps of playing, I'd stop, take a screenshot, and have everybody vote on what to do.
Thoughts?
Hell, I'm doing it anyway.
Well that's a Let's Play, this thread is for Forum Games. :pI had an idea:
Bay12 Plays Final Fantasy.
Using an old FF ROM, I would have the party members named after Bay12ers. Every twenty steps of playing, I'd stop, take a screenshot, and have everybody vote on what to do.
Thoughts?
Hell, I'm doing it anyway.
And I don't think there's much to suggest in an FF game unless you're really bad at FF or it's an FF you've never played before.
I've never played FF5. Sounds cool though.Well that's a Let's Play, this thread is for Forum Games. :pI had an idea:
Bay12 Plays Final Fantasy.
Using an old FF ROM, I would have the party members named after Bay12ers. Every twenty steps of playing, I'd stop, take a screenshot, and have everybody vote on what to do.
Thoughts?
Hell, I'm doing it anyway.
And I don't think there's much to suggest in an FF game unless you're really bad at FF or it's an FF you've never played before.
Well, if it were FF5, you could do a vote for a single class challenge, two class challenge, multiple class challenge, single character challenge, and then which classes and, if applicable, which character.
Ah, but the difference there, I think, is that Oblivion can't be undone, period, while pollution can. Eventually.Well, nuclear pollution isn't looking too good. At least, if you're talking "undone in a reasonable timeframe". If you aren't, it's going to be fine.
What were you expecting to do in this, other than duel, and maybe explore?
Honestly, I'd be mad hyped for a YuGiOh game, I'm getting hardcore nostalgia vibes. Oooh boy, the elementary-TCM inside my soul wants this a lot.I can symphatize. Seriosly, Yugioh was the shit back in elementary school.
Duels would presumably be held mostly in the thread, with me sending you your hand and then the cards you draw via PM. You would then post your actions in the thread, but you must PM me with what the facedowns are.Hm, that sounds good enough.
Up to around GX, so none of those Synchros and Xyzs. I might decide to keep Hieratics and such, but Synchros and Xyzs are almost definitely getting the boot, unless someone can tell me a god reason to keep them.
Don't even get me started on Pendulums. I can't make heads or tails of that stuff. It uses some 'Pendulum meter' thing to determine what can and can't be summoned.
Yes. Yes there will.Don't even get me started on Pendulums. I can't make heads or tails of that stuff. It uses some 'Pendulum meter' thing to determine what can and can't be summoned.
That wouldn't have flown in the hood back in the day. YuGiOh was clear cut and ferocious, not all these additives they had to put on, which I'd guess is just a means to sell more cards. Maybe that would have been alright for Pokemon, but definitely not the Y Game. (Not disrespecting the Pokemon TCG, but it was always perceived as more of a thing for suburban kids. Cultural/socioeconomic differences and all.)
So, in addition to dueling will there be a whole school aspect with actual classes and socializing with other students?
I don't think I even know what synchronization stuff you're talking about.
For XYZ, are you talking about XYZ Dragon Tank?
But, but....I like machine-type decks! How can you have a machine deck without XYZ Dragon Tank?
The only reason I think Synchro Summoning is okay is because it actually makes decks focusing on low level monsters a lot more viable, alongside cards that increase levelsWe'll be doing this here, as that forum is an open RP forum.
So BlitzDungeoneer, where will we be playing this, once/if it starts? On that forum linked in your sig or here?
I'm all for a storytelling game. Is there any actual gameplay difference between sad/happy, success/failure? Like 'the atmosphere is melancholy for this turn; gain +3 Respect Points from Spades'?Hrm, I didn't think of that. I can't think of a way to change the mood in the pub in a way that makes sense, but a good idea might be Narrative. That is, if you play the cards in an appropriate way and not schizophrenically, the last card will get doubled in value. So if one bad thing after another happens to you, then you manage to turn it all around in a badass way, then your last card gets doubled in points. It'd be like combos in a fighting game, but with storytelling instead and focused on dramatic tension.
Fallout: A Post-Nuclear Role-Playing Forum Game
[Flavor hidden]
Character CreationIn order to participate in the world after nuclear Armageddon you will require a player character. How do you make one? Simply fill out the following sheet:Spoiler: Character Sheet (click to show/hide)Quote from: Known TraitsThese are documented traits that have been observed within the wastelands. During character creation you can select up to 2 traits. All traits have a positive and a negative effect. Note that some traits are mutually exclusive. These will be noted via underlined text.
Bloody Mess: Your attacks are always all out. You can cause a lot more damage but you rarely cause a critical hit.Finesse
Bruiser: Your large, muscular frame is almost freakish and causes you to hit a lot harder. However, you seem to be slightly less intelligent than others. Small Frame.
Chem Resistant: You don’t see the point in chem-use. You’ve tried them but you find it boring. Maybe others see something you don’t?
Conqueror: You love combat! You seek it out at every opportunity. Unfortunately, your blood-lust has led to your other skills deteriorating over time.
Fast Metabolism: Your metabolic rate is abnormally high. You are thinner, heal faster, and seem to exude an aura of health no matter what you eat. You lucky bastard.
Fast Shot: You don’t have time for fancy trick shots. After all, if you plug the enemy full of holes before they can even draw their gun who is the real winner? Steady Shot
Finesse: Few are more graceful than you with a weapon. Unfortunately you’ve sacrificed power for this level of skill.
Ghoulified: You have come into contact with large amounts of radiation. More than enough to kill a normal person. But you are no longer normal. Your flesh has melted off the bone and you look like a walking corpse. But there are some fringe benefits. You don’t get sun-burned for example… Super Mutant.
Gifted: Others learned skills, you were born with attributes. Things come easy to you, but you feel like your coasting through life will come back to bite you. Skilled.
Good Natured: You don’t yearn for combat and prefer peaceful solutions. Outside of a fight you are THE person to talk to. In a fight… Not so much.
Jinxed: Nothing ever seems to go right for you… Or the person next to you… or anyone you’ve ever seen for that matter… It’s almost as if there is a curse centered on you that destroys luck.
Kamikaze: You attack first and often. You are always the first into a fight. Unfortunately your reckless nature often means you are also the first out of the fight.
One Hander: One of your hands is very dominant. You can use one handed weapons with great skill! Unfortunately the second you try to include your other hand into the mix you find that everything goes down-hill quickly.
Skilled: You don’t rely on your natural gifts to succeed. Mainly because you have none! Your natural states is a despicable thing indeed. Thankfully long years of practice have resulted in you being somewhat acceptable in other matters. Gifted
Small Frame: Be you slim or short you are much smaller than other people. You don’t let this slow you down however. In fact, you are much faster for not having to carry around a lot of bulk. Bruiser
Steady Shot: You don’t like wasting bullets so you try to make each shot count. Some may prefer firing more often but that only leaves them with a knife when a deathclaw comes creeping about. Unfortunately you seem to have some trouble if firing on the move.
Super Mutant: You don’t know how you came to be like this. You don’t remember much about your life prior to becoming this hulking humanoid. You easily dwarf even the tallest of humans and could out-wrestle them all. Unfortunately their words hurt your head… Your skin is also an interesting color… But still, you’ve managed to make a decent living out here in the wasteland… Or so your smarter friends tell you.
Combat: Or Resolving Differences via Alternative MethodryCombat is unavoidable in the wasteland. It will occur when attacked or when you initiate an attack. Combat follows the following flowchart:Quote from: Usual Combat FlowchartA. Combat is initiated.But we at Vault-Tec feel we should further go into how combat works. But first you should know what actions are available to you during combat.
B. Sequence for both sides is rolled (d20+Sequence of random member of side)
C. Side with the highest sequence goes first, followed by 2nd highest, then 3rd, etc. etc.
a. The members of each side go in order of their Sequence modifier in descending order. Members with matching Sequence modifiers roll a die. Highest goes first.
D. If any members of an opposing side remain repeat B and C until only one side remains.
E. The Victorious side gains experience and may continue on however they wish.
See the following for actions you can take on your turn:Quote from: Combat ActionsWalking – 1 AP per Space MovedWalking is rather self evident. You can move any amount of spaces during your turn so long as you do not end your turn in the same square as anyone else. You can move through the same square as your allies however you must walk around enemies. You can also attempt to Sneak by using the sneaking skill. This may allow you to move undetected. Attacks made while sneaking have a +5% chance to critical hits. Unfortunately if you are noticed while sneaking your turn will end immediately.
Attacking - # AP (Varies from Weapon to Weapon)
Targeted Attack - +1 AP (In addition to the weapons normal cost)
Reload Weapon – 2 AP
Access Inventory – 4 AP (This involves switching weapons, using chems, or anything else not in your hands currently.)
Other Actions – 3 AP (This involves moving rocks, picking up a weapon from the ground, etc. etc.)
Attacking is a bit harder. You should analyze the weapon you have for more details on how best to use it but in general the theory holds something like this: You select a target to attack, you roll a d100 for chance to hit. If you roll at or below your “Chance to Hit (CtH)” you successfully hit them and they take damage. CtH is affected by light level, distance from target, and proficiency with your weapon. Aimed shots work similarly however you can target a specific spot on your enemy for a variety of effects depending on weapon. Try out a variety of attacks to find the one you like best.Quote from: Overseer’s Note on CriticalsEvery person has a chance to do a Critical Hit. This could be anything from increased damage [1.5x, 2x, or even 3x on very lucky shots], Crippling a Limb [Only on targeted shots], Ignoring the Targets Armor, Knocking the Target out, or Knocking the Target over. This is rolled independently of CtH and Damage.
Unfortunately you also have a chance to suffer a critical failure. If your CtH roll fails you make a second roll. If that one also fails you will suffer a Critical Failure. This can include Running out of Ammo, Jamming your Gun, Losing all of your remaining AP, Dropping your Weapon, or even your weapon exploding! If this wasn’t bad enough you can also see other critical failures!
Reload Weapon is simple. Most firearms, and some rare melee weapons, rely on ammunition or energy cells to function. Once the clip/cell is spent you must replace it with a fresh one or else you cannot attack. Simply reload in order be able to attack again.
Access Inventory is vital! As you can only have one weapon prepared at a time you might find that another would be better suited to your situation. Thus you can rummage through your backpack/holsters/holding container in order to fetch a new one or grab a stim-pack. Regardless finding your equipment takes time. If you do not have enough AP you may have to deal with making an unarmed strike [Always an option] instead of using your brand new chainsaw.
Other can be anything else! Vault-Tec cannot think of everything. Perhaps you want to eat a bullet or talk to your opponent or open a sewer grating or climb down a ladder. This can mean almost anything other than what has already been explained.
Armor Class Bonus is also an option. Sometimes you do not want or cannot take another action that would be tactically sound and so you must wait. Thankfully this grants you a small bonus to your Armor Class. For each unspent action point at the end of your turn you gain +1 to your Armor Class until your next turn.Frequently Asked QuestionsNo matter how long the supplies in your vault last one day you will be required to leave it in order to reestablish America and defeat any remaining communists on the planet. Set below are several Frequently Asked Questions that should cover some of the basics:
What’s up with the colored text?:
That depends. If it is within quotation marks that means that someone is speaking. People who use the same colored text sound like eachother. If it is an item or weapon name it denotes what skill is used with the weapon or if it is an armor or some other type of item. The weapons are colored thusly:
Small Guns, Big Guns, Energy Weapons, Melee Weapons, Unarmed Weapons, Throwing Weapons, Armor, Misc. Items, Chems, or other items that don’t fall into an earlier category.
Furthermore all colored text, aside from speech can be moused over to show more details. Give it a try! But not here…
What actions can I take?
Any and all actions you can think of! Part of life after the nuclear devastation is being able to adapt. Generally actions wills proceed like this:
1. The player will state the action they wish to take in bold.
2. Their character will attempt to perform that action. If they are unable to they will do the action as closely as possible.
a. Actions with a meaningful chance of failure will rely on a SPECIAL stat, tools, or a skill in order to accomplish it.
3. The Mod will post the results in the forum.
Let’s take an example shall we?
Little Jimmy wants a cookie from the cookie jar. Oh that rapscallion. Unfortunately his mom has placed the jar atop the counter [just out of Little Jimmy’s reach]! How will our hero prevail? Well in this case we’ll assume Little Jimmy is an agile sneakster.
Little Jimmy might say he wants to Sneak up to the counter and try to climb to the cookies. Good plan Jimmy! Let’s see if that works out for you.
Obviously he wants to sneak so his sneak skill will be pitted against his mom’s Perception. We’ll skip any complications and say that he succeeds. Sneaking over to the counter he now much climb up the counter. As there are no skills for climbing he’ll have to rely on his Agility Stat to do so. Again we’ll say this works for him.
Congratulations Little Jimmy you have succeeded in your mission!
How do I gain EXP?
By completing quests or killing/knocking out enemies.
How do I move?
In most instances you simply treat movement like any other action. Meaning you bold what you want to do. However when you’re trying to move on the Overmap [The Map covering the entirety of the world available to you] it’s a little different. You can either denote locations [I.E. Go to Vault 222], Directions [Head East until…], Specific squares [Go to ZZ24], or simply state you want to explore [This will make your group head into unexplored hexes].
Be warned however that moving through the Overmap is dangerous. Each Grid square has a possibility of a Random Event which could be anything from Merchants to Bandits to Mutants. It is a necessary evil however. You can ask to see the available “Overmap” at any time and the Overseer will send all relevant data to your pipboy.
How Do I Get More Non-Vault-Tec Equipment?
There will likely be several ways. Scavenging the bones of civilization for what you need, purchasing it from roaming traders (Using whatever primitive currency they have), or even stripping the cannibals who thought they might have you for supper. In short: You can find equipment in almost any area so long as you are clever and keep an open mind.Quote from: Overseer’s NoteYou could also steal it. The wasteland savages don’t need it as much as you. Just try not to get caught.
What about...?
Any further questions can be posited directly to a Vault-Tec representative who will answer your question AND add it to the FAQ if needed.
I definitely like the idea of combos or otherwise making all these differences you have meaningful. As written, I don't see why it typically matters whether a story is happy or sad or backed up or added onto; it's all just points. Having some kind of mechanic or card class that plays off certain values might make things more interesting and nuanced.I'm all for a storytelling game. Is there any actual gameplay difference between sad/happy, success/failure? Like 'the atmosphere is melancholy for this turn; gain +3 Respect Points from Spades'?Hrm, I didn't think of that. I can't think of a way to change the mood in the pub in a way that makes sense, but a good idea might be Narrative. That is, if you play the cards in an appropriate way and not schizophrenically, the last card will get doubled in value. So if one bad thing after another happens to you, then you manage to turn it all around in a badass way, then your last card gets doubled in points. It'd be like combos in a fighting game, but with storytelling instead and focused on dramatic tension.
Thoughts? Suggestions? Other?Too distracted to give useful criticism, but I get the feeling this is less complex than it looks. You might consider trying to reorganize it if it seems like people are having trouble with it.
What does that mean?It means your kawaii desu is so sugoi, Senpai~
There is no such thing as too much Otaku, disregarding that we're all nerds in one way or another anyway.
But I agree that it would be interesting to change it around. Probably need to make it an effect in most cases, rather than a cause. Although happier citizens might be willing to pay more taxes, work for the benefit of the state more, etc...make it into some sort of 'efficiency factor'? Introduce slavery?This is problematic because the current system is relatively simple, so there's less room for modifiers or bonuses. I could potentially mess with production and research values relatively seamlessly, but I'd still want it to be simple. Perhaps more importantly, I'm concerned that might screw with the pace too much; I don't want the players of unhappy empires to just sit around for five turns building things really slowly. Or at least, I don't think I do.
EDIT: Also, every time you misuse the word senpai it gives a baby animal heartburn.I'm sorry, Seal-kun, but it must be done.
I'm actually a bit pressed for time at the moment so that's all I've got, but I'd be most interested to hear the rest of what you're working on.Guns or Butter is... somewhat close, but there's a number of complications.
Say you were a dog-man. If you had non-retractible lupine claws, wouldn't you say that'd make it hard to manipulate fine objects and comfortably hold certain things meant for humans, such as guns?I'm not sure what this is in relation to, but not particularly. Lupine claws aren't that excessive, from my experience, and not many human objects explicitly require flat or short fingers. Maybe if they prevented proper formation of a fist?
On a side note, I don't think a true military power is going to whittle down a turtling player eventually. The attacker needs more supply than the defender, and the defender also has the advantage that he will be able to consistenly utilize his highest level units, whereas the attackers needs to go home to resupply.I've actually been thinking about this, and the way I have it set up currently I'm not sure long-range war is even viable... and the game map is intended to make all war long-range. I might need to let Supply stack indefinitely or something just to let you go to war with anything that isn't a neighbor in the first place.
You could, I believe, resolve the escaping unit problem by allowing units to barricade the surroundings, meaning that they will stop any further movement of enemy troops through bordering hexes that doesn't consist of attacking the blockading unit or running away.Potentially. Just adding a zone of control type thing where they auto-attack any unit trying to slip past them unless ordered not to could be simpler.
Maybe you could add pillaging as a mechanic, but that supports raiding more than anything else.
Pillaging is a thing in Civ V. You break the improvement that's on a tile and get some gold for it.I've got some peculiar conditions I'm pursuing here, which makes this doable but tricky.
Other options are adding NPC villages, supply caravans and supply ouposts, which all would prevent decay, and perhaps military outpust that can heal.NPC villages are intended as a large part of the game, but they'd only really be useful if you could convince one that's pretty close to the action to host you, meaning their neighbors haven't already recruited or coerced them for some reason. Maybe even nominal allies would be open to, you know, just... hosting some travelers from time to time, even if they happen to be riding wargs and dragging carts of war supplies and boasting about how those fools will never know what hit them?
Also, the defender still has a descive advantage. He starts using more troops, while the enemy already suffers from attrition.Yeah, but his troops might be more spread out, he might not be nearly as warlike as the aggressor, and in theory he's risking something that the attacker isn't.
...phallic structures....>.>Huehuehuehue.
Gah. I don't really get how you win the game, anyway, since Irony said war isn't meant to be a way to conquer your enemies and see them driven before you.Oh, that's easy. You "win" by having an empire you think is really cool. Despite all the mechanics, it's still intended as a sandbox more than a series of goals.
It was in relation to: none of your business! >:CSay you were a dog-man. If you had non-retractible lupine claws, wouldn't you say that'd make it hard to manipulate fine objects and comfortably hold certain things meant for humans, such as guns?I'm not sure what this is in relation to, but not particularly. Lupine claws aren't that excessive, from my experience, and not many human objects explicitly require flat or short fingers. Maybe if they prevented proper formation of a fist?
That war is not destructive thingy gave me a simple idea.Hah, I like it. Reminds me of the nation system I was thinking of for a Pacific Rim style game, where each nation has a Prosperity and Panic level, and your funding is a product or some other function of the two. Destructive monster attacks would reduce Prosperity while raising Panic, meaning if you did your job too poorly or too well, your funding would drop. It'd also have some interesting effects on nation selection, since "front-line" nations would generally have more initial funding than safer, further-back ones.
So, the humble god game. We have these Lords of Creation, Godhoods, Age of Fires, many RTDs, et cetera. I'm just wondering if y'all have any new ideas for god games out there, something to shake up the formula.As what I believe is the resident grandmaster on experimental, often failed god game RTDs, all I can say is [Maniacal Laughter Intensifies].
And otherwise; how much freedom do you think god games should have? You've got the Godhood-alikes which are mainly communal creative writing exercises, and then the more structured and mechanics-based god games which might even have (*gasp*) a chance of failure when doing your godly business. Is the 'blank canvas' set-up better or worse than the defined/semi-defined world? Other questions that don't come to mind right now?I'm hideously biased on this, but I tend to find even communal writing exercises work better when there's some unpredictability or outside direction. That's one of the reasons writing exercises often have specific prompts- to encourage people to explore the hand they've been given, which isn't necessarily a hand they'd ever draw on purpose.
Pantheon had god-to-god combat and conflict, but the way it was implemented was a mess. In a Godhood-like, it's preferable to settle combats in advance/during in OOC in a way that adds to the world and the gods, but I understand the need for a competitive edge and game-ness in these things. So, uh, anyone have any good ideas for dealing with player combat in god games? Pantheon had some attempt at giving stats and strengths to gods based on the amount of Acts they put into things, but that snowballed totally out of control and things got, at least from my point of view, seriously unfun time to time.I'm at a peculiar loss here, because I'm not familiar with what Godhood&Co disputes tend to look like or be about. In god game RTDs, where the basic mechanics, if not the actual effects, of combat are pretty straightforward, I tend to find players very seldom have cause to fight each other directly. More often it's conflict over one player trying to push an asteroid into a planet and another trying to stop them, but even that's pretty rare.
One twist, with godly combat, I had is introducing clear NPC antagonist gods, beings, etc., that act on the world and the players whether they want it or not, but that's already taking a lot of the godly freedom that makes god games so appealing. You'd need some mechanics here, I think, so it's not just 'well, the giant crab god eats you, sorry, GM fiat'.
More specifically on Godhoods/Age of Fires: these games are, as said, communal creative writing exercises more than real games (very few mechanics, if at all), and I've been thinking that the format doesn't need to limit itself to god games. I have vague memories of talking with Fniff about this. That discussion involved... pirates? Hell if I know. The problem is, I think, that in god games the Act happens because, well, you're a god - but if you were a nation or a bunch of people, or so, it feels like you'd need to justify it a hell of a lot more. With just normal people with normal limitations, the micro scale could be problematic. Creativity is obviously limited without being able to do everything a god can.My thing on god games being regular games does swing both ways, so I'd agree on paper that there's nothing stopping you. I'd also agree that the power and subject matter of god games probably carries it quite a bit further than most other concepts could go, however. If I were to recommend a test subject, I'd say highly cinematic monster hunters or maybe dueling mages- something where you can produce interesting things despite focusing on a handful of static characters.
So. Things. Let's talk gods.Yaaaaaaaay.
Just make godly combat impossible. They can't tussle godo-e-godo; they have to use minions and followers. Make it a function of that.But then that needs a resolution mechanic, as does "I change this" versus "I stop him from changing that" style scuffles.
Speaking of which, I want to try it again, but I'm not sure how to go about solving the whole Pantheon dilemma.What dilemma was that?
It's a dungeon crawler suggestion game...That takes place on a PC.
The idea is that it could be made on a virtual machine (lots of screenshots would be involved), and each folder would represent a new room, and files could be...things. Or monsters. Or NPCs. The player would be controlling a text/image file (that contains info like stats, skills and inventory) and moving from folder to folder, killing other enemies in some as-yet undecided manner.
Basically: AdventurOS (http://steamcommunity.com/sharedfiles/filedetails/?id=176185396&searchtext=AdventurOS) as a suggestion game.
I haven't figured out the details of it yet, but it sounds like an at-least-decent idea.
An ASCII/otherwise-illustrated fortress-building suggestion game that takes place in my Gun Francisco (http://www.bay12forums.com/smf/index.php?topic=137004.0) universe.
You are in charge of a group of humans/birds/frogs that have just conquered a city/a bunker/something else and now your job is to manage this new outpost while defending yourself from other factions and the nasty mutant animals that roam the wasteland.
Should shit hit the fan, you can, probably, evacuate your settlement using your initial vehicle(s) and move elsewhere. Or die horribly. And start elsewhere.
It could be helpful for me to help develop the GF world better and maybe for once I could make a game that I don't abanadon within minutes.
I'm not really interested in anything that isn't sci-fi, but that dungeon crawler one sounds neat. The pathing would be fun.Quote from: Game 1It's a dungeon crawler suggestion game...That takes place on a PC.
The idea is that it could be made on a virtual machine (lots of screenshots would be involved), and each folder would represent a new room, and files could be...things. Or monsters. Or NPCs. The player would be controlling a text/image file (that contains info like stats, skills and inventory) and moving from folder to folder, killing other enemies in some as-yet undecided manner.Quote from: Game 2An ASCII/otherwise-illustrated fortress-building suggestion game that takes place in my Gun Francisco (http://www.bay12forums.com/smf/index.php?topic=137004.0) universe.
You are in charge of a group of humans/birds/frogs that have just conquered a city/a bunker/something else and now your job is to manage this new outpost while defending yourself from other factions and the nasty mutant animals that roam the wasteland.
-dungeon 2 entrance
>doorway
-corridor
-player
-goblin
-goblin
>doorway
>doorway
So, my latest idea for a game:
The players are late 1800s businessmen, each running a moderately sized business in some commodity like oil or steel or something at the start of the game. Their goal is to buy out all of the other companies owned by the other players and by the NPCs. All the while, as they grow more powerful, they must dodge assassination attempts, NPC business buyouts, and other such dangers. They may stay straight and honest, taking loans from the bank and paying them back, or they may become corrupt ne'er-do-wells, trading craploads of cash from shady sources like the organized crime syndicate in exchange for increased risk of death and "favors". As the players play, time passes, and as the years go by, more industries arise, starting with things like automobiles and eventually growing to 80s industries. Of course, anti-monopoly acts will eventually permanently impede the players' progress, and their goal becomes to own the most businesses at the end of the game without getting arrested or killed.
Huh, so he did. I'm sorry for any players in his games/games with him, but...This feels strange, considering he was one of the people who introduced me to the forum. I considered him a friend.
. We'd all like to be drawing Homestuck
Then it's a good thing this is apparently the civil war. Also, the idea reminds me of Deadlands a little bit.Same thing in my head.
Then it's a good thing this is apparently the civil war. Also, the idea reminds me of Deadlands a little bit.Same thing in my head.
I mean I dislike them. As a fictional setting. Equally.That's unfortunate, considering they were very different wars.Then it's a good thing this is apparently the civil war. Also, the idea reminds me of Deadlands a little bit.Same thing in my head.
Ah, so it's less the wars themselves and more "I don't care for Early Modern warfare," then? Fair enough.The warfare is a major part of it, but I just find the entire setting unpalatable. I don't like the people, the buildings, the trees.. It's kind of indescribable. It'd be easier if I had an example right in front of me. But there's a reason no one makes games about those wars. And really the more I learn about the Revolution the less sense the conflict makes politically. I wish it was as easy as saying that one side was in the right but really there were a lot of scumbags on both teams, and aren't there always?
Didn't revolutionary America avert the standing in lines thing?I guess. The colonial army tried to play by the rules most of the time, but they didn't get to do a whole lot anyway. Ironically there wasn't a whole lot of actual fighting in that war.
You know, speaking of revolutions, someone should do something on Red October. From what I read, it was such an utter clusterfuck of a revolution with a bazillion sides with not many people knowing exactly what was going on. Might make a good setting for an RP.Huh, sounds like YOU AT FINAL BOSS.
Revolutions and civil wars are my jam. French, Russian, anything goes. There's just something indescribably delicious about it all, so much bloodshed, toppled regimes, powerful leaders, thousands of little factions and groups vying for power.
I've been working on a French Revolutionary-ish game and setting, might run it sometime. That's more of a standard RPG in the period, though - I'd also want to run a revolution game, let players create and lead their factions and try to grab and hold onto power by whatever means necessary.
Terrain is a factor in accuracy rolls though instead of changing the chart they hit on it is a straight bonus or penalty to the accuracy roll though that does basically achieve the same thing as having alternate charts just without me having to make and follow every single one. As for how artillery works it has a much greater range than standard units, and follows a couple of rules that other units don't such as being on higher ground increasing its firing range or being on lower ground reducing firing range. The terrain will actually have a decent effect on artillery as your artillery pieces sitting in the wide open plains won't have nearly as much range (and thus not as much damage potential) as the artillery positioned on a nearby hill.Then it's a good thing this is apparently the civil war. Also, the idea reminds me of Deadlands a little bit.Same thing in my head.
That's unfortunate, considering they were very different wars.
The game actually looks really interesting to me so far. It might be interesting to do a Battle for Wesnoth defense thing where the basic accuracy of attacks is determined by the terrain the defending unit is standing on; a unit standing in the middle of an open field could be hit on a 3+, the base 4+ would be for situations where the defending unit has a little bit of cover to work with (a fence, a low wall, a ditch, small trees/rocks,) a more difficult 5+ for when the unit is well defended (completed field fortifications, dense forest,) and rarely a 6 or bust roll for when the unit is ludicrously well defended and should really only be targeted with artillery (stationed on a hill fortress, holding the high ground behind trees and fortifications, etc.)
Speaking of artillery, do they get their own special rules, or do they just use the base rules with some extra skills added?
Side note, the Civil War is a touch early for barbed wire fortifications; it wasn't invented until shortly after the war, though according to Wikipedia the idea of a wire obstacle (http://en.wikipedia.org/wiki/Wire_obstacle) allegedly originated in the Knoxville Campaign of the Civil War (the Union used telegraph wire to similar effect.)
I really don't like the American Revolution/Civil War as a setting, but the system looks promising. Is it just d6? How does damage work?Everything in the game that needs to be rolled is a d6 for ease of handling as for damage each weapon has a damage value that if the weapon hits (on a direct hit) then the successful attack will do that much damage or (in the case of a crit) do twice that amount of damage. Of course that damage is then effected by armor and traits.
Everything in the game that needs to be rolled is a d6 for ease of handling as for damage each weapon has a damage value that if the weapon hits (on a direct hit) then the successful attack will do that much damage or (in the case of a crit) do twice that amount of damage. Of course that damage is then effected by armor and traits.Noice.
Ah, it's about time that Dragon Age got a worthy sequel. It'll be nice to play a game that recreates the world changing events and such in a new way.Well, unfortunately Morrigan's back in it.
Hopefully there aren't useless cameos in it. I loathe useless cameos. Hopefully it also doesn't ignore that it's Dragon Age and instead tries to be medieval Mass Effect. Dragon Age should do its own thing.
Oh well yeah the dog's a given. Who was Merril?
And Isabella betrayed me for an imaginary boat, so I turned her in to the Qunari. Have fun getting tortured by the Islamic Borg!
She really didn't have much of a choice against the turning on you thing. And why didn't you do bad things to the rest of the people who would betray you?I did, I just remember her especially because she defiled my favorite dwarf Warden, MC 'Hammer' Aeducan, who started romances with literally every option he could get his hands on.
Twice? You are a stronger person than I. I could barely stomach the first play-through. It was... Uninspiring honestly.Completetionism is a powerful thing.
But still, I guess I can't blame you.
So... I was thinking of doing a 3.5 DnD game based in a world with a lot of small islands and a couple large continents. There have been 5 ages in recent memory each of which was marked by a major world-changing event: Dragon, Slayer, Revival, Godblessed, and Abandon. In the current age [Abandon] gods do not interact with the world directly or even semi-directly. Cleric and Paladin powers come from them, it is assumed, but no one has heard from a god since Godblessed during which holy-wars were common.I'd certainly be interested.
So... Would there be any interest in that? I was thinking of doing a 4 person thing just to keep things moving.
This puts us at exactly 4 players.
Would it be PBP or IRC?
I'm not entirely certain, but I don't think systems like DnD lend themselves to PBP very well. Whatever. We'll see how it works out.This puts us at exactly 4 players.
Would it be PBP or IRC?
Play-by-post. I literally cannot do anything else as my internet is a total meanface.
IMaybe I should just wait...Yeah, just wait until he actually begins it. :P
What do you mean by point-buy?
And I know what I'm gonna be doing all night.
Hmmm.If my character doesn't make it into Nerjin's game, and you choose 3.5, I'm going to apply to this one too.
I want to run a DnD game, for reasons.
My only wonder, is what setting I should use, what ruleset I should use, and whether anyone would want to play. It would probably be a setting built around the gods growing in number at a ridiculous rate by this point and it's starting to fuck things up in the world. Or a setting in which there are but two gods, whose various aspects and forms are inverse and opposites to one another; Passive and Active dissimilarities, mostly.
I'm feeling inspired right now. This idea is building in my head, just making me smile constantly.
Imagine an Uncharted-style adventure, in the 40K universe and using their rulesets.
Uncharted, for those who somehow haven't heard of it, is a videogame whose story follows Nathan Drake, adventurer/explorer/thief/smartass/graverobber, and his mismatched companions around the world on various quests for ancient lost treasure.
Along the way they gun down countless mooks who end up in their way for various reasons, platform their way across all manner of obstacles, narrowly avoid death in plenty of dramatic set pieces, and, bizarrely enough, continue cracking jokes for the entire game despite the bloody work they do.
Now, imagine a Dark Heresy party working for an Inquisitor with an unhealthy interest in the work of some long-dead Inquisitor/Cold Trader/other mysterious figure. Basically, they're following clues across either one planet or a whole space system, visiting exotic locales to search for clues as to the whereabouts of some lost treasure worth heaps of money and/or xenos artefact that desperately needs to be destroyed.
There are basically endless options for adventures and themes here, but I think it has great potential.
Puzzles, traps, exploration, knowledge rolls for the nerdy members of the group, plenty of combat with other factions after the treasure and, of course, plenty of explosions, floods, fires and what-not requiring the hapless acolytes to pass various agi checks to escape, Nathan Drake-style... or die an ignominious death without the handy ability to reload from the last checkpoint.
And who knows whether said acolytes are truly dedicated to the Imperium and their superiors, or whether the sheer value of the object(s) they seek will lure them from the path of duty, most likely tearing the party apart from within...
Great idea! An epic journey across the 40k verse is really using all the best parts of Warhammer. You should adopt an Uncharted style of plot writing, so you'd have an Ork bit, an Eldar bit, a Necromunda bit, etc. I'm excited for it, which I don't say that often about 40k games!Spoiler: snip (click to show/hide)
I forgot to mention that whatever ancient civilization is responsible for the treasure/artefact the team is after had a habit of making huge, impractical temples/buildings/labyrinths solely for the purpose of fucking with anyone trying to find their stuff. Because PUZZLES.
Also gratuitous fight scenes, car chases and comical cultural misunderstandings.
Psh. Playing more boring humans. Seems like every 40k game on the forums is based around the players being the Imperium(except the one Dark Crusade game). Which surprises me, why isn't there a "Yu iz da Warboss!" game?Do it. Do it now. Or else.
I should probably just make a properly Orky game meself, if none o' ya grots 'll git to it.
The people of the Inperium are theoretically capable of having more than one or two personalities.True. Orks are fun, but... That's about it.
Bullshit. Just you wait. I'll give Orks, like...five personality types! Yeah! Take that!The people of the Inperium are theoretically capable of having more than one or two personalities.True. Orks are fun, but... That's about it.
The people of the Inperium are theoretically capable of having more than one or two personalities.
You know, I really want to play this.
The crazier, creativer, and !!FUN!! the idea is, the more positive modifiers it gets.Uhh...
The crazier, creativer, and !!FUN!! the idea is, the more positive modifiers it gets.Dorf gestalt field
I'm interested. Everything I'm in is slow. What's mutants and masterminds?d20 superhero-themed system.
Has anyone made a suggestion based lawyer game yet?This sounds oddly hilarious for reasons I'm unsure of.
Has anyone made a suggestion based lawyer game yet?You mean Phoenix Wright the Forum Game :V? It hasn't happened but it should.
Okay, so, I've never even played this game, but I've had a mech battling system in my head for a while now and it appears to be awesomeness condensed so-If you do it mechs from all the (good) mecha anime must be in it!
Who wants to play Super Robot Wars-esque game?
Okay, so, I've never even played this game, but I've had a mech battling system in my head for a while now and it appears to be awesomeness condensed so-
Who wants to play Super Robot Wars-esque game?
If you do it mechs from all the (good) mecha anime must be in it!
Oh. Well that might still happen.
Netflix doesn't get many huge mecha animes though...so I might have difficulty finding them.
Also, this would probably be a bad time to announce that I'm thinking of making my own SRW game.I had thoughts on one too for when I finish clearing my anime backlog
Well we'll have three SRW games then and it'll be awesome. Though mine probably won't include other mecha animes, at least to start. Gonna do a quick test game first to see how it plays out.Well my backlog includes the entirety of every gundam show I haven't seen yet, so it'll take quite a while :P
A piece is a figure of importance, an empire, a location, or an artifact. it could be a powerful spell, or an ancient beats, or a god itself.I want to create ancient beats so sick that anyone who hears them will contract some sort of divine plague.
Can I invest power in my beats to upgrade them to jams?A piece is a figure of importance, an empire, a location, or an artifact. it could be a powerful spell, or an ancient beats, or a god itself.I want to create ancient beats so sick that anyone who hears them will contract some sort of divine plague.
10 power will up them into grooves.Can I invest power in my beats to upgrade them to jams?A piece is a figure of importance, an empire, a location, or an artifact. it could be a powerful spell, or an ancient beats, or a god itself.I want to create ancient beats so sick that anyone who hears them will contract some sort of divine plague.
Ah, I didn't quite get it, I assumed that the bigger your karma the better.No, elves have high karma and they're terrible at doing anything.
Mostly cause if I did it the other way round someone would inevitably misread the word 'deducted.' Ah well, I'll probably change it in the final copy anyway. Assuming there ever is a final copy.It would certainly make more sense the other way, as negative karma is generally considered a bad thing.
Can I invest power in my beats to upgrade them to jams?A piece is a figure of importance, an empire, a location, or an artifact. it could be a powerful spell, or an ancient beats, or a god itself.I want to create ancient beats so sick that anyone who hears them will contract some sort of divine plague.
Might give it a more ominous name, like Causality or Sin.Oooh!
More than anything, that makes me want to play an irreverent bard who goes around angering the gods :P.Gods probably wouldn't give a shit, in all honesty. They don't have self-confidence issues. At least not most of them. And there's enough new and minor gods that some certainly could...
Speaking of D&D, I was thinking of spending a day or so turning the SRD into open source Saloons & Sheriffs-- D20 Western.
Any interest in cowboy D&D? It'll make a nice (6th? 7th?) time killing project.
I am interested in running a space opera game with strong RPG elements. I am a big fan of a board game called Eclipse where you start off in one system and research technology to build your species. I was also really impressed with the Star Age thread and Star Gate thread but I really want a much more in depth ship battle system and a few PVE elements.
In dawn everyone would just start with one system. The game plays itself on a Hexagon board. Each Hex contains space for 4 systems. Each player has 3 generic resources , Money, Materials and Research. The game is played in rounds where each player uses as much money as they have to do actions which include exploring more planets, improving the infrastructure of systems they control, researching equipment for ships and building more.
To start out players select a general archetype for their species such as humanoid, insectoid, etc. They can then select traits such as in other games. They all start out with some sort of FTL drive but the majority of equipment they can purchase is near future. Researching involves submitting a research request in a general area to improve upon a field, or asking to research a specific technology. Research is limited by what your species believes is possible, for example in the beginning you cannot immediatly ask to research Energy shields because for your people that's still science fiction, however you can research it if you encounter someone else with shields or you find parts of one in a ancient ruin.
In addition to the basic 3 resources there are also rare resources that are found on planets which at first range from things like Uranium and Titanium to things like Dilithium Crystals or mithril. Its rare that a player will have more than a few of each on their planets so they would need to trade to other players for them. These rare resources are needed to make equipment for ships such as nuclear missiles in the beginning to wormhole generators later on. The Players vs Environment comes from NPCs which mostly consist of a race of Bio-mechanical ships that lurk at the edges of systems based on sci fi races such as the Shivans, Reapers and Shadows. For the most part they will leave players alone, but they can become active from player actions which can range from discovering a more powerful form of FTL to attempting the genocide of another race (NPC or player). Their ships will start off small but gradually increase in power and size. The only way they can permanently be defeated is by several players banding together to fight them but they probably will not be enough of a threat to cause that until later in the game.
So far I have made a map and 90% of a ship construction instructions and All of combat.QuoteShip building rules:
You start off with 5 slots for ship classes. They have the attributes of volume and mass.
Volume determines how easy it is to Target a ship and how many of one ship can fit inside a
carrier or station, Mass effects speed/acceleration.
Ships each have a number of blocks,
they act as the frame for pieces of equipment, weapons and modules.
At minimum a ship will have 4 blocks (fighter sized). Blocks will also count for mass and volume.
The more blocks there are the more mass and volume increases with each additional block.
There are Three types of blocks, Light Medium and Heavy, these determine the type of system available.
A heavy block can still hold a light item. In addition to holding a System they can also hold a sheet of
armor to protect the system.
Large ships also have an Overslot this is a block that is distributed throughout the ship and it can
have items such as a layer of armor covering all blocks, an auto repair system, a shield emitter etc.
You can refit ships to lose several blocks to gain a larger block that is meant only for a
certain weapon on a case by case basis. And vice versa, But there should be weapons that act as a
group of smaller weapons.
Space stations are made the same way as ships but do not need propulsion. They also get a bonus
to requests for changing light blocks to heavy blocks along with other systems.
Blocks(L/M/H/O) Mass Volume
Fighter/shuttle
4 (4/0/0/0) 1 1
5 (5/0/0/0) 2 2
6 (5/1/0/0) 4 4
Frigate/destroyer
7 (5/2/0/0) 8 10
8 (4/4/0/1) 16 15
Cruiser
9 (4/5/0/1) 30 20
10 (3/7/0/1) 60 30
Small Battleship/carrier
11 (2/8/1/2) 100 50
12 (0/9/3/2) 200 70
Large
For ships over 12 blocks or over 3 Heavy blocks submit a description and weapons list.
Construction:
Submission form for creation of new ship class:
Name of new ship class: (Class here)
Block number: (number)
Equipment in each block
1L : (item)
2L : (item)
3L : (Weapon)
4L : (item)
etc
Calculated energy produced: (energy)
Calculated energy used: (energy)
Calculated mass: (Mass)
Calculated Volume: (volume)
Calculated Material Needed: (material)
Special Items needed: (material)
Calculated Production for construction: (Production)
Order form for construction :
Class of ship: (class)
Number: (amount)
Name(s): (name)(Smaller ships do not need to have names)
Total Cost: (cost)
Total Production required: (production)
Order for refit: (allows you to upgrade an outdated ship)
Name of ship/class: (name)
Number of ships to change: (number)
Block Changes:
1
2
3
4
Describe any special features such as filling it with exposives as a suicide ship, removing all
regular weapons to try and fit a single spinal railgun in, converting it into a spacestation etc.
Total Cost: (cost)
Total Production required: (production)
Order for repair: (repair battle damage)
Name of ship/class: (name)
Number of ships to repair: (number)
Total Cost: (cost)
Total Production required: (production)
Combat:
Combat is caused when two or more factions at war (or trying to start one) enter the same System. Each
player does a writeout of prebattle orders and preparations and pays the cost for the use of certain
items. Orders can range from just telling all ships to retreat, to describing specific targets to
attack, detailing allied ships to attack ships that attack their own capital ship, etc.
Both sides will fire simultaneously in a series of rounds until one side is destroyed or retreats.
Occasionally if a battle is big enough it can last long enough for new orders to be given by players.
Retreating can be determined by the player giving a threshold order of how much damage to sustain
before leaving or by the morale of the crew breaking.
Combat order:
Launch missiles/torpedoes: Use long range missiles first on both sides. This only happens once in the battle
Counter missile systems: Ships with the correct equipment can shoot down missiles.
Missiles hit: Missiles do damage based on specific capabilities.
Target weapons: All ships aim at each other, this is controlled by sensors. A ship of volume 1-5 will require a roll of over 8 to be targeted, if a 8+8
is rolled and added to, that would mean that up to 2 fighters can be targeted. Target points can be
increased by ECM.
Volume Target Points
1-5 8
6-40 4
41-80 2
81- 0
Fire Weapons: All ships fire their non missile weapons. In this stage some weapons will misfire based
on damage, or fail to fire due to lack of crew or power. The ships fire based on weapon type,
ship type and orders. For example a destroyer instructed to defend a carrier will shoot at fighters with
its light railguns and lasers and shoot at other destroyers with its medium guns.
Evade: Ships under 20 volume will attempt to dodge projectiles.
Acceleration Points Deducted
1 1
2 1
3 2
4 2
5+ 3
Weapons hit: Weapons hit based on their individual stats and the volume of the target along with
equipment of the firing ship.
Blocks hit: Weapons do not damage the whole ship but hit individual parts. This is determined by a dX roll
based on the number of blocks. If there is an energy shield on the ship this will not matter.
Beam weapons,projectile stream and explosive weapons can hit multiple blocks in one shot.
Critical/Collateral Damage: Based on damage done to systems other systems can be damaged.
Items:
Standard: all players can use these at any time
Primitive Sensor
Looks pretty good to me, though it's hard to tell how it would all go in practice, whether it would encourage or discourage certain doctrines of warfare, etc.
Just a simple request, but I made a similar-ish system(as in it's also about space and about ship construction and fighting and whatnot) a while back and posted it in here, and I'd like to know what you thought of it.
It's just right here (http://www.bay12forums.com/smf/index.php?topic=110287.msg4863481#msg4863481), is all.
Well, regardless, it looks pretty damn cool and i'd like to participate in it if and when you start it.
I would personally prefer competitive space empire game that has players jostling each other, but it's not a big deal.
With regards to the ship building (the part I read) that looks absolutely fucking brilliant. A badass system.I ran something similair one. The biggest problem is in balancing the part list.
Dusk:
The year is 2201 AD. As humanity expanded its reach from the Moon to Mars and finally the Kuiper belt.
Despite predictions of International Unity in science fiction Earth is still broken up into many countries.
While there have been many wars in the 21st century on Earth and the occasional skirmish amounst miners in
the asteroid belt, Earth has been much more peaceful than in previous centuries. In 2120 the GravSlip Sublumial Drive
was invented by Brazilian scientists on a Martian Colony. While it did not provide faster than light travel as hoped
it allowed ships to reach speeds of .10c in only a few minutes of acceleration without the effects of time dilation.
GravSlip allowed civilian ships to reach the Kuiper from earth in only a few days rather than half a year. The
GravSlip allows ships to hop between areas of High gravity with a short stop to recharge power. The creation
of bases and habitats on the moons of Jupiter and Neptune became commonplace for large corporations and leading nations.
With trips to Mars taking only hours millions of colonists were able to immigrate from overpopulated cities by the end
of the 22nd century. Wars on earth became even less common as Governments used their resources to build up infrastructure
off world. As the 23nd century began Humanity expected a continuation of the peace.
On April 5th 2200 Humanity had first contact with alien life. It is speculated that the crew of a Orion 3 Heavy Harvester
encountered the alien ship while searching for iron in the outer edge of the Kuiper belt. They were the first vessel to go
dark. Within 2 days there were 4 missing ships. Despite this Humanity at large was unaware of the threat because each ship
had been destroyed so quickly that that they did not have time to send a message. Its was only when the planetoid Vesta in
the main Asteroid belt was attacked that the nations of Earth began to respond. When the Scoutship appeared above Mars to
do what we now know to be a population scan it was attacked by 8 warships, 4 Chinese, 2 American and 1 from Britain and
India. Dozens of railgun shells and laser beams sped toward the alien and impacted an energy field. It replied with a
pair of brilliant crimson beams that cut right through the hulls of the Victoria and the Liaoning. The alien ship was able
to fire a second and third that finished off the two damaged ships before being destroyed by a pair of 25 megaton nuclear
missiles. The first battle of the war was over. The invasion is about to begin.
With regards to the ship building (the part I read) that looks absolutely fucking brilliant. A badass system.I ran something similair one. The biggest problem is in balancing the part list.
I don't think anyone knows what the Major Arcana are.Spoiler (click to show/hide)
Is anyone interested in this?
I don't think anyone knows what the Major Arcana are.Spoiler (click to show/hide)
Is anyone interested in this?
*raises hand*Eh, okay.
I know! I know! :P
not interested in the game though sorry. don't think its my thing
The arcana is the cards in a tarot deck. There's the minor Arcana, which are (If I remember right) the swords, the coins, and the plants(?). And there's the twelve major Arcana consisting of cards like the fool, the tower, strength, wheel of fortune, ectera.I don't think anyone knows what the Major Arcana are.Spoiler (click to show/hide)
Is anyone interested in this?
Is that the 4/5 elements? Or is ether and a some other stuff?
Balancing is the hardest and most discouraging part of making your own system, which can be really fun to do normally. You just need to dive in and not be afraid of making mistakes and just fix things as they come up.With regards to the ship building (the part I read) that looks absolutely fucking brilliant. A badass system.I ran something similar one. The biggest problem is in balancing the part list.
Balancing is the hardest and most discouraging part of making your own system, which can be really fun to do normally. You just need to dive in and not be afraid of making mistakes and just fix things as they come up.With regards to the ship building (the part I read) that looks absolutely fucking brilliant. A badass system.I ran something similar one. The biggest problem is in balancing the part list.
Nation name: The name of the country you are playing as. It can be either a real Earth nation or a new nation in space.
Optional Flag or image: Place flag or a picture here.
Nation Type: While you can play as an earth nation you can also be a colony on Mars or a Satellite such as an O'Neill
Cylinder. Satellites/space stations count as very large ships.
Government Type: Bases what you can do RP wise in controlling your population.
--HARD VALUES--
Population Units: This is an abstraction of your population. Gives Money points.
Size: This is an abstraction of where you can draw material points from. It includes asteroids in claimed areas.
Populated areas: Includes colonies and space stations
-
-
-
Research Station Areas: These allow you to gain research points.
-
-
Military bases: These allow you to build/repair/refit ships. They are all space stations or built into an asteroid because
most ships cannot land.
-
-
Money: Used to do actions.
Money per turn: Gained from Population and the UN.
Material:Used to build ships and space stations. Also can improve areas.
Material per turn: From terrestrial and space mining
Research: Used to acquire technology
Research per turn: Comes from research stations and population. Can also be gained from looking at destroyed alien ships,
destroyed human ships with advanced technology, and alien artifacts/ruins.
Rare materials: These are items used in certain systems that only come in limited amounts. Some like Uranium can be mined
in the very beginning in some countries. Others are only found in the wreckage of alien ships or in ruins. Many are also
present on planets and asteroids but cannot be detected until certain technologies have been researched.
Rare Material Production: This is where you see how much of each rare item is being produced. Some can be synthesized from
regular material.
General Technology researched: Broad technology types such as teleportation, Advanced Laser weapons, Stealth Systems.
-
-
-
Specific Technology researched: Technology that can be used in ships such as various lasers, better hull plating, faster engines
-
-
-
General Technology available for research: Technology that you can now research based on what you already have. The list is
not all thats available, just all that your researchers have thought can be done. You can always ask the GM to research
something thats not on the list and he can say wether its within your capabilities.
-
-
-
Specific Techonology available for research: Based on general technology researched you can apply knowledge to make new
weapons and systems. You can also Reresearch something you already have to make it better. For example you can ask your
scientists to Miniaturize a Radar to fit in a small block instead of a medium block, or you can make a single cannon
into a double cannon.
-
-
-
--SOFT VALUES--
Population Morale: This is how the population feels about the war. Its not a specific number but a description. You can
change it with RPing propganda and showing videos of sucessful battles. It will probably start off as panicked. It also
causes random events such as the invention of new technology or riots.
Alien Sympathy: This is the possiblity of religious cults and other groups arising in support of Aliens. This tends
to be caused by Alien ships getting in close proximaty to your population centers. How you deal with it is up to you but
its quite possible for them to sabotage military vessels or even attack you with modified civilian vessels.
United Nations relationship: How well you are thought of by the United Nations. They are in control of a network of
High powered telescopes and satellites that warn of alien ships. They also have the ability to share technology between
countries with permission.
Specific problems: Basic writeup of national issues such as corruption, riots and natural disasters. These can erode Morale
and Increase Alien Sympathy. You can do things such as building walls and sending police to stop these problems.
These will usually cost money or other resources.
Relationships with other National Populations: How people feel about other players countries. This can be increased by
helping each other out in battle, exchanging resources and sending diplomats. It can be decreased by retreating from a
battle without fighting while other fleets stay, salvaging or stealing damaged ships, and random events.
--Military--
Fleet Deployments: This is where ship deployments are listed. This includes individual warships and generalized
tender fleets which are required to build structures and field repairs.
-
-
-
Ship blueprints: List your ship classes here.
-
-
-
Are you going to this here, or somewhere else?
List of Sectors
Each sector contains planets and asteroids. The Gravslip drive requires ships to head towards gravity wells thus
it is not possible to journey through empty space to reach an area for humans. Fleets travel along each line. Because this
game follows Space Opera logic the distance disaparities are ignored.
How a Planetary sectors works: Each planet has 3 Subsectors: Far Orbit, Moon Orbit, Low Orbit. Because of the way Subluminal drives
work ships will enter near the planet in Low Orbit, to leave they will need to enter Moon orbit and then Far Orbit.
How a Asteroid sector works: Asteroid sectors have 5 Subsectors, North, South, Inner, Outer and Central. The Inner sector is
from the direction of Earth. Central contains any Dwarf Planets or large asteroids.
How Moons and Dwarf Planets work: Moons and Dwarf Planets only contain 1 Subsector called Orbit from here ships exit and enter
Exiting sends the ship to the planetary Moon Orbit Subsector and vice versa.
----Inner Solar System OverSector----
The Sun: Many research and industrial space stations orbit around the sun.
Mercury: A rather boring sunbaked place. Nothing to see here other than a few miners. There are rumors of strange sensors
readings along the dark side. Maybe theres an ancient ruin buried somewhere?
Venus: A few Corporate satellites Orbit around. The upper atmostphere contains a few million people in floating cities.
Who knows what could lie below the surface?
Earth: Our home. The most populated planet. Populaton 16 billion on the surface and underground. 20 million in local space.
-International Space station: A massive station that contains almost a million people. It is a hub for ship construction
and off world transportation. Many countries rent out sections for their own military bases. Along with its defense
satellites this acts as a last line of defense for Earth with recently installed weapons due to the sudden Alien threat.
-Orbiting Areas of Earth-
Luna: Earths moon has a population of 10 million plus 2 million in orbital satellites. Many Countries have their military
starbases here.
Mars: A heavily colonized planet with a population of 500 million and an orbital population of 1 million. The skies are
heavily choked with orbital docks and factories.
-Orbiting Areas of Mars-
Deimos: a small moon thoroughly drilled through with settlements.
Phobos: a small moon with several military installations.
----Asteroid Field OverSector----
Asteroid Field North: Contains many Corporation mining bases and ships.
Asteroid Field Central: Contains many Corporation mining facillities and Research bases. Also a few large Human Habitats
built for the families of Asteroid miners.
Asteroid Field South: Contains many miners and Ceres.
-Internal areas of AF south-
Ceres: A Dwarf planet with a few research stations on the surface and orbiting.
Various additional Dwarf planets: These will only be used if you build a research station or base.
----Outer Planets OverSector----
Jupiter: a massive gas giant with dozens of orbital gas mining stations
-Orbital area-
Dozens of moons you can make bases on or in orbit around them. There are rumors of alien artifacts.
Trojans: an asteroid field that used to have few miners. Now its mostly abandoned.
Saturn: a gas giant with rings. A few way stations are in orbit
-Orbital area-
Dozens of moons you can make bases in or around. Strange structures have been noted underneath some of them.
Titan: a Moon with a significant corporate population of 10,000. They mine the surface for hydro carbons.
Centaurs: an asteroid field with a few research stations.
Uranus: while economically unimporant thanks to the bountiful asteroid field it is the first chokepoint on the path to earth
and has been a waystation and refueling station for a century. Now orbital defenses are starting to be created by UN forces.
There is a population of 15,000 amoung a few stations that service vessels.
-Orbital area-
Dozens of moons.
Neptune:
I am most interested.
PsilansBalancing is the hardest and most discouraging part of making your own system, which can be really fun to do normally. You just need to dive in and not be afraid of making mistakes and just fix things as they come up.With regards to the ship building (the part I read) that looks absolutely fucking brilliant. A badass system.I ran something similar one. The biggest problem is in balancing the part list.
yeah.....
Does anyone have an idea for the name of the aliens?
PsilansBalancing is the hardest and most discouraging part of making your own system, which can be really fun to do normally. You just need to dive in and not be afraid of making mistakes and just fix things as they come up.With regards to the ship building (the part I read) that looks absolutely fucking brilliant. A badass system.I ran something similar one. The biggest problem is in balancing the part list.
yeah.....
Does anyone have an idea for the name of the aliens?
Dalek, Cybermen, Xenon, Kha'ak, ...
On a side, I dislike directly importing threats from popular media.
What about importing them, combining them with general moe type girls, and add in some not readily apparent horror?
No vision!What about importing them, combining them with general moe type girls, and add in some not readily apparent horror?
no
Don't import the name but the general theme, the Borg and the Cybermen are mostly interchangeable so come up with a spin of the idea of a "race" of cyborges are wish to assimilate every one.
Maybe they want to share there power and tech with those they judge "worthy" of joining, and just trade with the "lesser" beings.
No vision!What about importing them, combining them with general moe type girls, and add in some not readily apparent horror?
no
Are you going with a rigid tech sheme, or a non-rigid tech tree. Because for the latter it might be better to set up a more flexible weapon system, because people are probably going try and break it in various ways.
List of Sectors
Each sector contains planets and asteroids. The Gravslip drive requires ships to head towards gravity wells thus
it is not possible to journey through empty space to reach an area for humans. Fleets travel along each line. Because this
game follows Space Opera logic the distance disaparities are ignored.
How a Planetary sectors works: Each planet has 3 Subsectors: Far Orbit, Moon Orbit, Low Orbit. Because of the way Subluminal drives
work ships will enter near the planet in Low Orbit, to leave they will need to enter Moon orbit and then Far Orbit.
How a Asteroid sector works: Asteroid sectors have 5 Subsectors, North, South, Inner, Outer and Central. The Inner sector is
from the direction of Earth. Central contains any Dwarf Planets or large asteroids.
How Moons and Dwarf Planets work: Moons and Dwarf Planets only contain 1 Subsector called Orbit from here ships exit and enter
Exiting sends the ship to the planetary Moon Orbit Subsector and vice versa.
----Inner Solar System OverSector----
The Sun: Many research and industrial space stations orbit around the sun.
Mercury: A rather boring sunbaked place. Nothing to see here other than a few miners. There are rumors of strange sensors
readings along the dark side. Maybe theres an ancient ruin buried somewhere?
Venus: A few Corporate satellites Orbit around. The upper atmostphere contains a few million people in floating cities.
Who knows what could lie below the surface?
Earth: Our home. The most populated planet. Populaton 16 billion on the surface and underground. 20 million in local space.
-International Space station: A massive station that contains almost a million people. It is a hub for ship construction
and off world transportation. Many countries rent out sections for their own military bases. Along with its defense
satellites this acts as a last line of defense for Earth with recently installed weapons due to the sudden Alien threat.
-Orbiting Areas of Earth-
Luna: Earths moon has a population of 10 million plus 2 million in orbital satellites. Many Countries have their military
starbases here.
Mars: A heavily colonized planet with a population of 500 million and an orbital population of 1 million. The skies are
heavily choked with orbital docks and factories.
-Orbiting Areas of Mars-
Deimos: a small moon thoroughly drilled through with settlements.
Phobos: a small moon with several military installations.
----Asteroid Field OverSector----
Asteroid Field North: Contains many Corporation mining bases and ships.
Asteroid Field Central: Contains many Corporation mining facillities and Research bases. Also a few large Human Habitats
built for the families of Asteroid miners.
Asteroid Field South: Contains many miners and Ceres.
-Internal areas of AF south-
Ceres: A Dwarf planet with a few research stations on the surface and orbiting.
Various additional Dwarf planets: These will only be used if you build a research station or base.
----Outer Planets OverSector----
Jupiter: a massive gas giant with dozens of orbital gas mining stations
-Orbital area-
Dozens of moons you can make bases on or in orbit around them. There are rumors of alien artifacts.
Trojans: an asteroid field that used to have few miners. Now its mostly abandoned.
Saturn: a gas giant with rings. A few way stations are in orbit
-Orbital area-
Dozens of moons you can make bases in or around. Strange structures have been noted underneath some of them.
Titan: a Moon with a significant corporate population of 10,000. They mine the surface for hydro carbons.
Centaurs: an asteroid field with a few research stations.
Uranus: while economically unimporant thanks to the bountiful asteroid field it is the first chokepoint on the path to earth
and has been a waystation and refueling station for a century. Now orbital defenses are starting to be created by UN forces.
There is a population of 15,000 amoung a few stations that service vessels.
-Orbital area-
Dozens of moons.
Neptune: a Dozen moons and a few stations. Its not as strategicly important as Uranus but its on the path to the Kuiper belt
Greeks: a small Asteroid field. One or two research stations. Occasional rumors of a derelict alien ship on the outskirts.
----Frontier OverSector----
Pluto: a boring rock that used to be a planet. Still its solid ground unlike the previous four planets so theres a 40,000
people here for research and manufacturing.
Kuiper north: Plenty of asteroids and hundreds of mining ships. There are fewer corportations so free lancers from the
inner system have been pushed out here. Valuble metals are found here along with unknown ones that may be needed in
the future. Confirmed Presence of alien derelicts.
-internal area-
Eris: a dwarf planet with research stations and a refit dock. It is used to repair mining ships.
Kuiper north central: Plenty of asteroids and hundreds of mining ships. There are fewer corportations so free lancers from the
inner system have been pushed out here. Valuble metals are found here along with unknown ones that may be needed in
the future. Confirmed Presence of alien derelicts. Piracy occurs often here.
Kuiper south central: Plenty of asteroids and hundreds of mining ships. There are fewer corportations so free lancers from the
inner system have been pushed out here. Valuble metals are found here along with unknown ones that may be needed in
the future. Confirmed Presence of alien derelicts. A religious cult has set up base on several asteroids here.
Kuiper south: Plenty of asteroids and hundreds of mining ships. There are fewer corportations so free lancers from the
inner system have been pushed out here. Valuble metals are found here along with unknown ones that may be needed in
the future. Confirmed Presence of alien derelicts.
Resource Acquistion
Money is calculated from your population units. Population units are general indication of the productivity of your
civilians. Thus instead of waiting for the population to grow you can build space stations to increase the unit count because
the reduction of actual population numbers on earth reduces unemployment due to overpopulation. In the same way genetic
engineering and cybernetic enchancement will also increase the population.
Population Money per turn
100 100
120 150
140 190
160 220
180 240
200 250
220 260
+20 +10
You can also get money from other players and the UN.
Material mainly come from asteroid and planetary mining. Earth has used up most of its resources so you cannot expect to
be able to build ships from Earth. Improvements can be made that increase the production greatly to several times the original.
Area Material per turn
Small station Military base Small settlement Settlement Colony Small nation/Space Habitat Nation
Sun 5 5 5 5 10 10 10
Small moon 20 20 30 30 30 35 40
Mercury 10 10 20 30 35 40 40
Venus 10 10 20 30 30 30 30
Earth 0 0 X X X 40 40
Luna 10 10 30 40 45 50 60
Mars 20 10 30 40 45 60 70
A Field 40 20 40 60 80 150 X
Jupiter 30 20 30 35 35 35 X
Trojans 5 5 10 20 30 50 X
Saturn 20 10 20 30 40 35 X
Titan 40 40 60 70 75 80 100
Centaurs Same as Trojans
Uranus 30 20 30 40 50 70 X
Neptune Same as Uranus
Greeks Same as Trojans
Pluto 50 40 60 70 80 100 120
Kuiper F 70 40 100 120 160 300 X
All others such as dwarf planets and moons are case by case.
Research comes from settlements and research bases. It also comes from alien artifacts and detroyed ships. Some research
is specific for only one technology, this is from studying a specific item
Area Research per turn
Small station Military base Small settlement Settlement Colony Small nation/Space Habitat Nation
Tables are a forum feature, if you're looking to optimize them for here. Grid button to access, copy td tags for additional columns in that row, tr tags with td tags inside them for extra rows.
I suppose I could also do the aliens in a Wave mode basically after you wipe out one species a harder one takes its place .
Like:
The reapers->the Borg-> the Zerg -> the shivans ->the flood -> the Vong-> the Tyranids-> the Bydo.
Can anyone think of any other hive mind/insectoid/space nazi alien race?
I suppose I could also do the aliens in a Wave mode basically after you wipe out one species a harder one takes its place .
Like:
The reapers->the Borg-> the Zerg -> the shivans ->the flood -> the Vong-> the Tyranids-> the Bydo.
Can anyone think of any other hive mind/insectoid/space nazi alien race?
...couldn't we give them more character and motivation? Instead of it being 'well obviously these are the enemy in every way...and therefore we don't have to ever worry about traitors or anything'?
There was a novel (series?) I liked (and no matter how hard I search for it now I cannot find the name) in which the aliens were hostile to humans because our radio transmissions were extremely painful to their ancestor spirit ghosts that could teleport which is how they achieved FTL communication, and thus thought we were attacking them, and always targeted our communication systems first in fights...whole point of the story is resolving the misunderstanding, I think. And huge annihilatory battles.
Resource Acquistion
Money is calculated from your population units. Population units are general indication of the productivity of your
civilians. Thus instead of waiting for the population to grow you can build space stations to increase the unit count because
the reduction of actual population numbers on earth reduces unemployment due to overpopulation. In the same way genetic
engineering and cybernetic enchancement will also increase the population.
Population Money per turn
100 100
120 150
140 190
160 220
180 240
200 250
220 260
+20 +10
You can also get money from other players and the UN.
Material mainly come from asteroid and planetary mining. Earth has used up most of its resources so you cannot expect to
be able to build ships from Earth. Improvements can be made that increase the production greatly to several times the original.
Please note that Stations and Settlements coexist.
Area Material per turn
Small station Military base Small settlement Settlement Colony Small nation/Space Habitat Nation
Sun 5 5 5 5 10 10 10
Small moon 20 20 30 30 30 35 40
Mercury 10 10 20 30 35 40 40
Venus 10 10 20 30 30 30 30
Earth 0 0 X X X 40 40
Luna 10 10 30 40 45 50 60
Mars 20 10 30 40 45 60 70
A Field 40 20 40 60 80 150 X
Jupiter 30 20 30 35 35 35 X
Trojans 5 5 10 20 30 50 X
Saturn 20 10 20 30 40 35 X
Titan 40 40 60 70 75 80 100
Centaurs Same as Trojans
Uranus 30 20 30 40 50 70 X
Neptune Same as Uranus
Greeks Same as Trojans
Pluto 50 40 60 70 80 100 120
Kuiper F 70 40 100 120 160 300 X
All others such as dwarf planets and moons are case by case.
Research comes from settlements and research bases. It also comes from alien artifacts and detroyed ships. Artifacts and
captured technology decrease the cost of research for that item. Please note that Stations and Settlements coexist.
Area Research per turn
Small station Military base Small settlement Settlement Colony Small nation/Space Habitat Nation
Sun 20 20 20 20 20 20 20
Small moon 20 20 30 30 30 35 40
Mercury 10 10 10 10 20 40 40
Venus 20 10 40 40 40 40 60
Earth 60 80 X X X 100 150
Luna 30 30 30 50 80 100 160
Mars 50 30 50 80 90 100 150
A Field 50 10 10 10 20 60 X
Jupiter 60 20 20 20 30 70 X
Trojans 50 10 10 10 20 50 X
Saturn 60 10 10 10 20 65 X
Titan 80 20 20 20 25 100 150
Centaurs Same as Trojans
Uranus 60 20 20 20 30 80 X
Neptune Same as Uranus
Greeks Same as Trojans
Pluto 90 20 20 20 40 100 120
Kuiper F 60 40 40 40 50 100 X
All others such as dwarf planets and moons are case by case. Based on real life, a planet with Cryovolanoes will have more
research points that a barren rock even if they are the same size.
Rare Materials are used in construction of equipment and fuel. They may also be used in RP sections such as using a
large amount of uranium to blow up an asteroid for a one time boost in material. At first there are only a few types
of rare material but more will be discovered or salvaged.
Uranium: a generic for all radioactive material. It is used to make reactors, fuel nuclear engines and used in nuclear
weapons. Produced via specialized mining facilities or breeder reactors.
Titanium: Used to make engines and better armor. Produced via special mines.
Ah. I would suggest adding something relating to magic; basically, the race manipulates physics or does things that would normally be considered impossible, and while there's a reason for it, nobody knows what it is, not them, not us, and so it's basically magic. Simple explanation is they're the survivors of a fallen empire or the like with technology left over, possibly self-reproducing technology incorporated into their biology and such, far above anything we know and more complex than what we understand. Part of the reason the empire fell, perhaps, was the decadence they indulged in; they had the ability to bypass physics, but they used to to make lightning shoot from their finger tips, rather than creating split-second black holes inside their enemy's skulls.I suppose I could also do the aliens in a Wave mode basically after you wipe out one species a harder one takes its place .
Like:
The reapers->the Borg-> the Zerg -> the shivans ->the flood -> the Vong-> the Tyranids-> the Bydo.
Can anyone think of any other hive mind/insectoid/space nazi alien race?
...couldn't we give them more character and motivation? Instead of it being 'well obviously these are the enemy in every way...and therefore we don't have to ever worry about traitors or anything'?
There was a novel (series?) I liked (and no matter how hard I search for it now I cannot find the name) in which the aliens were hostile to humans because our radio transmissions were extremely painful to their ancestor spirit ghosts that could teleport which is how they achieved FTL communication, and thus thought we were attacking them, and always targeted our communication systems first in fights...whole point of the story is resolving the misunderstanding, I think. And huge annihilatory battles.
Check a few posts ago, I had a chart. I would really like to see that series.
If you ask me, I think it's bad to spoil good sci-fi with magicks.Not magicks. I just mean Sufficiently Advanced Science. We don't understand it, neither do they. Could manifest in any number of ways, from biological monstrosities that shouldn't be able to survive, to materials that withstand forces beyond anything currently manufacturable.
meh lets let mosshadow setup the setting the way he envisions it, it's his after all.^^
meh lets let mosshadow setup the setting the way he envisions it, it's his after all.Thus I was giving only suggestions in case he had not thought of them yet. The system provokes enough intrigue within me that I do not really mind one way or another about the setting.
meh lets let mosshadow setup the setting the way he envisions it, it's his after all.
If you ask me, I think it's bad to spoil good sci-fi with magicks.Not magicks. I just mean Sufficiently Advanced Science. We don't understand it, neither do they. Could manifest in any number of ways, from biological monstrosities that shouldn't be able to survive, to materials that withstand forces beyond anything currently manufacturable.
It's just being honest with the Handwavium; acknowledging that there isn't a cut and dry explanation for how everything works adds credence to sci-fi, too; we don't know everything now, in the future there'll just be more stuff not to know about/understand.
I mean, mechanics wise, it's as likely to just be different types of weapons, because basically every alien species is going to have unique weapons(to a degree) anyway.
Just means they're firing lightning at you instead of lasers. Teleporting boarding parties on, and using real invisibility as cloaking devices.
It's just being honest with the handwavium, really. :P
I'm all for having Psychic Dominators. Yuri is your master!
Also how do you guys like the 5 weapons I have written up so far?
As a thought, don't lasers disperse due to air particles or something? I'm not really a science person but... Wouldn't they be good in space?Yeah. In space, the only real issue is cooling along with their relative inefficiency with Free-Electron Lasers having only about 65% efficiency and other types lucky to get even 22%.
...So the railguns have better targeting computers than the lasers. Yet the lasers are used as point defense.
And the lasers have such strong beam dispersal whilst in a vacuum that they can't reach even as far as the railguns can in a reasonable time to hit their targets, when the targets wouldn't even be able to dodge the lasers like they could the railguns(and yes, I mean when the projectiles are in flight; they're nowhere near the speed of light, sensors can detect that shit and project a trajectory; we have sensors basically capable of doing so today, even). Why the fuck are they using lasers at all, then?
And who said anything about homing lasers?
Rolep, you were the one who suggested soft science.. Sometimes I don't understand you at all....So the railguns have better targeting computers than the lasers. Yet the lasers are used as point defense.
And the lasers have such strong beam dispersal whilst in a vacuum that they can't reach even as far as the railguns can in a reasonable time to hit their targets, when the targets wouldn't even be able to dodge the lasers like they could the railguns(and yes, I mean when the projectiles are in flight; they're nowhere near the speed of light, sensors can detect that shit and project a trajectory; we have sensors basically capable of doing so today, even). Why the fuck are they using lasers at all, then?
And who said anything about homing lasers?
It's the 20mm small laser , the bigger ones would have regular range. Also homing lasers came up while I was looking through tv tropes. They sounded cool but completely ridiculous.
As a thought, don't lasers disperse due to air particles or something? I'm not really a science person but... Wouldn't they be good in space?
I'd be down for it if I knew the rules.Free PDF. (http://www.mediafire.com/download/ss8xoof408j8swj/PTU+1.04.zip)
's cool, we all learn.I see I'll keep that in mind
Typically, double-posting is considered OK if you do it only occasionally and acknowledge that you're doing it. Usually it's only done when you need to post more information on or bump a thread that has only a couple of pages and has sunken back to page 2 or 3 of the board.
Engines: These are used to move ships and for small ships to evade attack. You CAN use engines of different types but you will use the agility stat of the worst set. Travel range is how far the ship can go in a sector. A fleet would move by its slowest Unit.
External Fighter Chemical engine: This engine takes up a Armor slot instead of a block which makes it useful for fighters. You will need more than 1 for most fighters. It is also very short ranged so it will not be useful for moving around systems.
Mass 2
Armor Slot
Power: -1
MaxMass:15
Durability: 50. Explodes doing 50BS to 1 block.
Restrictions: 6 Blocks and under.
Damage Vulnerability: normal
Crew Protection: Medium 30%
Agility: -10% accuracy from enemies.
Travel Range: 1
Nuclear Salt Water Fighter engine: This engine is like detonating dozens of small nuclear bombs every minute providing a massive amount of acceleration. It is not very strong though.
Requires: 1 Titanium and 1 Uranium to build. 1 Uranium per Battle for upkeep.
Mass 20
Small Slot
Power: -5
MaxMass:50
Durability: 80. Explodes doing 100BS to 1 block.
Restrictions: None
Damage Vulnerability: normal
Crew Protection: Medium 30%
Agility: -15% accuracy from enemies.
Travel Range 2
Nuclear Salt Water Frigate engine: This engine is like detonating dozens of small nuclear bombs every minute providing a massive amount of acceleration. This advanced version is meant for frigates and destroyers.
Requires: 1 Titanium and 1 Uranium to build. 1 Uranium per Battle for upkeep.
Mass 50
Small Slot
Power: -5
MaxMass:200
Durability: 120. Explodes doing 140BS to 1-2 block.
Restrictions: None
Damage Vulnerability: Chain reacts with nuclear weapons if there is a direct hit. Causes 200 BS damage to 1-3 blocks.
Crew Protection: Medium 30%
Agility: -10% accuracy from enemies.
Travel Range 4
VASMIR Small Engine: A long ranged engine designed for larger ships, uses Plasma to move.
Mass 30
Light Slot
Power: -4
MaxMass: 100
Durability: 200
Restrictions: None
Damage Vulnerability: normal
Crew Protection: Medium 30%
Agility: no bonus.
Range:5
Ion Drift Engine: A Standard engine for large ships. Uses a magnetically contained ion stream for thrust.
Mass 50
Medium Slot
Power: -10
MaxMass: 350
Durability: 300
Restrictions: None
Damage Vulnerability: normal
Crew Protection: Medium 30%
Agility: no bonus.
range:5
Gravslip Drive: this is used for transitioning between planets. There is only one version currently in military use
Gravslip Drive: This brings a ship to a different dimension where it can travel much faster than in real space. Its still below light speed but it shortens trips between planets to hours. Gravity wells pull ships in when the Gravslip is in use so they will emerge in low orbit but will need to move further away before using it again.
Sensors: These are used for gathering information and increasing accuracy or decreasing accuracy. Some will give research points when used in battle. Most of the time a Dedicated AWACS ship will use them because of power requirements.
Visible/Infrared ANSIBLE: This sensor allows ships to scan for fighters and frigates advancing through the battlefield. When they are at close range projectile weapons will get a boost to hitting ships.
Requires: 1 Titanium to build
Mass 20
Small block
Power: -10
Durability: 120
Restrictions: Must be bigger than 6 blocks.
Damage Vulnerability: normal
Crew Protection: high 35%
Accuracy bonus: +20% to hit ships at range 3 with projectile weapons.
Long range Multi-spectrum scanner: This allows detection of enemy ships around adjacent sectors and has a chance of detecting stealthy or unpowered ships. In battle It will provide research points without the ship needing to participate in fighting. It also gives a small boost to weapon accuracy for ships in the 2,6 Area.
Requires: 1 Titanium to build
Mass 50
Medium block
Power: -20
Durability: 80
Restrictions: Must be bigger than 6 blocks.
Damage Vulnerability: normal
Crew Protection: low 10%
Accuracy bonus: +5% to projectile and energy weapons in area 2/6
Research Bonus: For every turn the battle lasts you will receive 10 Research points if this ship survives. Also gains 50 additional Research points if humans win.
General Firecontrol Systems: This is for larger ships. It is much better protected and helps aim large weapons.
Requires: 1 Titanium to build
Mass 40
Medium block
Power: -15
Durability: 320
Restrictions: Must be bigger than 6 blocks.
Damage Vulnerability: normal
Crew Protection: high 40%
Accuracy bonus: +15% to hit ships with Medium and Heavy weapons.
Hangars: This are used to transport small ships within a larger one. Useful if you want to skimp off on Gravslips for your frigates and fighters. Can also be used to transport space stations. The volume cannot be more than 50% of your ships total volume. This is so that you cannot fit a fighter within a fighter within a fighter....
Vehicles carried inside a hangar will start inside during the first turn. They will launch based on the launching ability listed AFTER missiles are fired but before shots are fired, thus there is a chance they can be hit before launch. A penetrating hit on a fighter bay will both damage the bay and hit one of fighters within or a fuel/ammo tanks which can lead to some dwarfy chain reactions.
Frigate Fighter bay: A small fighter bay, it will only take 2 turns to empty the fighters from inside.
Requires: 1 Titanium to build
Mass 10
Volume:4
Launching volume:2 per turn
Medium block
Power: -2
Durability: 220
Restrictions: None
Damage Vulnerability: chance of hitting fuel storage 10% causes 50 BS damage to 1 block of all fighters.
Crew Protection: low 20%
Large Fighter bay: A Massive fighter bay designed for a carrier
Requires: 4 Titanium to build
Mass 60
Volume:12
Launching volume : 3 per turn
1 Large block+ 1 Small block
Power: -4
Durability: 550
Restrictions: None
Damage Vulnerability: chance of hitting fuel storage 10% causes 50 BS damage to 1 block of all fighters.
Crew Protection: low 20%
I am actually using that right now, though its mostly for engines.As a thought, don't lasers disperse due to air particles or something? I'm not really a science person but... Wouldn't they be good in space?Yeah. In space, the only real issue is cooling along with their relative inefficiency with Free-Electron Lasers having only about 65% efficiency and other types lucky to get even 22%.
I would recommend project rho (http://www.projectrho.com/public_html/rocket/spacegunconvent.php) as a guideline for the technology involved.
Nation Construction: This literally how everyone gets a country. Its pretty much RPG character traits, this is based on nation games played on AH.coms forums. After choosing your type of nation you get a set of points which are used to purchase other starting traits. At the end your trait points must be 0 or higher.
Step 1: Choose nation type.
Superpower: Your nation is one of the most powerful on Earth, you have a high population and a developed space and military force but you may be complacent in certain areas. LIMIT:4 players
Starting out with:
-20 trait points.
-200 population
-Nation on earth
-Military training High
-200 stored cash
-200 stored research
-200 stored material
-4 Titanium factories in your nation
-4 Uranium factories in your nation
-2 Material plants in your nation (+10 material each)
-Military base on Earth, the Moon and Mars.
-Research station on the Moon and in the Kuiper belt (any section)
-Colony on the Moon
A large starting fleet based around earth.
Supply Fleets: 4
Pick from :
-Carrier based fleet: 2 11-block carriers ,4 7-block ships and 8 6-block ships stored in the carriers. You submit the designs for all 3 types. But the carriers will need hangars.
-Dispersed fleet: 3 9-block ships, 3 8-block ships, 2 7-block ships ,1 7-block AWACS. You submit all designs for the 4 types. The AWACs must have the long range scanner.
-Battleship fleet: 2 11-block battleships, 1 9-block ships, 1 8-blockships, 4 7-block ships. As above.
-Dreadnought fleet: 1 12-block Dreadnought, 2 10-block ships, 4 4-block ships. The Dreadnought will need a hangar to carry the fighters.
Regional Power: a powerful nation on Earth, Mars or the Moon. You are not as powerful as a superpower but in past years you have been advancing much faster than they have. LIMIT:4 Players.
-30 Trait points
-170 population
-Nation on Earth, Mars or the Moon
-Military training- Medium
-150 stored cash
-250 stored research
-300 stored material
-2 Titanium factories in your nation
-2 Uranium factories in your nation
-2 Material plants in your nation (+10 material each)
-Military base on Earth, the Moon, and Mars.
-Research station on the Moon and in the Kuiper belt (any section)
-Colony on the Moon
A Medium starting fleet based around your home planet or Moon.
Supply Fleets: 3
Pick from :
-Carrier based fleet: 1 11-block carriers ,2 7-block ships and 8 6-block ships stored in the carriers. You submit the designs for all 3 types. But the carriers will need hangars.
-Dispersed fleet: 3 9-block ships, 2 8-block ships, 1 7-block ships ,1 7-block AWACS. You submit all designs for the 4 types. The AWACs must have the long range scanner.
-Battleship fleet: 2 11-block battleships, 4 7-block ships. As above.
-Dreadnought fleet: 1 12-block Dreadnought, 1 10-block ships, 2 5-block ships. The Dreadnought will need a hangar to carry the fighters.
Mobile Space Habitat: Instead of a planet bound nation you are a massive mobile space station. You can move around to different locations to escape aliens or mine resources but you are also more vulnerable to attack on your population. LIMIT 2.
-25 Trait points
-130 population
-Giant space station, starts off in Asteroid belt
-Military training low
-100 stored cash
-300 stored research
-200 stored material
-2 Titanium factories on your settlement
-4 Uranium factories in your satellite
-Military base on Mars, Jupiter and Uranus
-Research station on the Moon and in the Kuiper belt (any section)
-Settlement on any Dwarf Planet or Moon you choose.
A Small starting fleet based in your Space station.
Supply Fleets: 2
Pick from :
-Fighter defense fleet:1 20-block Station, 4 6-block ships, 8 5-block ships 4 4-block ships. While you do the designs for the fighters I will make the station. It can hold the fighters in its hangars. It also contains blocks that hold population, having these hit will reduce your population. If your station is somehow destroyed there will still be population in your settlement that counts.
-Frigate defense fleet:1-20-block station, 2 8-block ships, 6 7-block ships. The station has a hangar big enough for the ships so you can skimp on inter planetary drives if you want to bring the station into battle.
-Scout fleet: 1 20-block station, 1 10-block ship, 3 8-block AWACs. AWACS require the Long range sensors.
- TWO stations: Instead of a fleet you start out with 2 smaller stations. 2 16 block-stations, 8-4 block fighters. Once again I will do the stats for the station.
Part 2 National morale and culture: This is a soft stat that determines public support and solidarity. Pick 1.
-20 points-Ready to start the fight: Your nation is actually eager to crush the Xeno menance, its about time ET showed up so that Humankind can stomp its face into the ground for eternity. You receive +100 material because your government has been stockpiling warmaterials. You also receive +50 research points from investment into weapon design. Your population's view of the government starts at worshipful, morale is high and Alien sympathy is zero. Your population is resistant to any kind of infiltration, war weariness or treachery for a long time.
-10 points-Stiff upper lip: Dark times are ahead but most of your people are reporting to recruitment centers and gearing up. Before your the aliens came your country was stable and even now there's only the occasional protest. You receive +50 material from scrap metal collection and bond purchase. Your population's view of the government is satisfied, morale is scared and alien sympathy is zero. Your population is not receptive to any alien tricks and they know that supporting the war is best for them and their country. While many are scared that it will be impossible for humans to defeat a technologically superior foe they are hopeful that humans can catchup.
-5 points: Scared but willing: Your population is terrified of the aliens but they supporting the war effort even if its because they have no other choice. There have been riots and quite a few cults and fundamentalists running around with posters but its not too bad. Your population's view of the government is annoyed, morale is terrified and alien sympathy is low. Its a long shot but with the help of other nations maybe you can stop the enemy.
+5 points: In turmoil: Your country was having a few problems but those blasted aliens threw everything out of proportion. Riots are going off all over the country and many people feel this may be the end of the world. Population's view of government is bad, morale is rioting and alien sympathy is low. You will probably need some victories against aliens under your belt so that you can shore up support.
+20 points: On the brink: Before the aliens came you had quite a few strange religions in your country going on about the great Hub and UFOs, now those nuts are stealing guns from police departments and planting IEDs. Population's view of government is bad, morale is rioting and alien sympathy is very high. You may need to take extraordinary precautions against these terrorists unless you can figure how to stop their movement peacefully.
Part 3:Government: whos ruling your country, this is a soft stat that is used in any RP writeups you do with regards to how you can deal with your population and the UN.
0 points Liberal Democracy: elected officials and various lawmaking bureaucracies. You are much more popular with your population since they choose you with the help of ads and corporations. You cannot act as quickly or decisively as others can but you probably don't need to put down that protest with laser rifles anyway. You have decent standings with the UN which means you have a good chance of receiving funds, supplies and information from them. Your population will be with you as long as you can protect them.
0 points Constitutional Monarchy: You still have, or recently gained a power holding monarch. They are a rallying point for the population while being restrained by the parliament or equivalent. If they are killed it can break the morale of the population or become a Martyr depending if you spin it will enough. Your relationship with the UN is cordial as usual just like a Liberal Democracy.
0 points Military Junta: The government was overthrown by the military recently and is now ruled by Generals and Admirals. You can easily get your army to brutally suppress riots but you will have less overall satisfaction with the government until you win some battles. Your relationship with the UN is not as good as a Liberal Democracy but your military has better training.
+2 Points: Dictatorship: Supreme ruler is born of the heavens! He builds spaceships with his bare hands and suntans on Mercury! Glorious supreme leader will crush aliens with his fists of steel!!!!! Your country is isolated diplomatically and your military is rather low quality in training, but you can do what ever the hell you want with your people if they constantly complain about the draft and money. You can sacrifice 1 unit of population for 3 units of material. Other players can attack your settlements and ships with little repercussions other than helping the aliens.
Part 3 Solar system claims: this is where you add settlements and research stations built before the war. Pick up to 5
-5 Asteroid mining station in the Main Belt: you get 1 settlement in any section of the Asteroid belt, +5 population
-7 Kuiper mining station: you get 1 settlement in any section of the Kuiper belt +5 population
-8 Light Cyborg population: Your people have started implanting discrete devices to improve their abilities. One person can now do more work and think faster. Multiply population by 1.3 .
-4 Solar research and resourcing: You happen to own 1 Research station and 1 Small settlement orbiting the sun. +10 population
-15 Antimatter research and stockpiling: Your scientists have made several breakthroughs in technology research and you are now producing anti matter in your nation. +2 antimatter lab and 2 levels of antimatter research(worth a few hundred RPs and 2 turns)
-10 Strange metal deposits : Your scientists have discovered a extremely light and durable material in old ruins and have found places to mine it. They have dubbed it Mithril after old earth legends. +1 Mithril mine on your planet or asteroid station or dwarf planet. +1 Research in exotic materials : Mithril.
-10 Research lab cluster: You have been planting research stations all over the solar system. +1 research station in Jupiter, KuiperBelt(any) , Neptune and Pluto.
-10 Long distance colony : You have been able to create some colonies pretty far from your planet. Place 1 Colony on Either the Asteroid Field, Titan or Pluto.
-25 Super Weapon Design Bureau: After decades of top secret research you have a head start on developing a powerful war winning weapon. Just remember to cover all the exhaust vents. +100 Research points and 2 Levels of research into Waveform energy, Superlasers, Singularity exploitation, and Interstellar weapon targeting.
Part 4 Super power only traits
-9 points Large Nuclear stockpile: You have tons of old nukes ready to be stripped for their parts. +25 Uranium.
-18 points Uranus Fleet: You have another fleet based far out in orbit in Uranus. Place 1 military base on Uranus
Pick from either: 1 10-Block ship, 3 7-block ships, 4 4-block ships. OR 1 12-block ship, 2 9-block ships.
-6 points Additional War Material stockpile: You have an extra 250 Material stored up.
- 10 points Respected Military: Your military training and morale increases. This increases the ability of pilots to perform in battle and retreat in an orderly fashion.
-7 Elite military: Requires Respected military: Your pilots are elite and tested in battle and can dodge even lasers. (Can now occasionally Reroll hits)
Part 5 Regional Power traits
-12 Respected Military: Training and Morale Increases thanks to help from other countries in maintaining and increasing your fleets capabilities
-
i want to run an escape the x sugestion game but i cant decide what to make the x(Underwater) (Research) Facility (Run by (monsters) (an evil AI) (cultists))
Why not all of them?The facility would be shaped like an X of course.
I'd love to escape from an underwater research facility run by a evil monster AI cultist!
Sounds like bioshock and systemshock hacked together...
It isn't explicitly stated that you can't I suppose. But it is mentioned that they are summoned by Necromancers. I'll fix that in a bit.A cost of N/A might be better than 0?
I was thinking more like, you get a set number of stat points to divide between, say, eight stats, some 'trade points' to get some initial equipment, and you get to choose what type of powers you have which will give you different methods of progressing.I'm fairly certain what you described here is, in fact, point buy, minus the 'buy powers/effects with points', since your idea replaces that with deciding on your power and levelling it. This will however, need a lot of GM looking things over, to avoid complete game breaker powers. Stats shouldn't be too hard, go DnD, perhaps the 2 additional stats being the ones in M&M 3rd Ed, or some such.Spoiler: Power examples. (click to show/hide)
One example of what you could do with a d100 (http://www.bay12forums.com/smf/index.php?topic=80900.msg5553629#msg5553629). And one person who liked the idea (http://www.bay12forums.com/smf/index.php?topic=80900.msg5556530#msg5556530).So basically with that system you put in points to increase the roll number you need to go under to beat the roll and when they reach fifty for that number they can roll twice should they fail the first roll and when they get to fify in that they get another chance and so on?
I already have the stats in mind. And I have somethings to weed out problem powers, first rule being No Teleporters or portals. No instant kills are only availible if there are very heavy drawbacks such as being reduced to one HP and recieveing a huge debuff to dodging and defense for example.I was thinking more like, you get a set number of stat points to divide between, say, eight stats, some 'trade points' to get some initial equipment, and you get to choose what type of powers you have which will give you different methods of progressing.I'm fairly certain what you described here is, in fact, point buy, minus the 'buy powers/effects with points', since your idea replaces that with deciding on your power and levelling it. This will however, need a lot of GM looking things over, to avoid complete game breaker powers. Stats shouldn't be too hard, go DnD, perhaps the 2 additional stats being the ones in M&M 3rd Ed, or some such.Spoiler: Power examples. (click to show/hide)
I'd imagine the trade point bit might be difficult though, although that's more because you, as the GM, would have to either A. Write up tables/lists or B. work with the players on this. You know, they say the equipment they want, you determine the point cost of said equipment.
Basically, every X points is another chance, but with diminishing returns in between.One example of what you could do with a d100 (http://www.bay12forums.com/smf/index.php?topic=80900.msg5553629#msg5553629). And one person who liked the idea (http://www.bay12forums.com/smf/index.php?topic=80900.msg5556530#msg5556530).So basically with that system you put in points to increase the roll number you need to go under to beat the roll and when they reach fifty for that number they can roll twice should they fail the first roll and when they get to fify in that they get another chance and so on?
Yeah, my only problem would be the math and weal characters would be at low numbers.Basically, every X points is another chance, but with diminishing returns in between.One example of what you could do with a d100 (http://www.bay12forums.com/smf/index.php?topic=80900.msg5553629#msg5553629). And one person who liked the idea (http://www.bay12forums.com/smf/index.php?topic=80900.msg5556530#msg5556530).So basically with that system you put in points to increase the roll number you need to go under to beat the roll and when they reach fifty for that number they can roll twice should they fail the first roll and when they get to fify in that they get another chance and so on?
Cortex. It's a system in which, from what I've read, stats and skills are represented as dice, namely the amount you get to roll.I'm pretty sure Cortex different sized dice for stats. What you're describing sounds more like a dice pool (http://en.wikipedia.org/wiki/Dice_pool), which are used in several different systems.
Kind of like that but it's the actual number of the stat that makes the die.hm maybe fate although i think that stats in that determine how many die you role and it dosent use a d6 anyway (well it uses a cube but not with numbers)
So, someone with a 19 in a stat rolls a d19 for it.
Depends on how magic works in that setting, but at a glance, that that looks fine.well what i was actually referring to was doing those things to pure magic turning that magic into a spell comes later but thanks for the input anyway
If it's just the usual fare of random arbitrary things, you could probably just reduce it down to adding stuff, removing stuff and combinations thereof. So teleportation would just be simultaneously removing it from where it is and adding it to the destination, a fireball would just be adding fire and kinetic energy whilst removing anything that would hamper it, slowing down time would just be adding more time to act for one person so everything seems slower to them and generic giant golems would be adding life to something and removing the square-cube law from it.
It would be interesting if someone were to run a game similar to We are our Avatars, except not minimalist.
Would people be upset if I started a third DnD 3.5 campaign? I think I'd like to try a Evil campaign.The only person who'd be upset is you, if it turns out you couldn't handle three at once.
I thought, with the XCOM derivatives we've had recently, it'd be fun to flip the thing around. You are Alien Invaders!This sounds fun, but the problem with being the evil empire is that there's not as much room to improve. When you're the desperate outmatched rebels, you can gain just about anywhere because you started off with nothing.
You've been tasked with subjugating this petty, primitive planet for the glory of your empire. You have superior technology, overwhelming force, anything an invader could ask for - except you are on a budget, your superiors are constantly breathing down your neck and meddling with your conquest, the minion races are proving weak and useless, and these 'humans' seem bizarrely adept in reverse-engineering your technology.
You'll need to allocate forces across the globe - there's a terror quota to meet, dontchaknow! - oversee operations, breed troops in the gene labs, infiltrate these manling governments, beg the higher-ups for more credits, and deal with this incredibly pesky human taskforce thwarting you at every step! It'd drive a lesser alien mad, or going for the orbital bombardment switch, but how hard can it be to take over one little planet?
Is there any particular reason why we have a RTD Hall of Fame but not a FG&RP Hall of Fame?
Is there any particular reason why we have a RTD Hall of Fame but not a FG&RP Hall of Fame?http://www.bay12forums.com/smf/index.php?topic=136383.0
That's not really a hall of fame though. It takes in any game that gets submitted and is more of just a cataloging tool
Fair enough.I mean, you're welcome to make one. I can't stop you. But any resulting shitstorms are entirely on your hands.
Off topic, but nice avatar, Squeegy.Thank you. On topic: Any opinions on the games I run/have run?
It looks fun!It's an Anime/Manga thing, so far we have the main character turning into a blue ONI and fighting something who's footsteps cause entire lands to become desolate thousands of years later and who's donkey kick creates a shock wave that could have destroyed a small planet.
... What's a Toriko?
And it somehow relates to food?YES.
Jumbled Rice: This rice has a mix of flavors that, while slight, can add great texture to any food
Well, I guess it comes down to realism to how much fun you want them to have, having a high fishing skill being ((82+8=90)=I know what fish I'm more likely to catch with this bait!) it's not realistic there but...Well, in my case I'd tend strongly towards fun, both because it tends to be more, well, fun, and because it tends to be simpler. Unless fishing or labors in general are a particularly central and vital part of the game, it's probably just not worth it to get all weird and complicated regarding exactly how you catch fish or smooth stone.
Hmmm.Well, why?
Well, what if a fishing skill was a compilation of different minor skills plus your own knowledge? Like high foraging would get you better bait because you would know the appropriate skills to doing so.
Most labour things like that rely on you getting better means only that you figure out better ways of doing the job you want to do, it's less granular.
So for fishing compared to masonry, you being better at fishing involves finding shortcuts to get more and better kinds of fish while masonry is just a straight level up bar giving you a 1+.I still don't understand the practical difference you're getting at, here. Leveling up fishing gives you +2 Fish or +1 Fish Tiers. Leveling up Masonry gives you +1 Furniture Level or +2 Crafting Power. Does getting there by different in-universe explanations matter for the raw outputs?
Aghhhh, it's hard to explain.
Getting a sunfish compared to a rockfish would Not depend on how steady your hand is, it requires knowledge of the bait, the area where sunfish live and understanding of a sunfishes habits.
Labours compared to crafting favour different people with different traits because crafting isn't that fluid, you think of something to make, and you make it, how well you make it depends on your basic skill level on doing it (visualisation, being steady with your hand etc, etc.), it improves only with practice.
Fishing is another story, it isn't just practice (though you do want a lot of patience), it comes from knowledge of how to do it.
AHHHHHHHH HOW DO I EXPLAIN THIS.Couple problems here. One, why? Sounds pretty complicated just to do for the hell of it or because it's "realistic."
Alright, perhaps the player could be rewarded for their intelligence in solving where to fish and with what, how long to wait before you give up.
It isn't a skill, it's a big puzzle that the real life player with help from the GM must solve, E.G.
Alright, so fishing here doesn't work, so far I've only seen about 2 Sunfish, so they sure live here, perhaps it's the bait that isn't working? Or perhaps the name could be the clue?
Is this helping? At all?
Crafting skills usually assume that higher monetary worth is of more value than lower monetary worth; thus, it's better to make high quality goods than lower quality (since in this DF-related example you get multiplier bonuses from decorations and things you would not get from just having a whole lot of low quality goods.) Since the point of the skill is to convert raw materials into fungible goods, you want to spend a lot of time and effort to maximize the profit column.Interesting.
On the flip side, labor skills usually assume that volume of work is more important than strict monetary worth; thus, it's better to catch enough fish to feed the fort for a year than it is to catch the one delicious salmon in the river. Since the point of the skill is to perform functions necessary to the survival of the fort, there is much less benefit for doing those functions beyond the necessity of survival. To put it another way, the fort wants X food units (FUs) to survive for a year; a low skill fisher has to spend all of his time and actions meeting that X requirement, while a high skill fisher could get X FUs in six months and then have the rest of the year for leisure time (or for optimal play, for pursuing more lucrative Crafting skills for profit.)
Given this, how you handle such things depends on the nature of the game. If the point is to struggle to survive and then maybe scrape together some goods to purchase what you couldn't produce yourself, then labor skills would be emphasized in importance. If the point is to maximize profit, then crafting skills will be more emphasized, particularly if survival is quite likely.
For the artifact aside, I'd assume that a mini-artifact is roughly equivalent to a Masterwork in terms of "crafting crit." Labor crits would be a significant reduction in action/time/resource consumption to accomplish the stated goal, or in a profit-motivated game it would be more along the lines of "get the quota of fish + make some scrimshaw."
I don't suppose anyone plans to run another 3.5 DnD game soon?
Well, honestly, I do plan to run a 3.5, but worldbuilding and rules compiling along with other stuff.I don't suppose anyone plans to run another 3.5 DnD game soon?
I have an idea kicking around. But I'd rather finish one of my other games first. Wait a second... You're not saying YOU have another game boiling are you?Of course not, I just want to play an actual sorcerer for once in my life.
Had an idea for a cooperative puzzle game/roleplay where a handful of players take the role of local law enforcement (police officers, detectives, etc.) attempting to solve a mysterious series of grisly murders as they are happening.It does. Did you have a particular setting in mind for it?
They would have to inspect crime scenes, interview witnesses, respond to distress calls, and attempt to decipher coded messages from the killer, trying to stop him before he kills again.
Sound interesting?
Had an idea for a cooperative puzzle game/roleplay where a handful of players take the role of local law enforcement (police officers, detectives, etc.) attempting to solve a mysterious series of grisly murders as they are happening./me volunteers to illustrate puzzles.
They would have to inspect crime scenes, interview witnesses, respond to distress calls, and attempt to decipher coded messages from the killer, trying to stop him before he kills again.
Sound interesting?
The setting would be an unnamed sleepy American city, probably in a state bordering Canada. Kind of like Fargo, but more sinister and more populated, with multiple protagonists.Had an idea for a cooperative puzzle game/roleplay where a handful of players take the role of local law enforcement (police officers, detectives, etc.) attempting to solve a mysterious series of grisly murders as they are happening.It does. Did you have a particular setting in mind for it?
e: After some consideration, I would choose Dickinson, North Dakota as the setting.
They would have to inspect crime scenes, interview witnesses, respond to distress calls, and attempt to decipher coded messages from the killer, trying to stop him before he kills again.
Sound interesting?
Crafting skills usually assume that higher monetary worth is of more value than lower monetary worth; thus, it's better to make high quality goods than lower quality (since in this DF-related example you get multiplier bonuses from decorations and things you would not get from just having a whole lot of low quality goods.) Since the point of the skill is to convert raw materials into fungible goods, you want to spend a lot of time and effort to maximize the profit column.Interesting.
On the flip side, labor skills usually assume that volume of work is more important than strict monetary worth; thus, it's better to catch enough fish to feed the fort for a year than it is to catch the one delicious salmon in the river. Since the point of the skill is to perform functions necessary to the survival of the fort, there is much less benefit for doing those functions beyond the necessity of survival. To put it another way, the fort wants X food units (FUs) to survive for a year; a low skill fisher has to spend all of his time and actions meeting that X requirement, while a high skill fisher could get X FUs in six months and then have the rest of the year for leisure time (or for optimal play, for pursuing more lucrative Crafting skills for profit.)
Given this, how you handle such things depends on the nature of the game. If the point is to struggle to survive and then maybe scrape together some goods to purchase what you couldn't produce yourself, then labor skills would be emphasized in importance. If the point is to maximize profit, then crafting skills will be more emphasized, particularly if survival is quite likely.
For the artifact aside, I'd assume that a mini-artifact is roughly equivalent to a Masterwork in terms of "crafting crit." Labor crits would be a significant reduction in action/time/resource consumption to accomplish the stated goal, or in a profit-motivated game it would be more along the lines of "get the quota of fish + make some scrimshaw."
However, what about when relatively pointless player pride or greed comes into play, or if the wealth of an item can have uses beyond commerce? Even if it's identical in function, and even if that function is nothing, I suspect many players would rather own or produce a single masterwork item than several items of lesser quality but equal combined value.
More generally, this is a nice mechanical analysis, but I was concerned in large part with "satisfaction." Even if it's a vital service to the fortress, is a Fisherdwarf really going to feel as important and fulfilled hauling in X FUs as a Gem Cutter is occasionally producing Ruby Dragon Figurines studded with Gold and bearing an image of two swans in Jet?
If you harvest the bones of the fish, then in theory more fish means multiplicative more value through using the bones in crafts. The artisan is entirely dependent on something/someone else to provide the material he needs to do accomplish his job.Crafting skills usually assume that higher monetary worth is of more value than lower monetary worth; thus, it's better to make high quality goods than lower quality (since in this DF-related example you get multiplier bonuses from decorations and things you would not get from just having a whole lot of low quality goods.) Since the point of the skill is to convert raw materials into fungible goods, you want to spend a lot of time and effort to maximize the profit column.Interesting.
On the flip side, labor skills usually assume that volume of work is more important than strict monetary worth; thus, it's better to catch enough fish to feed the fort for a year than it is to catch the one delicious salmon in the river. Since the point of the skill is to perform functions necessary to the survival of the fort, there is much less benefit for doing those functions beyond the necessity of survival. To put it another way, the fort wants X food units (FUs) to survive for a year; a low skill fisher has to spend all of his time and actions meeting that X requirement, while a high skill fisher could get X FUs in six months and then have the rest of the year for leisure time (or for optimal play, for pursuing more lucrative Crafting skills for profit.)
Given this, how you handle such things depends on the nature of the game. If the point is to struggle to survive and then maybe scrape together some goods to purchase what you couldn't produce yourself, then labor skills would be emphasized in importance. If the point is to maximize profit, then crafting skills will be more emphasized, particularly if survival is quite likely.
For the artifact aside, I'd assume that a mini-artifact is roughly equivalent to a Masterwork in terms of "crafting crit." Labor crits would be a significant reduction in action/time/resource consumption to accomplish the stated goal, or in a profit-motivated game it would be more along the lines of "get the quota of fish + make some scrimshaw."
However, what about when relatively pointless player pride or greed comes into play, or if the wealth of an item can have uses beyond commerce? Even if it's identical in function, and even if that function is nothing, I suspect many players would rather own or produce a single masterwork item than several items of lesser quality but equal combined value.
More generally, this is a nice mechanical analysis, but I was concerned in large part with "satisfaction." Even if it's a vital service to the fortress, is a Fisherdwarf really going to feel as important and fulfilled hauling in X FUs as a Gem Cutter is occasionally producing Ruby Dragon Figurines studded with Gold and bearing an image of two swans in Jet?
As far as satisfaction goes, it all comes down to how difficult and how necessary a skill is for survival/prosperity. If the fortress is really counting on you to bring in that fish, then you get satisfaction for doing so. However, if that fish isn't vital for the survival of the fort (perhaps because there's a sustainable farm, or a surplus of food, or a reliable caravan to buy from) then the labor skill is going to start losing to the crafting skill; even if they are technically of equal value (i.e the crafted good buys as much fish as you could have caught yourself) the crafted good has the benefit of being special and unique, with that sense of ownership and pride that comes from making a thing.
In a general sense, players like feeling special and unique. In a small community trying to eke out a living on the edge of the wilderness, then being the guy who brings home the fish makes you an important member of society. In a big community where you're just one food-provider among many, that just makes you a plebeian. By comparison, the artisan is special and important in both scenarios; a player may or may not be satisfied by performing labor skills in a game depending on the nature of the game, but they'll probably always feel satisfied with the artsy crafting skills.
As far as satisfaction goes, it all comes down to how difficult and how necessary a skill is for survival/prosperity. If the fortress is really counting on you to bring in that fish, then you get satisfaction for doing so. However, if that fish isn't vital for the survival of the fort (perhaps because there's a sustainable farm, or a surplus of food, or a reliable caravan to buy from) then the labor skill is going to start losing to the crafting skill; even if they are technically of equal value (i.e the crafted good buys as much fish as you could have caught yourself) the crafted good has the benefit of being special and unique, with that sense of ownership and pride that comes from making a thing.So assuming labors can't be guaranteed vital, what would you suggest be done about them? Rolled into more satisfying crafting skills, handwaved away, shunted to NPC mooks? Split into a separate action economy, so each player is performing both menial and crafting labors?
In a general sense, players like feeling special and unique. In a small community trying to eke out a living on the edge of the wilderness, then being the guy who brings home the fish makes you an important member of society. In a big community where you're just one food-provider among many, that just makes you a plebeian. By comparison, the artisan is special and important in both scenarios; a player may or may not be satisfied by performing labor skills in a game depending on the nature of the game, but they'll probably always feel satisfied with the artsy crafting skills.
If you harvest the bones of the fish, then in theory more fish means multiplicative more value through using the bones in crafts. The artisan is entirely dependent on something/someone else to provide the material he needs to do accomplish his job.Does this help distribute satisfaction, though, or does it just kink the system and mean there "has" to be someone or something performing not terribly fulfilling tasks so someone else can do what they've always wanted to?
Hey is anyone who read through the entirety of Do not Trust the Rainbow Snail still around? I'm doing a little side project that requires me to research notable games throughout Bay12 history and need as much information as I can on that game in particular. Namely a summary of the main character, the setting, and plot. I would read it myself, but for some reason during that time period everyone used imageshack so most of the image files from that thread are gone.Damn. That was on my "should probably finish this at some point in the distant future but probably won't because if I was going to I probably would have by now" list.
I was thinking of making up a Mushi-Shi game but I soon realised it would mostly be based around logic puzzles and prior knowledge of all said Mushi to make the game interesting because that would be unfairly locking off certain people, as well as the fact that most I games wouldn't take that long, with a lot of sorta unfair deaths just from being unkowledgeable about the Mushi.I remember someone else was interested in Mushi-Shi a while ago and I brought up this idea.
Hmmm.
I've always wanted to run some kind of illustrated puzzle game with original puzzles. The problem is coming up with puzzles. How does one even go about doing that?I heard Soli giving some advice to GWG on GMing. Basically, puzzles are situations the players can't immediately solve and have to figure it out. It can be a sliding block puzzle, but it also can be trying to turn on a sparky fuse box while knee-deep in water without electrocuting yourself. Actually, I find the latter tends to lead to more interesting situations. Fer instance, going back to the fuse box example, it's technically solved if you ask Brad the NPC to turn the fuse box, right? I mean, he dies, but you don't!
Well, the point is, puzzles and scenarios are basically the same thing. He explained it much better then I did, I'll try and dig up the post...No I understand what you mean, but my point is that for it to be a good puzzle you'd have to be some kind of riddlemaster or somefin.
I'm not entirely sure if Layton would really transfer to a roleplay format, but you're welcome to try.I just specifically told you it's a puzzle game not a rolepaying ga- You know what, nevermind. >_>
He obviously rolled a 5 for speech.((Ginko is the coolest son of a bitch around. I'd relish a Mushi-Shi game (not necessarily on this forum) where you are Ginko, but I just don't know how that would work, or if there is a single group of sentient beings on any plane of existence talented enough to make it without fucking it up royally.))I actually thought about a Mushi-shi game. It's one of the inspirations-vaguely- around here. The problem with a mushishi game is that you run into the two fold paradox of the mystery story.
Eat her.
1.The main character knows things you don't.
2.clues that the main character finds are given out in such a way as to keep the reader in the dark until the answer is ready to be revealed.
In a Mushishi case, this takes the form of him knowing about all these mushi that the audience doesn't know about. As such, a game that stuck close to the original would have to either have you pulling information out of thin air or just give you a massive lexicon to search through. The second option is obviously the best, though it may annoy some people to have to do read what amounts to a book worth of data just to play a forum game.
Oh well, maybe I'll make one when this game is over with in...what are we up to...5 years?
I really wanna run a Bleach-based game, hopefully without finishing it within the first 10 turns. Would anybody be interested?I might be, but I'm pretty dubious of the system as you've presented it and I don't know enough about anything else.
Basically, there is technically only the 1 stat, Reiatsu, which is shown to be really important in Bleach, since with enough of it, you can even disintegrate weaker would just by approaching them, as demonstrated by Butterflaizen.This right here reeeeeeeally worries me, because it sounds like you're copying a bad game mechanic over verbatim simply because it seems to exist in the inspirational material. I don't doubt a simple power level system can work, but this doesn't look you were particularly concerned with whether it's a good idea or not.
-snip-PW's life is just one big nat20.
I really wanna run a Bleach-based game, hopefully without finishing it within the first 10 turns. Would anybody be interested?Spoiler: Rough Overview of Rules (click to show/hide)
Well, lets check the source material a bit more here.I really wanna run a Bleach-based game, hopefully without finishing it within the first 10 turns. Would anybody be interested?I might be, but I'm pretty dubious of the system as you've presented it and I don't know enough about anything else.
For instance:Basically, there is technically only the 1 stat, Reiatsu, which is shown to be really important in Bleach, since with enough of it, you can even disintegrate weaker would just by approaching them, as demonstrated by Butterflaizen.This right here reeeeeeeally worries me, because it sounds like you're copying a bad game mechanic over verbatim simply because it seems to exist in the inspirational material. I don't doubt a simple power level system can work, but this doesn't look you were particularly concerned with whether it's a good idea or not.
Other major things missing- how techniques work exactly, how one levels/grows/learns/powers up, and what the plot would likely be all come to mind. I really don't feel like I have a good grasp on what playing this proposed game would be like.
So how would I go about making this workable/fun?Well, just figure out how it should play out, not how it plays out in the show. It's generally better to make the system inaccurate and fun than accurate but boring to play or rife with problems.
Add more stats, or some such?
As well as being wonkier to pull off, I, myself can't really think of any skills I would be able to logically apply to a Bleach forum game... Are there even that many?So how would I go about making this workable/fun?Well, just figure out how it should play out, not how it plays out in the show. It's generally better to make the system inaccurate and fun than accurate but boring to play or rife with problems.
Add more stats, or some such?
For specifics, I probably would go for the "more stats" approach, if only because you want ways for the players to be different from each other. Having one all-important Power stat, among its other issues, doesn't really cover that beyond "this guy's better." You could also try going for specializations or traits or something, but those tend to be a bit wonkier to pull off.
As well as being wonkier to pull off, I, myself can't really think of any skills I would be able to logically apply to a Bleach forum game... Are there even that many?You could get some mileage out of a Rock-Paper-Scissors style affair, such as where the "Heavy" trait or skill or what have you is strong or weak to the "Light" stat or perk or whatever which is strong or weak to the "Medium" special or move or something. The problem with that is that it tends to be either pretty situational, as you'd get if players just made up their own stuff and so "Heart" was countered by "Despair" but everyone's going to have or be Lightning or Gravity or Speed or Hate or Arcane or Song so the odds of it mattering suck.
But yhea, with the best part of that idea being the swords turning into better swords, I would suggest just taking... Hmmmm.
I'm just not sure, it seems even the theoretical supports are a bit wonky here, and there's not that much to say about it.
Ok so i'm thinking of running a RPG im just not sure what setting to go forWith what?
A)A Low Fantasy (http://tvtropes.org/pmwiki/pmwiki.php/Main/LowFantasy) setting with
@BlitzDungeoneerHmm...
My suggestion is just to make a Bleach-inspired game. How about this: the singular character that the players control wakes up in a monster land - could be Hueco Mundo, could be another universe's Hell, could be a particularly large and evil castle (https://www.youtube.com/watch?v=cxgys4_zc_E), whatever suits your fancy - with a sword next to them. The character's job is to find a way back to their home. They may or may not discover a great evil that only they are in a position to stop, depending on how complex you want the story to be.
You give the players options as to what the sword looks like - each of which corresponds to a personality, shikai, bankai etc. that you make in advance - but you do NOT let the the players create their own version of the sword's appearance or any other aspect of the sword. It sounds limiting but it would be a lot more engaging for the players to "grow" with the sword. As they fight their way through the world and they increase in power, so does the sword, and eventually communication develops. The character - and thus, the players - form a close bond with the sword. The fact that they are the only people... at all, further strengthens the bond. An important thing to do is to steer the relationship AWAY from romantic and more into a best friend/sibling/battle buddy relationship because seriously, it's a sword. You can't get anywhere with a sword. This isn't as interesting - or at least is more difficult for you to make interesting - when the players already know everything important about the sword in advance.
Enemies should not be there to pass the time. You can make some of them be plot- or narrative-important. If you decide to make the world grimdark, you can make the world barren of any food or drink, the monsters you fight being the only source of both. For extra grimdark, make the monsters sapient.
"For I was hungry, and I ate you. I was thirsty, and I drank you."
The monsters should force the players and the character into a corner, make them get desperate, increase tension - be careful not to burn out the players with this one unless they're an alternative boss battle or a storm before the calm thing if it's not. Don't put one of these battles right before a boss battle. Bosses are supposed to be the "final test" for characters - and thus, players - and it would be perceived as unfair (the bad kind of unfair) if they were forced to fight without even being in decent condition. If you must do this, make sure that they get an insta heal but give the players a little time to get their bearings so you can avoid burnout. A final loadout check or something would suffice and maybe use the battle as acknowledgement that the character is ready for the upcoming challenge. If none of these options are available, you can use filler enemies to show how far the character and the players have come since beginning the journey.
Whelp. That's all I have to say on the subject. I had more to say but while writing this it's gotten a bit late which made me tired so I forgot. Maybe I'll remember in the morning. If you decide to go ahead with a game like this I would very much like to be a part of it as a player.
Um.
This thread is for suggesting game ideas, not advertising games that already exist (and regularly make the front page).
I have a thread specifically for doing that. http://www.bay12forums.com/smf/index.php?topic=138238.msg5237923#msg5237923Um.
This thread is for suggesting game ideas, not advertising games that already exist (and regularly make the front page).
oh woooops
sorry
thought it was something else entirely
I have a thread specifically for doing that. http://www.bay12forums.com/smf/index.php?topic=138238.msg5237923#msg5237923Um.
This thread is for suggesting game ideas, not advertising games that already exist (and regularly make the front page).
oh woooops
sorry
thought it was something else entirely
Maybe you can replace your unlinked sigs with links to these actually useful threads of yours? ;)Frumpie, Packard and Dozle stay where they are! >:v
A rp that takes place in the Futurama universe.Nope. That show is not consistent or obvious enough in its physics and universe and stuff.
A rp that takes place in the Futurama universe.
Would anybody be interested in an Epic-level D&D 3.5 campaign?
Would anybody be interested in an Epic-level D&D 3.5 campaign?
There's only a few players local to Bay12 with enough experience to play at Epic Levels.Would anybody be interested in an Epic-level D&D 3.5 campaign?
Is anyone interested in a space marine type RPG based on aliens/dead space? With cover based gameplayDOOOOOO ITTTTTTTT
I did it on another forum for a while but it petered out. I also have been trying out pixel art instead of MSpaint scribbles to go along with it
The object of the game is for you and your unit to survive the mission. Outside of combat characters move and talk freely, in the order of the player posting. In combat all players attack simultaneously once every player has posted their actions. Talking is still a free action so it might be a good idea to shout out your targets so everyone doesn't shoot at the same enemy.
In combat your weapon will show a set amount of bullets fired per round, if you choose to fire you will either shoot this amount or less if you say that you shoot less than you normally would. Movement is based on your agility score which will show the amount of tiles you can move. If you choose to move only half the amount of tiles you can also shoot half the amount of shots you would normally take.
Reloading is a full action. Grenade or item throwing is a full action.
If you choose not to fire you can enter overwatch in which case you can fire 75% of your normal attack at an enemy that tries to shoot near you or walk near you.
Armor now has its own 3 values instead of soft values. They are coverage, a percent which determines the chance of an attack hitting the armor, Protection which will decrease the amount of damage taken and durability which will decrease for each point of damage removed by Protection.
Accuracy is based on the tile distance, and the dexterity/firerate of weapon. Without the necessary dexterity there is a 25% penalty.
Instead of proficiency to use weapons, your strength, agility and dexterity are used. Having 1 number below the requirement Reduces the amount of shots you can fire for each turn by 25% rounded down.
Strength is used in melee which is mostly based on actions the player takes and less on the stats of weapons.
Will is what is spent for plot related actions. If you are out of health points you can sacrifice 1 will to regain 1 health point giving you a chance to get out of harms way. You can also use to withstand environmental hazards, to gain free turns and anything else if you ask the GM.
There are 4 types of cover,
Vertical light cover- Things like small columns and machinery with gaps. This decreases enemy accuracy by 10%. You can easily be hit by grenades though.
Vertical Heavy cover- This is when you are firing from the side of a doorframe or behind a large box. When you are not firing it is impossible for you to be hit as long as the enemy does not flank you. When firing there is a 10% decrease to enemy overwatch counter attacks.
Horizontal Light cover- These refers to hiding behind small objects such as rubble or being concealed by a flipped over table. It reduces accuracy by 20% and increases your accuracy by 10%
Horizontal Heavy Cover- this refers to things such as sandbags, low walls and heavy debris that allows you to fully get behind the protection. It reduces accuracy by 25% during enemy overwatch and increases your accuracy by 10% for most weapons. Machine guns and other heavy weapons get a 20% bonus. The enemy cannot fire at you during their turn but a thrown grenade will force your character to leave cover unless they are wearing sufficient armor.
Character Creation: You play as a Marine of the United States Space Fleet on board the USS Pueblo. Your character has a short set of attributes which are Health, Will,Strength, Agility, Dexterity. Items can be stored in your bags but large items such as rifles are held or placed in straps.
Please keep track of your items and post your character sheet whenever you need to perform an action in combat or an action that involves the use of an item.
Obviously I need to add in a lot more, like what you can do with special moves, fan-actions, multi-character fights, miscellaneous rule stuff, examples and clean-up, but the basics are all there, more or less. So how does it look? Besides absolutely bizarre, of course.Can't stop laughing. It's probably spiraling out of control because true power will not be denied.
IMPORTANT: Clothing isn’t gender restricted. At all. You’re welcome.Because I couldn't have figured that out from "Flamboyance" being one of the four core stats.
I agree.Obviously I need to add in a lot more, like what you can do with special moves, fan-actions, multi-character fights, miscellaneous rule stuff, examples and clean-up, but the basics are all there, more or less. So how does it look? Besides absolutely bizarre, of course.Can't stop laughing. It's probably spiraling out of control because true power will not be denied.
Also:QuoteIMPORTANT: Clothing isn’t gender restricted. At all. You’re welcome.Because I couldn't have figured that out from "Flamboyance" being one of the four core stats.
Bring in new players would be my suggestion. Let the old ones become NPCs and their players be able to come back with new characters later.
So I'm at a bit of a challenge for my gameJust have some of the older zombies mutate and become a second generation of zombies. Incurable, better in every way to other zombies, possibly half-sentient. What's important is that they're visibly different and more dangerous than the old zombies. Here's how it goes:
I have no idea what to do with the people who are playing once they finish their giant quest line purpose
It's a post apocalypticy game set after a zombie like virus
One guy has the cute but doesn't remember it and is having his brain scaned to get it out
Another is trying to become part of the utopia's military training program (as a trainer for a special task force)
The other is leading a large group of girls to sanctuary (the utopia)
Yeah, just a tip but don't give your players that much power. It tends to spoil the game some.
...They started off in a hospital and dicked around for a bit. There was exactly one zombie that was easily killed and that's it. Then some Sanctuary dudes showed up to pick up the chosen one and one of the players sassed them for aiming a gun at him so they shot him up. After that I stopped reading.
Scouts?
And I think that if you do this you need a second person to help.
@USEC I like it and I would definitely play it, though I'm concerned that Speed might be too good of a stat. So long as you have more of it than your opponent, you effectively get two stats for the price of one. And if your opponent has more Speed than you, you'll probably have to put all your points in attack or defense to either break through their defenses or survive their onslaught.
I just figured out how to get a level 1 sorcerer to have 22 Charisma and wanted to test it out.I don't suppose anyone plans to run another 3.5 DnD game soon?
Players are troops in an army of airborne deployed from huge armored airships, all armed with flintlocks and sabers. Their role as a unit is to... with spoons.deliberately crash into massive fortified buildings in order to create entrances"land" in "urban positions" occupied and hardened by determined enemy infantry and dig them out the hard way.
This and something else gave me an idea for a campaign. Everyone has to be the same class/the same catagorey of classes. Like, only spell casters or only mundane classes.
By all means. As Remuthra once said, "there is always room for D&D."
. . .
-Use a gimmick. A good gimmick. Make a weird backstory. Make all the players wizards and sorcerers. Abuse rules from Stormwrack, Frostburn, or Sandstorm. Pick a fantasy video game, play it for a few hours, and use it for inspiration. That kind of thing.
. . .
-Roll for magic items unless it's plot-important. Don't be afraid to reroll for crap like Scrolls of Prestidigitation and always keep stuff like +2 keen holy bastard swords; it makes your players happy.
. . .
-Take Immaterial's stolen-from-Wrex houserules. The whole thing.Don't do this. It was specifically designed for high-powered games, ie the kinds of games that need an experienced DM to run. Also, you won't likely understand why a lot of the changes were made, and that's a recipe for bad things.
-If you write your own pantheon, for the love of said gods make it good. Cover every alignment. Make doubles for the neutral ones. Make the righteous dick god for paladins, and make the stoner hippy god for druids. Make your best gods patron deities of something--races, classes, ability scores. Include a pair of opposed gods. Make the Grim Reaper ripoff and the Judeo-Christian stand-in.Don't feel tied to this. The first half is generally valid advice, but chaining your setting to existing stereotypes is not necessary. Remember, Clerics outside Forgotten Realms do not have to worship a given diety; a world with no gods, were Divine Magic is all drawn from concepts, or with just a couple of Gods who deal with a few particularly important things is totally valid.
-Most Bay12ers who play these are experienced. Take advice, especially if the advice-giver has run a game or two.Most Bay12ers who play D&D here have little to no experience playing D&D anywhere other than Bay12, and games here are generally not particularly successful, for a number of reasons. I would suggest hopping on Bay12lb IRC and taking advice from a few of the people there; mostly Wrex, who is actually professionally involved in RPGs.
-Don't buff wizards and sorcerers beyond unlimited cantrips; same for druids and clerics. If somebody wants to be a monk or a fighter, redirect them to the Tome of Battle.Expanding on this, be very cautious about buffing anyone at all, since you likely don't have the system mastery to understand what a seemingly-minor change can do to the game as a whole; D&D (particularly 3.5) is a very mechanics-heavy game, with a lot of extremely interlinked systems, and "fixing" one thing somewhere (often to make something more "realistic") can often horribly break a whole bunch of other things. Also, I wouldn't suggest unlimited cantrips.
-Don't include that character you wanted to play as a prominent tagalong NPC. It's the players' game, and with that character it'll feel like an escort quest.Maximum agreement, for a whole bunch of reasons. That said, don't be afraid to add an NPC in to cover a character position that the group needs for the game but no-one wants to fill; a friendly Wizard (or even just a patron sending the group on errands) for a planehopping game where none of the PCs can actually hop planes, for instance.
-Don't be afraid to tell That Guy to shut the hell up.Technically valid, but do also compare this to Tawa's advice to take advice, and remember that advice you don't like may still be valid, and a first time DM may not be the best judge of who is being That Guy, particularly if you fall into the trap of DMPCs, railroading, and otherwise trying to tell a story. Remember, you're playing a game, with other people, not getting actors to act out your book for you.
Arg... I really don't want to update my game because I don't really remember what's going on, but I really wanted to get to the big reveal.
Well, SWURB is probably dead.
Here's the major things I was going to do, that I never got the chance to do:Spoiler (click to show/hide)
Yeah, he has a valid point. Avoid houserules beyond tier 1 banning and such until you're experienced.-Take Immaterial's stolen-from-Wrex houserules. The whole thing.Don't do this. It was specifically designed for high-powered games, ie the kinds of games that need an experienced DM to run. Also, you won't likely understand why a lot of the changes were made, and that's a recipe for bad things.
Not to mention that there have been changes made to it by several people other than Wrex, in at least a couple of cases for "realism" by people who don't actually get what the rules were intending to simulate, or, indeed, the mechanical effects.
What, really? Hm. Alright, I guess you're fine then. I said that because of SRD stuff, which kinda implied that.-If you write your own pantheon, for the love of said gods make it good. Cover every alignment. Make doubles for the neutral ones. Make the righteous dick god for paladins, and make the stoner hippy god for druids. Make your best gods patron deities of something--races, classes, ability scores. Include a pair of opposed gods. Make the Grim Reaper ripoff and the Judeo-Christian stand-in.Don't feel tied to this. The first half is generally valid advice, but chaining your setting to existing stereotypes is not necessary. Remember, Clerics outside Forgotten Realms do not have to worship a given diety; a world with no gods, were Divine Magic is all drawn from concepts, or with just a couple of Gods who deal with a few particularly important things is totally valid.
Yeah, he has a valid point. Avoid houserules beyond tier 1 banning and such until you're experienced.Honestly, I wouldn't even ban tier 1. Standard practice is to compare the tiers and level of optimisation of the PCs, and ask any that are dramatically higher or lower than the rest to try to fit in a little better (whether that be via intentionally sticking with a party support role, or looking for ways to bring their character up to "not a useless drain on party resources" level), though for a first-time DM I'd suggest asking anyone above tier... 3, say, to avoid anything too... active, at least until you get a better handle on how to build encounters and such to handle them. Social contract usually works better than flat bans!
What, really? Hm. Alright, I guess you're fine then. I said that because of SRD stuff, which kinda implied that.
If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.But yes, using the SRD alone can be misleading, as it leaves a lot of flavour text out. Mind, as I mentioned this is somewhat setting-specific; in Forgotten Realms, Clerics must worship a given deity, and in Eberron, a lot of the alignment restrictions and such are loosened.
I guess you're right. I have heard that clerics and druids are good for noobs to play, too--select crappy spells today? Pick better ones tomorrow. Taking "Weapon Focus: Scimitar" could've been a dumb move, but it doesn't matter when you can be a dinosaur that shoots lightning out their mouth. That kind of thing.Yeah, he has a valid point. Avoid houserules beyond tier 1 banning and such until you're experienced.Honestly, I wouldn't even ban tier 1. Standard practice is to compare the tiers and level of optimisation of the PCs, and ask any that are dramatically higher or lower than the rest to try to fit in a little better (whether that be via intentionally sticking with a party support role, or looking for ways to bring their character up to "not a useless drain on party resources" level), though for a first-time DM I'd suggest asking anyone above tier... 3, say, to avoid anything too... active, at least until you get a better handle on how to build encounters and such to handle them. Social contract usually works better than flat bans!
Game set in a medieval/fantasy land where the player takes control of a mercenary/bounty hunter/whatever and takes job for cash. The ultimate goal of the player is to have a mansion and a swimming pool of gold. A job is taken from a wall in the tavern. The player can take one job at a time and the job selections are randomised every time. Comments?
So, if someone was a new GM and they were thinking of running a game on this board and wanted to get help with setting up the game would they make a thread here or somewhere else on the forums.So, how's it coming along?
The above is talking about me. I want to run a 3.5e game on here. And I wanted to use an idea I was planning a while ago.
For crafting maybe have blueprints, materials, and optional enchantments.He said simpler. Although I don't know how to get simpler than loot drop+currency=New plaything.
All can be found as loot. A blueprint or a material can be gained by scrapping a weapon.
The material of a weapon represents its level pretty much, wheras enchantments are powerful fancy effects that must be looted.
I'm just going to ask: would anyone be interested in a forum game based around the Warcraft universe?I gusss it depends on how it's pulled off.
It could be a kind of D&D, but with actual mana and special ability resources, and less useless numbers on other stuff. I actually could create a sort of manual for it, but I don't know if I would have enough players.I'm just going to ask: would anyone be interested in a forum game based around the Warcraft universe?I gusss it depends on how it's pulled off.
As a general rule, I'd say avoid it if you're not willing to do it without prior support. A game should ideally be something you make because you want to, not a gimmick you might be willing to start working on to adapt into a game if there's sufficient interest voiced in said gimmick.Well, thanks for the advice. I actually have started the manual and decided on general mechanics (I still have to put values to most of the stuff), and I have the introduction for the first campaign (as well as other 4 scenarios that are more likely going to be smaller RTDs). The thing is, I don't want to beign running the game and then find that I don't have enough players, or that a need a replacement and I can't find one.
In somewhat related news, a wise man once told me to pour absolutely everything you like into a game you're making, so as to ensure that it's something you like. Instead of asking if anyone's interested in X, you might try that.
Now that I think about it. What would you do to keep forumites interested in a game? Because I thought about running smaller RTDs associated with the main game.Generally just making sure there's things for them to do and decide upon. Interest is kind of hard to generalize otherwise, since it's more or less their desire and ability to play.
Arg... I really don't want to update my game because I don't really remember what's going on, but I really wanted to get to the big reveal.
Well, SWURB is probably dead.
Here's the major things I was going to do, that I never got the chance to do:Spoiler (click to show/hide)
Again, doomed timeline.Arg... I really don't want to update my game because I don't really remember what's going on, but I really wanted to get to the big reveal.
Well, SWURB is probably dead.
Here's the major things I was going to do, that I never got the chance to do:Spoiler (click to show/hide)
Oh, I never saw this.Spoiler: Well this is a thing... (click to show/hide)
Oh well. When I try to plan these things out I get so excited at the 'Big Reveal' value that I never actually run anything by anyone else.
Also, you know, massive semi-justified sorta-meta-gaming that I tried to force through using in game actions and text, again without ever actually explaining to the GM what I was trying to do.
I had an idea for a strategy game in which players choose a universe and create an army, then battle each other. I porbably would not be able to GM it, but if anyone wants to, PM me and I will give you a more detailed rule set.Hmmmm....
Spoiler: Well this is a thing... (click to show/hide)
Again, doomed timeline.Aura
[...]
[...]
Congratulations - you have just described a management and balancing nightmare.
You probably enjoy Disgaea and Elona... those are non P&P games. i have tried creating one, but failed, because it has over 90000 characters of Initial rules and disclaimer.
So over on the Ye Gods OOC I came up with an idea for an enforcer for the god I'm playing as and I'm thinking of making it its own game. I still don't have a good name for it.
The players play as a special human soul. The soul can generate its own body and regenerate it if it's damaged, so long as it's not destroyed completely. It gains Soul Energy by absorbing souls. It absorbs souls by killing their bodies. It uses Soul Energy to both generate and regenerate its body, but eating is much more efficient for regeneration. Eating only helps with regeneration and does not help in creating an entirely new body.
To create a new body, its old body must be discarded. If it gains enough Soul Energy (read: hundreds of thousands of souls) it can create a body that would rival an archangel's in power. It starts off only enough Soul Energy to make a basic human body.
The motives of the soul will be completely up to the player. I'm also unsure as to whether it should be set in the same universe, a generic fantasy land, or perhaps maybe a more modern era. This would be my first game so I'm not sure what kind of stats or dice I should use. Help in this area would be greatly appreciated.
Ba'al isn't going to be pleased with this, Andres.I don't know what a Ba'al is.
It depends. Add some descriptions for what it's about.You take control of a soul. You create a human body with Soul Energy. You get Soul Energy by absorbing souls and converting them to Soul Energy. Conversion is done automatically. You absorb souls by killing people. There are cops, the military, inquisitors, paladins, angels, and an archangel emperor. Magic is a thing but the character may or may not be able to use it (haven't decided). The setting is a mix of modern and fantasy. You can regenerate your current body by eating people (eating not-people works, but a lot less well) to regenerate a body, but it doesn't give any Soul Energy.
Does anyone know of any good names for a game where you gain power by eating other peoples' souls? Soul Eater is out of the question because that is the name of an anime.Flabort: The Suggestion Game
Ba'al? The Eater of Souls? (xkcd reference, tee hee.)Ba'al isn't going to be pleased with this, Andres.I don't know what a Ba'al is.
Maybe... well, what's the name of the type of creature? Maybe call it Goul?Goul? Nah. At the moment I just have it in my mind that it's just a very special human soul. That might change depending on what I want to do with the plot.
I don't read xkcd so that's probably why I didn't get it. I translated it and got 'anima comedentis' which won't work because it doesn't sound cool enough to warrant being a Latin title and an anima is what the feminine side of the male psyche is called.Ba'al? The Eater of Souls? (xkcd reference, tee hee.)Ba'al isn't going to be pleased with this, Andres.I don't know what a Ba'al is.
I'd recommend translating "soul eater" into Latin and using that.
Does anyone know of any good names for a game where you gain power by eating other peoples' souls? Soul Eater is out of the question because that is the name of an anime.The Hunger Game.
I translated it and got 'anima comedentis' which won't work because it doesn't sound cool enough to warrant being a Latin title and an anima is what the feminine side of the male psyche is called.Damn. How about Greek? Otherwise, I've got nothing.
I translated it and got 'anima comedentis' which won't work because it doesn't sound cool enough to warrant being a Latin title and an anima is what the feminine side of the male psyche is called.How about teyollocuani? It's a kind of obscure supernatural entity that eats hearts or souls. Or something along the lines of eraser seeing as such a thing would pretty much erase their victims from existence.
How about teyollocuani? It's a kind of obscure supernatural entity that eats hearts or souls. Or something along the lines of eraser seeing as such a thing would pretty much erase their victims from existence.Keep in mind that this is basically a human soul that's doing all the eating. If the characters choose not to eat any souls and do other stuff or increase their power in more traditional ways (still thinking on what that might be) then they can. For all intents and purposes the players will play as a normal human that just so happens to be able to create a new body for itself and that gains power by killing. They're not some monster or anything.
Does anyone know of any good names for a game where you gain power by eating other peoples' souls? Soul Eater is out of the question because that is the name of an anime.Fames Spiritus (Hunger of the Spirit)
I really wanna use my new Dragonfire Adept, Crusader, or Sorcerer and almost none of the games I'm in are updating. D:I don't suppose anyone plans to run another 3.5 DnD game soon?
I just want to run a wizard once.I really wanna use my new Dragonfire Adept, Crusader, or Sorcerer and almost none of the games I'm in are updating. D:I don't suppose anyone plans to run another 3.5 DnD game soon?
I really wanna use my new Dragonfire Adept, Crusader, or Sorcerer and almost none of the games I'm in are updating. D:I don't suppose anyone plans to run another 3.5 DnD game soon?
What was that you called bile?I really wanna use my new Dragonfire Adept, Crusader, or Sorcerer and almost none of the games I'm in are updating. D:I don't suppose anyone plans to run another 3.5 DnD game soon?
... I'm so glad you came by. I needed gall for an alchemical experiment and you apparently have it by the god damned wagon full.
Does anyone know of any good names for a game where you gain power by eating other peoples' souls? Soul Eater is out of the question because that is the name of an anime.Nixon Simulator 2014
Canon.Does anyone know of any good names for a game where you gain power by eating other peoples' souls? Soul Eater is out of the question because that is the name of an anime.Nixon Simulator 2014
Recently I wanted to get back into forum gaming and one idea that was lurking around my head was a suggestion game where the players control an otherwordly eldtritch abomination/elder god/demon, influencing mortals to eventually enter their realm and conquer it.Sounds neat! I'd participate.
Basically Dungeon Keeper meets That Which Sleeps. Might be a bit too large in scope for all I know but whatever. I'd gladly listen and probably accept any ideas to expand on this rather rough and admittedly not exactly original concept. ;p
So I've recently been gaining an interest in more flavorful, RP-centric games, like Isle of the Young Gods, (http://www.bay12forums.com/smf/index.php?topic=139890.msg5433960#msg5433960) Runners of Hyperion, (http://www.bay12forums.com/smf/index.php?topic=94632.msg2676397#msg2676397) and what Reclaim a Wizard's Tower! (http://www.bay12forums.com/smf/index.php?topic=145585.0) seems to be shaping up as.I personally haven't been in one of those, most likely because if there's over one page I just skip over it. As I have my settings on 50 PpP it's a good rule of thumb.
Anyone have any advice on running such a thing? Opinions on the form/style in general? If you're not a fan or just never got into them, what keeps you out?
The Commander. They hold the team together and give them buffs. What people don't know is that commanders normally have the buffs otherwise. Yes, commanders have huge passive buffs but are easily overwhelmed. Which is why they help their team before themselves. They come in three flavors.
The Prophet, these commanders get their buffs straight from the big guy, their personal buffs aren't as good as others but they make up for it by being able to heal without sacrifice and being able to preform great feats granted by their god.
The Leader, these guys split their buffs with their team. While their teams buffs are weaker they also have someone who can wade into combat and show WHY they are the leader. They can preform feats of might to terrify their enemies and inspire their allies.
The Strategist, these guys lack their colleagues strength but make up for it in their tactical strength, to them their allies are the most important people on the field. This shows when they point at an enemy and they poor soul is turned into a pincushion. They can preform meta feats meaning that once per dungeon they can peacefully resolve an encounter and gain the loot from it. (Meta feats don't give XP)
If you penalize your players for using their ability they will not use the ability unless they are under very dire circumstances.It's mostly intended to be use so you don't get extra damage or other unpleasantness from the battle. Anyways, I'm reworking it right now to give a different reward and some XP along with the loot.
I don't suppose anyone plans to run another 3.5 DnD game soon?
I don't suppose anyone plans to run another 3.5 DnD game soon?
A bazillion WoD or DnD games?Is that more than a brazillion?
And that matters because...?I know right! Although I do want to do my ogre paladin idea at some point...
These things die. It happens. I have dozens of characters I want to do damn it and I won't stop for anything but totaldominationsaturation of the market!
Besides, it's not like only one or two guys are starting all the games and then one of them updates them frequently while the other does decently...
I do want to do my ogre paladin idea at some point...
Imagine, an entire party of ogre paladins. And one halfling barbarian.I do want to do my ogre paladin idea at some point...
... I... I've wanted to do this for so long as well...
You know what?A button in the mecha similar to the changes-per-episode one in Megas XLR would be awesome. (but probably OP)
There aren't enough mecha games.
And none of them are at the scale I like.
I'll have to fix this myself.
Now just for a rules system...Oh wait, i designed one a while back, didn't I?
Just need to find it, and make some ways for customization...
((Suggestions welcome:P))
Of course the only problem with that is that you then have to figure out what the other four players will do while they're all in the giant robot...Perhaps they could use a suggestion game system to vote on the desired overall action. Or if there are integrated weapons in their units, they could use those to fire upon hostiles.
While I welcome more mecha games, the type of story/setting you want to run probably isn't the thing for me.Oh?
Hmmmm maybe I should run a Super Robot game. Real Robots are kinda over represented on this forum.
Spoiler: Example Weapon (click to show/hide)Spoiler: Explanation of Terms (click to show/hide)Spoiler: Example Ship (click to show/hide)Spoiler: Explanation of Terms (click to show/hide)
So far what I'm thinking is:
1) PCs are all Ogres of some sort [maybe all Paladins as well].
2) They live on a planet where most 'civilized' races never existed [humans, elves, dwarves, gnomes, etc. etc.]
3) Goblinoids, Orcs, Trolls, Ogres, Ettins, etc. are the prodominent races.
4) The party will be part of a more global offensive against the other tribes and clans of the world.
Essentially this is all I have thus far.
UT actually. Could've gone pro if he hadn't joined the navy. Ain't no beltway pansie.I decided to make a quick little intro for some kind of Armstrong/Ork forum game because it's late and I refuse to go to sleep:
Related, Armstrong/Ork forum game (http://forums.sufficientvelocity.com/threads/warsenator-armstrong-quest-40k-metal-gear.10715/)
So I'm looking at the Savant from Dragon Compendium, and I'm looking at incantations (http://www.d20srd.org/srd/variant/magic/incantations.htm), and while they don't line up perfectly, since only one person needs to be making the checks of an incantation, but if somebody had a ritual magic system similar to Incantations but requiring checks from all participants they would be the Savant's bag.
Er...
So... is anyone planning a Gestalt (http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm) campaign soon?
So this looks fun. And it comes with a character generator for it. (http://bloodghost.tumblr.com/post/28417331911/its-here-after-many-months-the-utterly-complete)
Would anyone be thinking of running a game of it?
Just a rough draft, but I think it has the potential to be lots of fun. Thoughts?Looks awesome. I'm curious how all of this would play out mechanically; for instance, what exactly "can stand toe to toe with the killer for a while" means. Good HP? Some kind of Armor-like stat? Stamina they can blow for temporary dodge/stunning counterattack boosts?
Just a rough draft, but I think it has the potential to be lots of fun. Thoughts?Looks awesome. I'm curious how all of this would play out mechanically; for instance, what exactly "can stand toe to toe with the killer for a while" means. Good HP? Some kind of Armor-like stat? Stamina they can blow for temporary dodge/stunning counterattack boosts?
Do you guys think it would be better to know what Class a Killer is during the start of the round, or keep it a secret until the Survivors either discover the Killer or figure out what type of Killer they are dealing with based on clues?I'm generally in favor of letting them know. It's a bit less atmospheric, but not telling them gives a blank spot in their decisionmaking at the start of the game that's probably not really conducive to anything.
Also, you need to figure out a way to run the game so charcters can disappear and die without the others noticing. Nothing says horror like your friends all disappearing without a sound, one by one.
Seperate everyone's actions and put them in spoiler tags + the honor system?
That is the dilemma when trying to make a public forum game isn't it? If the Survivors split up into Group A and Group B, Group A might decide not to go down a certain hallway because they know from reading the whole turn that Group B is being chased by the Killer at the end of said hallway.
Opinions on a suggestion game where you control a small ship and do missions (fairly free-form, not like, uh, levels?) and gradually get better ships from your superiors and crew?
I kind of want to do a better version of my ill fated "Frigate Commander" game I made a while back.
I recently discovered this (http://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/DungeonsTheDragoning), and have decided there isn't nearly enough of this here.There's an exaltation that let's you get by on the sheer power of your awesomeness and kobolds. I LOVE IT!
Would anyone want to run it? It looks pretty fun...
So.Is the dread Necromancer a class we can use?
I have had one more idea for a D&D 3.5 game.
It's not your average dungeon crawler, a legend of ancient heroes fighting a terrible beast from the beginning of time, or a story of warriors who wandered the land to master their own fates.
It's about war.War is hell. (http://tvtropes.org/pmwiki/pmwiki.php/Main/WarisHell) It has been one hundred and seven years since the fall of Gemodor, and no kingdom has dared to reclaim its lost expanses, fearful of the corrupting magic that wrought its end. The country of Sarium has invaded lands of the kingdom Atissa, and the PCs are a conscripted mercenary group, tasked with mowing down armies of soldiers--some mere conscripted farmers who could barely wield a pitchfork in their own profession, others generals who have seen countless battles--to regain the occupied land. The PCs, once noticed by generals in the army, are tasked with increasingly dangerous jobs--perhaps jobs that would push them beyond their limits, beyond what they know. Beyond the point of return. But it is the life they must lead.
Sound interesting?
In a game where half the fights are based on mowing down armies of mooks?Darn...
No, unfortunately. Balance reasons, nothing personal.
So.This does sound very interesting, actually. I doubt I'd be able to get a sheet out in time, but yeah. I would totally go for that.
I have had one more idea for a D&D 3.5 game.
It's not your average dungeon crawler, a legend of ancient heroes fighting a terrible beast from the beginning of time, or a story of warriors who wandered the land to master their own fates.
It's about war. War is hell. (http://tvtropes.org/pmwiki/pmwiki.php/Main/WarisHell) It has been one hundred and seven years since the fall of Gemodor, and no kingdom has dared to reclaim its lost expanses, fearful of the corrupting magic that wrought its end. The country of Sarium has invaded lands of the kingdom Atissa, and the PCs are a conscripted mercenary group, tasked with mowing down armies of soldiers--some mere conscripted farmers who could barely wield a pitchfork in their own profession, others generals who have seen countless battles--to regain the occupied land. The PCs, once noticed by generals in the army, are tasked with increasingly dangerous jobs--perhaps jobs that would push them beyond their limits, beyond what they know. Beyond the point of return. But it is the life they must lead.
Sound interesting?
This is bit of an unusual question, but could someone tell me what the main problem is with Galaxy Rise (http://www.bay12forums.com/smf/index.php?topic=146819.0), one of my games?I suspect it's too open-ended, too hard, and players aren't invested or able to become invested enough.
Just about every game I try to host like it peters out in the same way. It starts off with a decent amount of people, then with each post, the amount of people posting decreases, until it's just one person or nobody posting.
That reaffirms my main fear (choice) and helps a lot with how to solve it. Thanks!I prefer having more than 1 option really
So basically I should always have a "string" that players can/will/should follow to progress, directly related with the story. Kind of like the main quest in a RPG?
That reaffirms my main fear (choice) and helps a lot with how to solve it. Thanks!I prefer having more than 1 option really
So basically I should always have a "string" that players can/will/should follow to progress, directly related with the story. Kind of like the main quest in a RPG?
Or at least provide more information. At this moment, we know nothing about the planet, now nothing about the system we're in. Without knowing about the world, people can't do anything. The
Personally I have 2 projects in the works and 1 concept...The first sounds most interesting, though the second sounds ok.
"SAEC": A game of space exploration in soft sci-fi themes. Do not expect beam lazers and hordes of alien races to fight/work with, though; you will be delegated to star system scans, laboratory work, maintenance of Prometheus V, but mainly, exploration of available universe.
"Gunhazard Mercs": A game about group of mecha-riding mercs who are to fight crime and uncover illuminati-like plots on they way to earn monies and get a comfortable retirement.
That one concept is about cooperative Doom-like shoot'em all where the gorup goes through an demon-infested space station to destroy portal leading into another dimension; but mostly it would be able killing demons in showers of gore and hot lead.
Anyone interested in these? :P
The first sounds most interesting, though the second sounds ok.^^This. First one sounds awesome.
Excellent, support. This isn't going to be too terribly long (ten levels, tops); what starting level do you think would be best? I was thinking three to five.So.This does sound very interesting, actually. I doubt I'd be able to get a sheet out in time, but yeah. I would totally go for that.
I have had one more idea for a D&D 3.5 game.
It's not your average dungeon crawler, a legend of ancient heroes fighting a terrible beast from the beginning of time, or a story of warriors who wandered the land to master their own fates.
It's about war. War is hell. (http://tvtropes.org/pmwiki/pmwiki.php/Main/WarisHell) It has been one hundred and seven years since the fall of Gemodor, and no kingdom has dared to reclaim its lost expanses, fearful of the corrupting magic that wrought its end. The country of Sarium has invaded lands of the kingdom Atissa, and the PCs are a conscripted mercenary group, tasked with mowing down armies of soldiers--some mere conscripted farmers who could barely wield a pitchfork in their own profession, others generals who have seen countless battles--to regain the occupied land. The PCs, once noticed by generals in the army, are tasked with increasingly dangerous jobs--perhaps jobs that would push them beyond their limits, beyond what they know. Beyond the point of return. But it is the life they must lead.
Sound interesting?
Five. You must be as badass as possible obviously!Excellent, support. This isn't going to be too terribly long (ten levels, tops); what starting level do you think would be best? I was thinking three to five.So.This does sound very interesting, actually. I doubt I'd be able to get a sheet out in time, but yeah. I would totally go for that.
I have had one more idea for a D&D 3.5 game.
It's not your average dungeon crawler, a legend of ancient heroes fighting a terrible beast from the beginning of time, or a story of warriors who wandered the land to master their own fates.
It's about war. War is hell. (http://tvtropes.org/pmwiki/pmwiki.php/Main/WarisHell) It has been one hundred and seven years since the fall of Gemodor, and no kingdom has dared to reclaim its lost expanses, fearful of the corrupting magic that wrought its end. The country of Sarium has invaded lands of the kingdom Atissa, and the PCs are a conscripted mercenary group, tasked with mowing down armies of soldiers--some mere conscripted farmers who could barely wield a pitchfork in their own profession, others generals who have seen countless battles--to regain the occupied land. The PCs, once noticed by generals in the army, are tasked with increasingly dangerous jobs--perhaps jobs that would push them beyond their limits, beyond what they know. Beyond the point of return. But it is the life they must lead.
Sound interesting?
Alright, time to make a level five character with 4 levels in commoner and one level in monkFive. You must be as badass as possible obviously!Excellent, support. This isn't going to be too terribly long (ten levels, tops); what starting level do you think would be best? I was thinking three to five.So.This does sound very interesting, actually. I doubt I'd be able to get a sheet out in time, but yeah. I would totally go for that.
I have had one more idea for a D&D 3.5 game.
It's not your average dungeon crawler, a legend of ancient heroes fighting a terrible beast from the beginning of time, or a story of warriors who wandered the land to master their own fates.
It's about war. War is hell. (http://tvtropes.org/pmwiki/pmwiki.php/Main/WarisHell) It has been one hundred and seven years since the fall of Gemodor, and no kingdom has dared to reclaim its lost expanses, fearful of the corrupting magic that wrought its end. The country of Sarium has invaded lands of the kingdom Atissa, and the PCs are a conscripted mercenary group, tasked with mowing down armies of soldiers--some mere conscripted farmers who could barely wield a pitchfork in their own profession, others generals who have seen countless battles--to regain the occupied land. The PCs, once noticed by generals in the army, are tasked with increasingly dangerous jobs--perhaps jobs that would push them beyond their limits, beyond what they know. Beyond the point of return. But it is the life they must lead.
Sound interesting?
Ninja'd: Yes, Kassire. I think that would be perfect! If your GM uses tier-fixing-by-way-of-extra-stats, it will be godly!I'm tempted, but...
So, is this gonna go ahead or is playing a DnD campaign merely going to stay on of my dreams, up there running a decent game?Excellent, support. This isn't going to be too terribly long (ten levels, tops); what starting level do you think would be best? I was thinking three to five.So.This does sound very interesting, actually. I doubt I'd be able to get a sheet out in time, but yeah. I would totally go for that.
I have had one more idea for a D&D 3.5 game.
It's not your average dungeon crawler, a legend of ancient heroes fighting a terrible beast from the beginning of time, or a story of warriors who wandered the land to master their own fates.
It's about war. War is hell. (http://tvtropes.org/pmwiki/pmwiki.php/Main/WarisHell) It has been one hundred and seven years since the fall of Gemodor, and no kingdom has dared to reclaim its lost expanses, fearful of the corrupting magic that wrought its end. The country of Sarium has invaded lands of the kingdom Atissa, and the PCs are a conscripted mercenary group, tasked with mowing down armies of soldiers--some mere conscripted farmers who could barely wield a pitchfork in their own profession, others generals who have seen countless battles--to regain the occupied land. The PCs, once noticed by generals in the army, are tasked with increasingly dangerous jobs--perhaps jobs that would push them beyond their limits, beyond what they know. Beyond the point of return. But it is the life they must lead.
Sound interesting?
So.
I have had one more idea for a D&D 3.5 game.
It's about war.
Had an idea for a space game the other day:Dooo eeeeet.
The players are on a ship headed on an expedition into "The Dark Star," a huge event horizon that seems to have far less mass than a black hole should have. Nothing that's gone into it has ever been heard from again, though aside from probes no one's ever intentionally flown into it. Might be some alien races already planned for the space setting in which the dark star exists, but players are encouraged to make their own, like in many space games. In fact, to encourage creativity, no Earthlings allowed. No humans, modified humans, uplifted Earth species, nada.
Plot twist: The Dark Star got the 2,000,000th post on Bay12. :PHad an idea for a space game the other day:Dooo eeeeet.
The players are on a ship headed on an expedition into "The Dark Star," a huge event horizon that seems to have far less mass than a black hole should have. Nothing that's gone into it has ever been heard from again, though aside from probes no one's ever intentionally flown into it. Might be some alien races already planned for the space setting in which the dark star exists, but players are encouraged to make their own, like in many space games. In fact, to encourage creativity, no Earthlings allowed. No humans, modified humans, uplifted Earth species, nada.
I'll have it up sometime before the end of the week. I wanted to write personalized character sheets for the villains.It is time. (http://www.bay12forums.com/smf/index.php?topic=147395.0)
What's the name of that one recurring game on FGRP where people roll dices to move and place effects or items on the tile they land on and race each other to go over the track twice?I've never heard of such a thing. It sounds interesting, though.
What's the name of that one recurring game on FGRP where people roll dices to move and place effects or items on the tile they land on and race each other to go over the track twice?That would be (insert number here) tile dash if you're referring to what I think you are. I actually ran it once but I'm horrible at running games so it kind of died. Don't think anyone else has tried to do it here, though it'd be great if they did. I originally sort of stole it from the mspa forums when they still did forum games. IIRC, it was 100 tiles at first. The amount of times people go over the track tends to vary too. More laps means more chances each tile gets used to cause chaos. If I were to re run it nowadays I'd probably do maybe 20/25/30 tiles and 3 laps because of reasons. Tiles are defined by the players by the way, usually within certain limits and rules.
Don't think anyone else has tried to do it here, though it'd be great if they did.I'm already running a DnD game and a mafia game, but this sounds fun enough to run that I'm going to possibly run it too.
Pathfinder OGC. (http://www.d20pfsrd.com/)
I'd be down for it... IF you let me play a gunslinger.
Does this one work any better? (http://paizo.com/pathfinderRPG/prd/)Pathfinder OGC. (http://www.d20pfsrd.com/)
I'd be down for it... IF you let me play a gunslinger.
Thanks
Do you mean down for playing the game I want to set up
Also: that site is not at all set up for mobile devices
HECKS YEAH I WANNA PLAYPathfinder OGC. (http://www.d20pfsrd.com/)
I'd be down for it... IF you let me play a gunslinger.
Thanks
Do you mean down for playing the game I want to set up
Also: that site is not at all set up for mobile devices
Does this one work any better? (http://paizo.com/pathfinderRPG/prd/)Pathfinder OGC. (http://www.d20pfsrd.com/)
I'd be down for it... IF you let me play a gunslinger.
Thanks
Do you mean down for playing the game I want to set up
Also: that site is not at all set up for mobile devices
HECKS YEAH I WANNA PLAYPathfinder OGC. (http://www.d20pfsrd.com/)
I'd be down for it... IF you let me play a gunslinger.
Thanks
Do you mean down for playing the game I want to set up
Also: that site is not at all set up for mobile devices
I already learned the intricacies of PF and wrote up a character sheet and I'm working on a second just in case.
The game I want to run might be a bit confined when it comes to guns, [blah blah blah Nerjin doesn't care], maybe revolvers.
Oh ho hum listening to the DnD 3.75 conversation is pretty interesting. I might watch it. Gunslinging Hm? That's sorta interesting.I was thinking revolvers and revolver rifles but they would be rare and expensiveThe game I want to run might be a bit confined when it comes to guns, [blah blah blah Nerjin doesn't care], maybe revolvers.
Revolvers you say? Can we get a yes or no on this? Because if you would let me use Revolvers I would be... Very partial to joining the game. After all, they do call me "Revolver".
Big old pile of pathfinder guns. (http://www.d20pfsrd.com/equipment---final/weapons/firearms) Dedicated character class. (http://www.d20pfsrd.com/classes/base-classes/gunslinger) It's amazing they had the stones to add that crap.Oh ho hum listening to the DnD 3.75 conversation is pretty interesting. I might watch it. Gunslinging Hm? That's sorta interesting.I was thinking revolvers and revolver rifles but they would be rare and expensiveThe game I want to run might be a bit confined when it comes to guns, [blah blah blah Nerjin doesn't care], maybe revolvers.
Revolvers you say? Can we get a yes or no on this? Because if you would let me use Revolvers I would be... Very partial to joining the game. After all, they do call me "Revolver".
Ya I'm still not sure if I want to put money into that campaign or not.You don't need no stinkin' money for this! There's a system reference document!
Yes, well, I've lost far more than half my players. I'm more concerned with how to get more.
Around what time would that be in GMT+0?About 4 hours from now. As of this post the time is X:18, 1:18 PM in my timezone.
I have a game I want to run in a month or so (same from a page ago) but I don't want looting to be the main bit of it, I want it to be more mission completing and diplomatic visits here and there, should I just give the players pretty good weapons from the begining or have them get them as they progress as rewards?
4PM actually.Perhaps, but IDK if I'll be done with my work by then. That's 40 minutes after I finish with class for today, and I'll need some time to set up. We'll see, though.
Ah, ok.4PM actually.Perhaps, but IDK if I'll be done with my work by then. That's 40 minutes after I finish with class for today, and I'll need some time to set up. We'll see, though.
*IRC RP*:o
Multiplayer or SG? I'm so interested either way.Multiplayer. Just like the
On a more serious note.. less is more. While it sounds fun to roll on a D100 table, it gets a drag real quick. The same goes for stats - I mean, 6 different attributes. 250 Points at start. 4 different rolls for a single attack? Imagine how many you will need for a whole combat-sequence!Actually, there doesn't seem to be a d100 table involved at all. He's having players roll under their stat number on the d100, I believe (at least that's what he said; the formula he gave for such an action doesn't really make any comparisions), which is what Runequest and Call of Cthulhu use, I believe, so it's not a weird and complicated new mechanic. Why he then goes on to make opposed rolls a d20, that's on him to explain.
Sounds like it could be interesting, though I guarantee headaches and bickering.
So, I've been reading up on Don't Rest (http://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/DontRestYourHead) Your Head (http://1d4chan.org/wiki/Don%27t_Rest_Your_Head), and it's pretty fantastic. The basic premise is that you are an insomniac who has gained the ability to enter a place known as the Mad City, a metropolis infested with nightmares who want to kill you, eat your soul, or worse. Not only that, you have gained two powers; the ability to do a mundane thing better then anyone else (An exhaustion talent) and the ability to do something completely insane usually relating to your mental disorders (A madness talent).Where can I download this system?
This is a really cool system that means your character could be able to use their childhood teddy bear to cause natural disasters, able to eat an iPod and a Nokia and then shit out an iPhone, or able to summon subway trains from anywhere. Not random shit I just made up, these are actually suggested powers, and probably some of the lower level ones. There is a cost, however. If you use too much of your power, you will turn into one of the nightmares yourself. And that's if you don't crash and end up sleeping, which is about the worst thing that could happen to you since that makes you defenseless and means every nightmare has your exact location. Death is about the best case scenario in that situation.
I was thinking of running a game. Anyone interested if that did happen?
It's by some fellows named Evil Hat Productions (http://www.evilhat.com/home/). Try buying it there.Well how did you come by it? You said you were thinking about running a game weren't you?
I'm not sure what you mean. If you want to know how I found about it, I found it on TV Tropes.It's by some fellows named Evil Hat Productions (http://www.evilhat.com/home/). Try buying it there.Well how did you come by it? You said you were thinking about running a game weren't you?
Unless you mean piracy, of course. In which case, I'm pretty sure Toady frowns on that sort of discussion.*facepalm* No, of course that's not what I mean. >_>
Well, you can buy the rulebook at EvilHat.
https://www.evilhat.com/store/index.php?main_page=product_info&cPath=79&products_id=181&zenid=av5ktaoj8thjt7h0vsgjnrh252Thank you so much. x_x Why wouldn't they have links to their products on their blog pages..
Linksy to a new game, based off of TCM's RTD from two years ago. Plz look, haven't gotten any responses in 3 hours. (http://www.bay12forums.com/smf/index.php?topic=148183.0)
Well then, I am currently in the process of slowly putting together a kind of "Choose your own adventure" game. You know, like the books with the branching plot-lines, with the players on here able to choose which action leads to page xy.
Inb4 Authyrs.*Googles* Nothing like that, more like just these specific characters come to life. Though I do like me some metaphysical waffling and layers of reality messing about.
So would making a thread for doing multiple game tests be an ok thing?Taw had one for a while, so I wouldn't see why anyone else wouldn't have one aswell
Like just having a thread to test different game combats for different games sorta like the DF testing arena
Taw had one for a while, so I wouldn't see why anyone else wouldn't have one aswellStill do. So does mastahcheese.
Hey, question, going with dynamic damage (You get your leg shot off, it's gone and you limp now.) What would be a good rule of thumb for damage... Dispersal? Making it too much would give one turn obliterations while making it too long would have 20 turns later against a basic mook.Depends on how exactly you are handling damage, but you could have it so that severe wounds cause people to bleed to death if they go untreated for too long (for the case of a leg getting shot off, I would probably have it take two turns at most to bleed out). Not sure how exactly I would run the numbers though.
What I mean is I want to get some good challenge going but I don't want bullet sponge enemies, basically, I mean, you find a skeleton, you punch said skeleton, let's say you get a good roll on that and succeed, how much damage should that punch have done? Or, what about a shotgun against an armoured guy? Should that punch through his armour or knock him down with some heavy bleeding?Hey, question, going with dynamic damage (You get your leg shot off, it's gone and you limp now.) What would be a good rule of thumb for damage... Dispersal? Making it too much would give one turn obliterations while making it too long would have 20 turns later against a basic mook.Depends on how exactly you are handling damage, but you could have it so that severe wounds cause people to bleed to death if they go untreated for too long (for the case of a leg getting shot off, I would probably have it take two turns at most to bleed out). Not sure how exactly I would run the numbers though.
I think this is one of those "make something up, see if it works" type deals. Just remember that players will typically be exposed to this system far more often than skeletons, and are therefore typically hurt more by arms flying off in bloody arcs.What I mean is I want to get some good challenge going but I don't want bullet sponge enemies, basically, I mean, you find a skeleton, you punch said skeleton, let's say you get a good roll on that and succeed, how much damage should that punch have done? Or, what about a shotgun against an armoured guy? Should that punch through his armour or knock him down with some heavy bleeding?Hey, question, going with dynamic damage (You get your leg shot off, it's gone and you limp now.) What would be a good rule of thumb for damage... Dispersal? Making it too much would give one turn obliterations while making it too long would have 20 turns later against a basic mook.Depends on how exactly you are handling damage, but you could have it so that severe wounds cause people to bleed to death if they go untreated for too long (for the case of a leg getting shot off, I would probably have it take two turns at most to bleed out). Not sure how exactly I would run the numbers though.
Wouldn't it be better to have a player for human and another for spirit rather than have one handling both?But then there'd need to be umpteen players to make sure everyone has a partner, and people would be stuck waiting on their partner to post.
Yeah, like I said, it needs more development. Currently the major downside is if they host for too long, they burn each other up (when not being hosted, the daemon/spirit/whatever would probably just follow their partner around most of the time). The partnership would probably have some kind of long term effect on both of them, resulting from cumulative effects of multiple hostings, though I have no idea on what those effects should be.
Or one plays both human and spirit, but is the spirit of another player? But then it may get messy...Wouldn't it be better to have a player for human and another for spirit rather than have one handling both?But then there'd need to be umpteen players to make sure everyone has a partner, and people would be stuck waiting on their partner to post.
The players create and play two characters each, a human and a spirit/daemon/whatever name. Humans in the know tend to distrust and hate spirits, and spirits tend to think of humans as unclean/inferior/dangerous, so the partnerships are very rare and probably require some kind of personal understanding or friendship.
Because that's not the theme here. It's not so much people summoning spirits and binding them as servants, but people coming across them and they decide to work together for whatever reason. Either one of the other or both can have an agenda, and the power boost provided by hosting (and having an ally/friend who can do stuff they can't) helps them further it.
For the partnership to occur, there's a wall of alien-ness and/or prejudice that has to be bridged first, and the hosting thing needs mutual trust to work properly, so friendship and/or mutual self-interest seem like the most likely motives by far.
Because that's not the theme here. It's not so much people summoning spirits and binding them as servants, but people coming across them and they decide to work together for whatever reason. Either one of the other or both can have an agenda, and the power boost provided by hosting (and having an ally/friend who can do stuff they can't) helps them further it.So, it kind of like with the one dude in Dragon Age?
For the partnership to occur, there's a wall of alien-ness and/or prejudice that has to be bridged first, and the hosting thing needs mutual trust to work properly, so friendship and/or mutual self-interest seem like the most likely motives by far.
In this game, possession would be a separate thing from hosting, and far more injurious.Yeah, but the way you describe it is pretty much how it worked I believe.
I have a pretty simple idea for a rpg
The idea is each player would start out with 2-6 powers from the supperpower wiki (exact amount depends upon potantcy of abilities) and would gain more for accomplishing various tasks , or killing other players.
I am wondering two things 1. How much intrest is there for a game like this
2. What kind of mechanics should I use for how the powers interact.
3.if this is too complicated for my first time being a gm
ok thanksI have a pretty simple idea for a rpg
The idea is each player would start out with 2-6 powers from the supperpower wiki (exact amount depends upon potantcy of abilities) and would gain more for accomplishing various tasks , or killing other players.
I am wondering two things 1. How much intrest is there for a game like this
2. What kind of mechanics should I use for how the powers interact.
3.if this is too complicated for my first time being a gm
Well then, since you asked, here comes my humble opinion. Dis/regard at your own leisure. ;3
1: Existing interest is relative - by making a game interesting enough, you can plainly create interest among bay12 by yourself. I'd actually say that "super/natural power" is somewhat of an established trope, so what kind of plot you build around it, would be the more important point.
2: I'd advise to keep it simple. Like, a character only being able to be affected by ~2 effects at once. If another, new effect, comes along, just make a save roll for the existing one/s, possibly according to the "potency" stat of the caster/s.
3: How complicated it becomes, really depends on yourself. Again, less is more. To give a - somewhat - exaggerated example; If you plan to roll each round for 1. Initiative 2.Hitchance 3.Dodgechance 4.Damage-range 5. Blocking/Resistance 6. Bonus effects, that netts you 12 rolls per round for a single attack, from 2 combatants. As soon as there is a larger scale battle with npc's, like a 4v4, or four players doing "their thing somewhere", that translates into a whooping ~44 rolls for each round. That is tedious, especially as it is, indeed, only a somewhat exaggerated example.
Seeing as you are playing with the pvp thought, Initiative might stay in 1. Hit / Dodge, also; 2,3. And the damage-range, for which a crit is only applied on a natural max roll, 4. There is also the possibility of taking the difference between hit and dodge, and to use that for the damage-range... but, really, just rolling it is easier in my book. So, 8 rolls for each round of combat.
All in all, if you are unsure if this could be too tedious for you, maybe trying with 3 players, but no more than 4 should do the trick. Starting, that is - you can always expand further at a later date.
I have a pretty simple idea for a rpgI probably should have mentioned it when you first posted this, but this reminds me of ICONS (http://rpg.drivethrustuff.com/product/81475/ICONS-Superpowered-Roleplaying).
The idea is each player would start out with 2-6 powers from the supperpower wiki (exact amount depends upon potantcy of abilities) and would gain more for accomplishing various tasks , or killing other players.
I am wondering two things 1. How much intrest is there for a game like this
2. What kind of mechanics should I use for how the powers interact.
3.if this is too complicated for my first time being a gm
School Name: The Example School for Exempler Examples
School Titles: The Tin Medal
Money: 600gp
Roster: [1/1]
(http://imgur.com/TX3Pk6W.png) [This is where the Gladiators of your school will appear. They will appear in quotes within a single "Roster" spoiler. If a statistic doesn’t apply to a gladiator it will usually not show up.]
Lord Name: Your Name here
School Name: School Name Here
School History: Please fill out...
Personal History: Please fill out...
Had an idea kicking around my head for a game where the players form a bond with a spirit/daemon. The pairs work together as a team, and the spirits/daemons have the ability to go into their host's bodies to greatly enhance both their abilities, but only temporarily, since they'll both burn up if they do it for too long at a time. Beyond that, though, I dunno. The idea needs a lot more development before it can be used.
Has anyone tried making a You Are King IV? If not, why?
Yeah - the latest YaKs haven't lasted long, but there's always people ready to play. I recommend heading to #yak4 on freenode webchat (http://webchat.freenode.net/) if you want to talk with the regulars about it.How do you actually write stuff on it?
I had a Gladiator game some time ago... I've changed several things and I think I want to run it again. here's what I got so far. Any thoughts?Looks interesting, but probably excessively complicated. Combat in particular was a pain to read, possibly because it was given in the form of examples rather than proper definitions.
School Name: The Example School for Exempler Examples
Money: 350gp
Roster: [2/2]Spoiler: Roster (2/2) (click to show/hide)
Lord Name: Your Name here
School Name: School Name Here
School History: Please fill out...
Personal History: Please fill out...
I hope there's an option to have cheesy commentators describe your matches. Outrageous puns, bloodthirsty cheering and mockery, nicknames, etc. are a must.Yes.
Isn't flying to Earth and back expensive? Re-entry and escape take a lot of energy.Well, without a space elevator, it sure would take a lot of energy. On the other hand, the moon has an abundance of helium, and far less gravity. So, either having a facility on the moon, or just making the transport magi-tech based would solve this problem in a neat enough way that it is quite congruent with physics and plot.
Or maybe there's some kind of unobtanium on Earth, and every time you make a run for supplies you need to grab some in order to get home.This could be another reason why humans don't just go to the moon for fuel. A fuel run probably won't be necessary every time the players go down but it will be necessary every once in a while. I'm thinking that on those fuel runs a big ship will be brought down to retrieve it and attract more enemies somehow. During these events, the players can choose to bring some NPC troops with them to back them up at the risk of permanently losing them.
Asteroid mining is also possible in theory, but practically extremely tedious, and who knows if our crafts can even reach that far. ;3Spacecraft have infinite range, but if you don't have enough re-mass it'll take years to get where you're going.
That cloud sounds like it might have a hefty upkeep of magical nature. Maybe some missions could deal with disrupting whatever magi-nations keep it up and running over certain areas... Obviously the clouds ought to break at the outer edges of reach of such an installation, making that one hell of a mission - pun intended.
I think I've come up with decent lore for moon stuff. Let's say the year is 2106 but feel free to suggest another date.This all works really well I think. Starting out with the mothership and then capturing the moonbase and using it for steady income and as a shipyard would be neat, of course you need the manpower to run installations, and then you need more resources to keep everyone alive. If you have a moon base with atmosphere you won't need to train the common people you rescue from Earth how to EVA, they can just stay at the moon and work. Eventually you can work up to just colonizing reclaimed Earth territory.
Ok, so the moon's been colonised and a mine for He-3 has been constructed. The other materials are found on Earth and it's cheaper to get native variants so mining for anything else there isn't really a thing. Fusion reactors don't use much fuel but they're very expensive to build and maintain so there aren't many, meaning the singular mine was enough to supply the reactors. The mine itself has been running for a few decades which has caused it to suffer wear-and-tear. It need constant parts and maintenance and was due for refurbishment soon.
Enter Hell. Some of the miners went crazy, parts stopped coming in so things just started to break, miners died, food stopped coming in, all miners died, the mine broke even more, and now only a small part of the mine can be used for mining. The players can choose to activate the mine and get fuel from it but they'll have to spend resources to keep it operational.
As for resources, satellite-harvesting can be done with the right tech or a decent luck roll. The ship the players are on doesn't have very good sensors so they'll have to be relatively close to them to harvest them. Asteroid-mining is downright impossible, though. The tech just doesn't exist that allows for flight to an asteroid to be quick, reliable, and cheap enough to allow for asteroid-mining. The ship the players are on don't even have good enough sensors to find them, anyway.
The clouds don't allow for demonic presence - all they do is damage whatever flies through them and disrupt communications. Even if you got rid of all the clouds, Hell's forces would remain on the Earth. Getting rid of the clouds will allow for more places to fight for but it won't affect the demons in the slightest. Difficulty will increase but I won't say how.That cloud sounds like it might have a hefty upkeep of magical nature. Maybe some missions could deal with disrupting whatever magi-nations keep it up and running over certain areas... Obviously the clouds ought to break at the outer edges of reach of such an installation, making that one hell of a mission - pun intended.Yeah maybe you have to take down the magi towers that keep the defense up to unlock areas to battle for, and as there become fewer, the enemy's forces become more concentrated and it gets harder to take them out.
This all works really well I think. Starting out with the mothership and then capturing the moonbase and using it for steady income and as a shipyard would be neat, of course you need the manpower to run installations, and then you need more resources to keep everyone alive. If you have a moon base with atmosphere you won't need to train the common people you rescue from Earth how to EVA, they can just stay at the moon and work. Eventually you can work up to just colonizing reclaimed Earth territory.As implied before, the moon base can't be used for steady income. It needs lots of parts to remain operational and it's not very quick at doing its job. The only good thing about it is it doesn't need a lot of manpower to work.
The clouds don't allow for demonic presence - all they do is damage whatever flies through them and disrupt communications. Even if you got rid of all the clouds, Hell's forces would remain on the Earth. Getting rid of the clouds will allow for more places to fight for but it won't affect the demons in the slightest. Difficulty will increase but I won't say how.Uh, yeah, that's pretty much how I understood it to work. The clouds are a shield, you get rid of the clouds, operating in the area they covered becomes possible.
As implied before, the moon base can't be used for steady income. It needs lots of parts to remain operational and it's not very quick at doing its job. The only good thing about it is it doesn't need a lot of manpower to work.
Building a shipyard on the moon is possible but considering the distance between it and the Earth it's cheaper and quicker just to build one in space, or just have Engineering do all the work (remember that this game is XCOM-like).
Terraforming is nowhere near advanced enough to make the moon habitable in the slightest. All habitable areas will have to be built using resources.
Colonising Earth? That's possible. It'll require lots of tech, lots of fuel, lots of resources, a large military, and literally constant fighting, but it's technically possible. It's not recommended, though.
You can't bring back every human you free as well, if you give the people you leave behind weapons they could cause trouble for the demons.Wait, do you think that people are still alive on Earth? Even if there were, they'd already have weapons and everything else they need to prevent getting killed by demons, otherwise they'd have been killed by demons.
It's not just the players that are alive in space - I'm thinking at least 2,000 people are in space with them, maybe up to 5,000.If the entire human race is dead, defeated by these creatures, why should 5000 people be able to retake Earth? They have no way of getting more manpower.
FluffUnless the mothership was formerly some kind of mining vessel, they won't have the equipment necessary to make mining the moon worth it.
A reason why the moon isn't an option. Solar flare? Radiation? Grey goo infestation? Furry colony? I'd just like to hear from you guys on this.
Fluff
A reason why the moon isn't an option. Solar flare? Radiation? Grey goo infestation? Furry colony? I'd just like to hear from you guys on this.
Crunch
In XCOM, players have to wait at the base for missions before they can send their troops out. It's the same in this game, except I don't know how to decide how long before the players can go on a mission beyond arbitrarily choosing so. Any ideas?
Kinda Both
In XCOM, the player actually plays as the Commander who sends out troops on the battlefield. I was wondering if I should give a single player control of what to build and who to send on missions and stuff. This can let more than 6 players play at once (they're characters get rotated through missions) and if we go the YAK route they can serve as a second GM so that more than 6 players can actively play at once. That's the crunch. The fluff part comes from whether I should have the commander chosen by the council (myself) or the highest-ranking player. Thoughts?
Hum... that might sound far more snide than it actually should sound like, really. That aside, how about the obvious choice - how about throwing some dice? 3D6 whereas each number represents anything between 1 hour, or a quarter day, your call. Now just add some random minute thingy, so that it doesn't look too clean-cut "staged" as it actually is, and you are ready to rumble. In this regard, at least.Yes, using dice was always part of the plan but it's assigning wait times to the dice numbers that I'm having trouble with. That 3d6 thing has given me an idea, though. Ok, so first I roll 1d4-1 to determine how many months the players have to wait per mission. On a 4, a reroll is done with a +0 modifier, on a 4 again it's with a +1 modifier, and so forth. After that, I'll roll 1d5 for weeks with a 1 being 0 weeks and a 5 being 4 weeks. Finally, I'll roll 1d7 to see how many days need to be waited out after that.
I'm thinking of making a SG that runs a bit like Hotline Miami in the everyone has one hit point.If you want to make the game work you either need a story or some decent character progression and maybe customisation. Nobody likes playing games of mindless violence without pay-off.
Main differences being the the main character is stuck in a crazy arena type thing with the ability to respawn, and it takes place in a mysterious arena thing.
You say that like mindless violence isn't a payoff in and of itself. Anyways, a link to a planning thread I set up is in my sig now.I'm thinking of making a SG that runs a bit like Hotline Miami in the everyone has one hit point.If you want to make the game work you either need a story or some decent character progression and maybe customisation. Nobody likes playing games of mindless violence without pay-off.
Main differences being the the main character is stuck in a crazy arena type thing with the ability to respawn, and it takes place in a mysterious arena thing.
Anyone know any good sources I can steal GET INSPIRATION from for tech trees and stuff?
Cleric with turn undead, I'd suspect.Cleric implies a religious role. How does turn undead work? Why is it even called turn undead? You're not turning them to your side, after all.
As in, biomancer (manipulates life, most likely some kind of healer)Should've mentioned this before but I don't think biomancer is the right word. According to this (http://en.wiktionary.org/wiki/bio-), the antonym to that is thanato- (http://en.wiktionary.org/wiki/thanato-) which is similar but different to necro- (http://en.wiktionary.org/wiki/necro-). It also implies that it allows for the alteration of biological things, even if they're dead.
It stems from one belief that a way to render undead harmless was to literally turn them upside down. Also, it turns them dead.Cleric with turn undead, I'd suspect.Cleric implies a religious role. How does turn undead work? Why is it even called turn undead? You're not turning them to your side, after all.
I'd also like some help with the gods of the world, specifically their domains. Domains without opposites (Animals, for example) are preferred but not required (Harvest is possible) but strong, universe-binding domains with opposites (such as Chaos and Order) are definitely out.
EDIT: There's also Divine magic which is derived from the gods' domains. The gods' domains should be something other than Life, Death, or Elemental.Well, what's the point of gods? Just adding additional spell types?
As for magic, there are three types:Meaning what? Broad ideas like "alchemy" or "cabalism," or actually making Enchanting a functional, balanced set of concrete values?
Life
Death
Elemental - Fire, Frost, and Lightning
What I need help with is in making magic that's available to all types of mages such as Enchanting.
A word other than 'type' to describe the three...types of magic would be great.Sphere, Domain, Valence, Arc, Path, Sigil, Veil. Made up words like Ukmak or Pel could also work.
Trying to figure out a bonus to give when someone reaches Adept at casting a fireball. On a d10, it'll give the player +2 to teaching the technique to others, but what else should it give?This is likewise hard to answer without context, but is there anything neat a spell could do for a player at that point? Heal them, stun enemies, become AoE, reroll 1s, ideally leaning towards "this is an extra effect I don't have difficulty remembering or applying" and away from "this is more numbers and they're awkward to do?" Limiting it to crits or high rolls (or low rolls, as mentioned) could help with both that and keeping it from becoming too powerful.
I was just thinking of making a magic girl type game. It'd probably have a focus on teaming up with bonuses for having relationships with other MGs.Friendship Power Pirates sounds hilarious. I notice you specify other evil MGs in Urban Evildoers, which is either a prophetic typo or thinking ahead.
The setting would probably decide what the main focus would be. The main ideas being a pirate themed one that is lower powered but with more bonuses for friends and items, an urban fantasy that's more about fighting other evil MGs, and then finally a sort of Sci Fi setting that has a lot of mook slaughtering and villain of the week type stuff.
Well, what's the point of gods? Just adding additional spell types?That's a bit outdated. I've already thought up the gods and given them their place in the world and everything but thanks anyway.
If so, I'd obviously lean towards gaps left behind by the current trio; depending on how you want the world/system to work, you might want the opposite. That said, assuming Life/Death/Elemental has those areas covered and needn't be repeated, we're probably mainly left with more esoteric forces and concepts, like Emotion (or specific emotions), Gravity, Time, Tides, Erosion, and so on, as well as any gaps left behind by the main three, like Earth, Metals, Ash, Water if that's not under Frost, Plants or Growth if they're not under Life, and so on.
Another way to get domains, or at least be inspired to find domains, is to look at what you've got already and see how they fit together. For instance, combine Life and Death. What does that give you? Anything? Regrowth, Cycles, Equivalence, something like that? Might make for good domains, might not. Try again with Death and Elemental, wonder if Death+Lightning is any different from Death+Fire, and so on.
Expressions of those types of magic, basically. Assuming we're using Fire, a Direct expression will cast a fireball, an Enchant expression will light a sword on fire, a Scroll expression will record a fire spell in a scroll, etc. (Expressions aren't just limited to one action. Another Direct expression is a fire wall, or something.)As for magic, there are three types:Meaning what? Broad ideas like "alchemy" or "cabalism," or actually making Enchanting a functional, balanced set of concrete values?
Life
Death
Elemental - Fire, Frost, and Lightning
What I need help with is in making magic that's available to all types of mages such as Enchanting.
Well, fireball has a chance to set someone on fire but that's more unique to the whole element rather than just the spell. On being able to use Expert fireballs, the player can put lesser versions of the spell into staves (though this might not be unique to fireball), and a Master fireball explodes. I'd like for the bonus to relate specifically to fireballs so '+1 chance to setting people on fire' won't fit.Trying to figure out a bonus to give when someone reaches Adept at casting a fireball. On a d10, it'll give the player +2 to teaching the technique to others, but what else should it give?This is likewise hard to answer without context, but is there anything neat a spell could do for a player at that point? Heal them, stun enemies, become AoE, reroll 1s, ideally leaning towards "this is an extra effect I don't have difficulty remembering or applying" and away from "this is more numbers and they're awkward to do?" Limiting it to crits or high rolls (or low rolls, as mentioned) could help with both that and keeping it from becoming too powerful.
I'll admit, I probably wouldn't allow a villainous PC unless they're an anti-villain type. That said, I do know that you guys have unconventional tastes.A straight-up villainous PC would be awesome! They're loads more fun than the annoying, whining, misunderstood, emo pricks that Bay12 tends to make 'anti-villains'.
Who doesn't like mech games? This reminds me, I really should update my own...I'd like to drop out of that game. Too much RP and not enough gameplay.
That is insanely rude the way you did that, I hope you realize.Who doesn't like mech games? This reminds me, I really should update my own...I'd like to drop out of that game. Too much RP and not enough gameplay.
You...could actually tell him that -in his game- instead of doing that in a public thread. It has bad implications other than a well-meaning intent or request of leave, just to poke. (Though it is and sounds benign :) Just poking at the probable way it would sound...otherwise)Who doesn't like mech games? This reminds me, I really should update my own...I'd like to drop out of that game. Too much RP and not enough gameplay.
Who doesn't like mech games? This reminds me, I really should update my own...I'd like to drop out of that game. Too much RP and not enough gameplay.
Oh yeah, Smurfs game. It could have been good but it was just... not varied enough in the beging for me.So basically Kantai Collection Gaiden?
On a side note, my magic girls thing combined with the mecha stuff in my head and resulted in a game that would follow robot ship girl things as they fight for control of the seas and against the evil down below™.
Wouldn't "Direct" be pretty much anything that isn't crafting or maybe trap-laying, then?Meaning what? Broad ideas like "alchemy" or "cabalism," or actually making Enchanting a functional, balanced set of concrete values?Expressions of those types of magic, basically. Assuming we're using Fire, a Direct expression will cast a fireball, an Enchant expression will light a sword on fire, a Scroll expression will record a fire spell in a scroll, etc. (Expressions aren't just limited to one action. Another Direct expression is a fire wall, or something.)
I'd probably lean towards spell-specific buffs/debuffs/effects, then, assuming you can make them not a pain to work with. Tracking who's stunned, bleeding, poisoned, and/or a newt at the moment can get old fast.This is likewise hard to answer without context, but is there anything neat a spell could do for a player at that point? Heal them, stun enemies, become AoE, reroll 1s, ideally leaning towards "this is an extra effect I don't have difficulty remembering or applying" and away from "this is more numbers and they're awkward to do?" Limiting it to crits or high rolls (or low rolls, as mentioned) could help with both that and keeping it from becoming too powerful.Well, fireball has a chance to set someone on fire but that's more unique to the whole element rather than just the spell. On being able to use Expert fireballs, the player can put lesser versions of the spell into staves (though this might not be unique to fireball), and a Master fireball explodes. I'd like for the bonus to relate specifically to fireballs so '+1 chance to setting people on fire' won't fit.
*loud sighing*I don't know. I've never actually followed one that didn't crash pretty quickly. :x
Who likes mech games?
To-too much RP?!?Oh, so y- wait, you are involved in those magical girl megathreads, aren't you.
What kind of madman are you!?!
Better yet, Pacific Rim: Magical Girl Edition.Oh yeah, Smurfs game. It could have been good but it was just... not varied enough in the beging for me.So basically Kantai Collection Gaiden?
On a side note, my magic girls thing combined with the mecha stuff in my head and resulted in a game that would follow robot ship girl things as they fight for control of the seas and against the evil down below™.
But that's a different beast! The world is so good with Nagato, Ayanami and Soryu finally referring to ships again!Better yet, Pacific Rim: Magical Girl Edition.Oh yeah, Smurfs game. It could have been good but it was just... not varied enough in the beging for me.So basically Kantai Collection Gaiden?
On a side note, my magic girls thing combined with the mecha stuff in my head and resulted in a game that would follow robot ship girl things as they fight for control of the seas and against the evil down below™.
That's what I'm trying to figure out. Maybe Familiars or Summoning can be another branch.Wouldn't "Direct" be pretty much anything that isn't crafting or maybe trap-laying, then?Meaning what? Broad ideas like "alchemy" or "cabalism," or actually making Enchanting a functional, balanced set of concrete values?Expressions of those types of magic, basically. Assuming we're using Fire, a Direct expression will cast a fireball, an Enchant expression will light a sword on fire, a Scroll expression will record a fire spell in a scroll, etc. (Expressions aren't just limited to one action. Another Direct expression is a fire wall, or something.)
That's something I can do for mastery over an element as a whole, actually. I've also thought about your idea of rerolling 1s and I think I'm gonna have that with a -1 penalty per roll. If the resultant number is 1 or less, I'll keep rerolling until I have a good number. If the only number possible is a 1 or less, I'll treat it as a 1 because obviously the gods hate that person and they deserve to be punished.I'd probably lean towards spell-specific buffs/debuffs/effects, then, assuming you can make them not a pain to work with. Tracking who's stunned, bleeding, poisoned, and/or a newt at the moment can get old fast.This is likewise hard to answer without context, but is there anything neat a spell could do for a player at that point? Heal them, stun enemies, become AoE, reroll 1s, ideally leaning towards "this is an extra effect I don't have difficulty remembering or applying" and away from "this is more numbers and they're awkward to do?" Limiting it to crits or high rolls (or low rolls, as mentioned) could help with both that and keeping it from becoming too powerful.Well, fireball has a chance to set someone on fire but that's more unique to the whole element rather than just the spell. On being able to use Expert fireballs, the player can put lesser versions of the spell into staves (though this might not be unique to fireball), and a Master fireball explodes. I'd like for the bonus to relate specifically to fireballs so '+1 chance to setting people on fire' won't fit.
Humans: +1 divine magic, +1 INT.
*Orc: +1 STR, +1 combat skills
*Dryad: Nature magic when in high nature energy areas
*High Elf: +1 INT
*Pure: +1 divine magic
Orcs: +2 STR, +2 combat skills, +20% XP gain when competing, -2 INT.
Dryads: Nature magic, regeneration when in high nature energy areas, -2 to everything when in zero nature energy areas.
Dwarves: +3 STR, AGI and SPD halved, +3 crafting, (SPD penalty removed, +2 STR, and INT drops to 0 when health drops to 20% (berserker)).
Great Elf = Orc+Human hybrid
Nature Elf = Dryad+Human hybrid
High Elf = Normal elf
Great Elves: +1 STR, +1 combat skills, +10% XP gain when competing
Nature Elves: Nature magic when in low nature energy areas, better healing when in high nature energy areas
High Elves: +2 INT, +1 AGI
Goblins: -3 STR, SPD halved, INT halved, +2 DEX, +2 stealth.
* The asterisk signifies that that human has X blood in them. Players can choose what ancestor they want.So what's it called when you control another person's living body using magic? Puppetry? Body-controlling?Being a dick.
Yes, that would be one of the reasons why Life and Death mages aren't seen as a good/evil dichotomy in many places.So what's it called when you control another person's living body using magic? Puppetry? Body-controlling?Being a dick.
So what's it called when you control another person's living body using magic? Puppetry? Body-controlling?Well, mind-control, which one could say that it controls all of the electric pulses that the brain makes to move your body n' shit. It could be worded and used differently if one were to use different applications of magic I guess, enchantments on someones body to moves something when you want it to, complete and utter mind and body domination, destroying the mind and placing your own magical one that follows your own commands via telepathy, ect.
Yes, that would be one of the reasons why Life and Death mages aren't seen as a good/evil dichotomy in many places."Guns don't kill people, people kill people!"
Yes, that would be one of the reasons why Life and Death mages aren't seen as a good/evil dichotomy in many places.So what's it called when you control another person's living body using magic? Puppetry? Body-controlling?Being a dick.
Not at all the type of body-controlling I have in mind. What you're thinking of is mind magic - which doesn't exist (any more) - while the thing I'm talking about is purely physically moving their body. Instead of physical strings, though, the subject's body is moved by your own life energy injected into them via touch. The subject can be either conscious or unconscious (asleep) during this time, though the movement usually wakes them up.So what's it called when you control another person's living body using magic? Puppetry? Body-controlling?Well, mind-control, which one could say that it controls all of the electric pulses that the brain makes to move your body n' shit. It could be worded and used differently if one were to use different applications of magic I guess, enchantments on someones body to moves something when you want it to, complete and utter mind and body domination, destroying the mind and placing your own magical one that follows your own commands via telepathy, ect.
Yeah, pretty much that. I need a different name for it, though.Yes, that would be one of the reasons why Life and Death mages aren't seen as a good/evil dichotomy in many places.So what's it called when you control another person's living body using magic? Puppetry? Body-controlling?Being a dick.
Blood bending
:(So what's it called when you control another person's living body using magic? Puppetry? Body-controlling?Being a dick.
Guns just make it so muchYes, that would be one of the reasons why Life and Death mages aren't seen as a good/evil dichotomy in many places."Guns don't kill people, people kill people!"
Except in this case, guns are also capable of healing gun wounds from other guns and the other guns can also cure cancer.Right. Like I said. Guns.
....Wut?Except in this case, guns are also capable of healing gun wounds from other guns and the other guns can also cure cancer.Right. Like I said. Guns.
Humans: +1 divine magic, +1 INT
*Orc: +1 STR, +10% XP gain for combat skills when competing
High Elves: +2 INT, +1 AGI, +1 DEX
Goblins: -3 STR, SPD halved, INT halved, +2 stealth
If you mostly just intended Goblins to be an NPC race and made them playable to give players the option if they want, that's fine, but personally I don't see the point of making a PC race that's intended to be crap. There should be something compelling about them, even if it's not mechanics-based.To be honest, I just intended for them to be an NPC race and only made it a playable race because "why not?", not because it'll be exceptionally fun to play as one. I'm also not very good at anything that doesn't have to do with mechanics so getting an ACE race to be interesting in a fluffy way is out of my abilities. However, I have given this some thought and I think I've come up with some decent game mechanics for Goblin players.
And if you want parties of various characters that go off and adventure and occasional have newly found races join them, you might want to consider having the characters be part of an adventurers guild or some other organization that recruits these newly found races. Or you could do something like the West Marches (http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/). That way you don't have to wait until someone dies to add new characters, people can just choose to play different ones when they go on a new trip or mission.I've just finished reading that and it looks pretty interesting. The problem here is that if I'm going to allow this kind of guild to exist I can't just have one - each race would have one suited to their specific needs. Dryads would need such a guild primarily for defence and colonisation (maybe - I need help with this), Dwarves for exploration (caverns), High Elves to find magical stuff, and Orcs and Humans for the frontier work mentioned in West Marches.
Watching this (https://youtu.be/LnkqdMS1LkE) made me think someone should make a game about managing a cult.Somebody did back during the GR-5 Incident.*
Would there be any interest in a dungeon crawl RPG in which the players play freshly incarnated souls?
The focus would be on exploration and RP more so than combat, with what combat there is being relatively lethal, and a rather grim atmosphere (think fighting fantasy - deathtrap dungeon for reference.)
About as much detail as I can give without spoilers :P
How so?Well, basement dwelling nerd jokes everywhere for one thing.
I guess Magical Lesbian Vampire Battle is up to me, then.
I guess Magical Lesbian Vampire Battle is up to me, then.Immortalised here. (http://www.bay12forums.com/smf/index.php?topic=65536.msg6157264#msg6157264)
I guess Magical Lesbian Vampire Battle is up to me, then.
I had an idea for a suggestion game: Unicode Adventure.Dude you need to lurk moar.
It's like an ISG, but with unicode drawings instead of pictures.
Well now I'm torn between Hip Size Is A Stat Edition and Infinite Cuddle Works.I guess Magical Lesbian Vampire Battle is up to me, then.
I've heard of Magical Girls defeating monsters of darkness with the power of love, but this is ridiculous. Also hilarious.
Ok, so what about people becoming vampires either by drinking the blood of the person they hate most (only applicable if they hate someone) and dying immediately after, the person who loves them the most (only applicable if anyone loves them, familially or romantically) and dying immediately after, or by drinking the blood of one child every day exclusively until they die, eating or drinking nothing else and being killed by nothing but natural causes (i.e. only drinking blood for several days in a row).Depends on the vibe you're going for, but I get the feeling you're overthinking this part. Does it really matter where vampires come from or whether they're weak to silver, if all you need is for them to keep popping up and die when mages punch them? I'd probably ditch or not worry about most of the historically inspired stuff and just worry about how they should act mechanically. Which, again depending on theme, probably means there's some relatively easy but not universal way for people, possibly mainly bad people, to become vampires and then start eating or otherwise inconveniencing other people.
I want to run an ISG, but I both suck at art and commitment."Sucking" at art isn't an issue; being able to make the art you want quickly is, from my experience. You don't want to burn out trying to make several masterpieces every single update.
gahh
Well now I'm torn between Hip Size Is A Stat Edition and Infinite Cuddle Works.Stop making me want to play this game, dammit. :P
I can attest to this. Both of my ISGs have literally been stickmen with inconsistent clothing designs in poorly-drawn backgrounds with little to no shading. I reuse images on a pseudo-Sweet Bro and Hella Jeff scale and once had to drop a character who was a sprite torn out of FFIII because my character proportion drawing was too inconsistent. I have around seven regular posters.I want to run an ISG, but I both suck at art and commitment."Sucking" at art isn't an issue; being able to make the art you want quickly is, from my experience. You don't want to burn out trying to make several masterpieces every single update.
gahh
There's definitely no getting around the commitment part, though. There's several ways to attempt to make yourself more committed, however, so you might want to think along those lines. What, that's within your control, could you do to ensure that the game you're running is interesting to you?
Look, in my experience, Infinite Cuddle works is far too unbalanced, I mean, infinite Kindness for the cuddlemancers? I understand the quite large cuddle damage decrease but what they never thought of was the infinite cuddle skill, because of the way the game is structured, you can always hit up to at least 1 damage, and a 2000 hit combo attack with zero cost?Well now I'm torn between Hip Size Is A Stat Edition and Infinite Cuddle Works.I guess Magical Lesbian Vampire Battle is up to me, then.
I've heard of Magical Girls defeating monsters of darkness with the power of love, but this is ridiculous. Also hilarious.
I haven't played those games. What were they like?
So, I've been thinking.What kind of tabletop games are you looking to adapt, and what, in more specific terms, were you having trouble with?
What is the best way to adapt tabletop games to forums?
I tried twice with Fiasco and did not have much success. Would anyone have any ideas or examples of how to do something like that right? I think my problem was that the process went way too slow and didn't involve the players enough, both of which were the opposite of what Fiasco is intended to do.
Well, I'd like doing something narrative based, like Don't Rest Your Head or Fiasco. The trouble is that those games rely on a back-and-forth that obviously doesn't translate on forums very well.Hm... your best bet would either be to use IRC or to get players who either live in your timezone or are willing to use the internet in the wee hours of the morning to play.
Also, should probably just break and make an Ace-Attorney based forum game already.Anybody got any ideas on how to do this? I want to capture the gameplay of the Ace Attorney games, but I'm having trouble envisioning how this would be carried out.
Well, in the grand scheme of things every single thing that you do, build, create, or contribute to will eventually succumb to entropy and the ravages of time and be completely lost and forgotten, so what's the point of doing anything at all, hey? Sure, it'd be nice to think my house will last forever, but realistically it only has to last as long as I want to live in it. When I'm done with it, it doesn't really matter what happens to it.
Chroma ArcanaThe White Wizard stands before you, flanked by the Red Warlock, Green Sorcerer, and Blue Mage.
”Welcome, initiates. Within lies arena, designed to select from amongst you only those worthy. Those of weak will need not enter, but great power awaits those who brave the challenges.”
The Red Warlock split off from the group and went to stand in front of two doors. ”Through my path lies might. You will gain the strength to crush those who oppose you.”
From another set of doors the Green Sorcerer spoke. ”Through my path lies harmony. The world around will serve you, and you will discover great secrets.”
Finally the Blue Mage intoned, ”Through my path lies peace. You will gain the power over life, and the wisdom to protect it.”
Which path will you choose?
Submit a character sheet and your chosen path; the first two submissions for each path will be chosen.Spoiler: Character Sheet (click to show/hide)Spoiler: Example Sheet (click to show/hide)Spoiler: Spells (click to show/hide)
Thinking of running a game, below is the OP as it stands now. It would feature both PvP and PvE combat, and after a winner was declared from the first game I would rework balancing as was necessary. Would people be interested/what feedback do you have?
Thanks! If you're interested, I just posted the game.Thinking of running a game, below is the OP as it stands now. It would feature both PvP and PvE combat, and after a winner was declared from the first game I would rework balancing as was necessary. Would people be interested/what feedback do you have?
I actually really like the intro. It is short, but quite to the point and gives all information needed to start and what to expect of the game. As for the idea of using colours / powers in this way, it is quite inituitive, and definitely on the good side of ingenious.
Maybe a tad too much ingenious though, as you might want to include a link which explains how to work that colour-number system. That, or I am part of a very strange minority, which can't make heads or tails of it by themselves. ;3
Actually wait, you just might not want to. It could weed out those not enthusiastic enough to search for it themselves, which serves as a good indicator for their likely future activity...
Man, Elves of Amanereli was way back in 2010? I feel so old. Still gold, though.
Roll | Chance | Name | Effect |
20 | 5 | CRIT! | +2 XP; Artifact based on materials, surroundings, crafter, tools, etc. |
17-19 | 15 | Bonus | +1 XP; Stylized Item |
11-16 | 30 | Good | Material, Item, Style, Motif |
5-10 | 30 | Poor | Material, Item, Style |
2-4 | 15 | Malus | Material, Item, Style; Clothing Wear |
1 | 5 | FAIL! | Material, Item, Style; Injury |
I like the overall concept, though I think it places too much of the crafting in luck. Shouldn't the craftsman know ahead of time that they're making a dolphin head cup rather than discovering at the end of the process they had accidentally produced one? I think that the separation of styles and motifs is perhaps its strongest point though, since it does highlight different levels of artistic achievement. I wonder if you could make producing a stylized item just be a more difficult roll, that way you can attempt to intentionally produce those items, which you noted was an issue if you have materials you strongly care about.The thing I'm afraid of with stuff like this is what happens to lower/cheaper/easier grade crafting in this scenario. Sure, you could mass produce mugs or whatever in the beginning when nobody has any, and if it's gated by skill you might just not be able to do anything different until you've unlocked the more advanced options. But once everybody has a stone mug or someone reaches the requisite level of skill, demand just dries up. I'm not sure how much point there is to adding "this sucks but it's the best you'll have for a while" tiers to the game, and I know I'd prefer it if being good at something didn't automatically preclude anyone else from attempting it.
Or allow people to choose different crafting time lengths to distinguish between the kind of mass production which occasionally produces magnificent work from the kind of careful attention which routinely produces it, but on a much slower time scale.
Another solution to that problem might be to allow people to sacrifice XP for the sake of good rolls, basically letting them force their way into a stylized item for the things they really care about.Possibly, but I don't think I'd want to remove randomness entirely from rolls you "care about." I could certainly see an argument for it, especially with items you've "earned" and are meaningful to you rather than stuff you've bought or harvested relatively routinely. But again, I don't want too much of a divide between useless faff and "real" items, because at that point we don't really need the faff at all.
To what degree can you use experience to gain more ability within a category, rather than simply purchasing a new category? It sounds like once you have melting badger stone swords, you're already the best at producing melting badger stone swords you can possibly be. Which would mean all your growth is horizontal; you gain breadth rather than depth.This was the intent, yeah. Again, if you're able to produce Tier 2 melting badger stone swords, T1 badger stone swords start to become obsolete at some point, which has a number of unfortunate implications. One being that T1 swords are, to an extent, just placeholders; you don't want them so much as are unable to acquire anything better up until a certain point. Another is that once somebody else can produce T2 swords, trying to become a swordsmith is largely a lost cause, because they're already objectively better at it than you are; at a minimum, everything you produce while leveling will be garbage, and it's likely they'll continue leveling above you as well. A third is that if you can produce swords, you're probably going to be hard-pressed to justify doing anything but getting the next tier of them, since that's likely more useful than branching out into chests or glass or whatever.
Also, I'me really interested in this game now...Glad to hear that. :3
-snip-Yeah, you're responses make sense, and I can see how you're preventing placeholders. I just wanted to poke at your system as much as possible. Attempts to be helpful and whatnot.
Maybe the crappier mugs or whatever could be used as a component to make the better mugs somehow?I did consider this at one point, but it's basically just a different implementation of better crafting taking longer, which doesn't answer the question of why anybody'd need or want to stop at the lower-level stuff.
Not sure if I'm really going somewhere productive with this line of thought, but here it is either way;Hmmmm. I kind of like this idea, though I'm not sure there's an elegant way to implement it. It also runs into oddities regarding difficult and expensive not being the same thing; any noob can smith wondrous items out of platinum or gold, but only a master can produce a cheap iron sword?
Material difficulty. Most easily seen in smithing, producing something out of gold, silver or copper is comparatively easy, if compared to the process of creating something out of iron or steel. Sure enough, just stoke the fire high enough and you can get pretty much the same result with each of them, but moulding the softer metals under your hammer will be much faster. Thus, it obviously also should give more xp to a beginner, who still needs to master the trade, but less xp to one who has already done so and now puts his focus towards works of steel.
Soft & Hardwood, Stones of vastly varying strength, Making a poultice or tea instead of a salve, Carving a shoulder blade - or a skull, Cutting a lesser gem or a diamond, Training a dog or a wild beast. Yeah, I guess this "system" could work for most jobs.
Most of these easy materials can hold a lesser profit margin, either by being worth less in the first place, a greater supply of products made of them, or "higher" standards on crafts with them. Like, a 4 gram gold ring, will mostly cost its material. The difference in price between a plain one, and one beautifully engraved, is not all that pronounced, safe you want a mastwork ring with fiery-glowing runes and a magical cloaking ability. Heh.
I certainly appreciate it. I feel like I've got a better grasp on my system than I did before.-snip-Yeah, you're responses make sense, and I can see how you're preventing placeholders. I just wanted to poke at your system as much as possible. Attempts to be helpful and whatnot.
I think you can still consider an advancement that doesn't change the quality from level I to level II, but rather changes the probabilities of different outcomes. The earlier mentioned suggestion of salvaging materials from poor outcomes could also help deal with the rare item issue.
-snip-Is this a smaller part of a much larger game? Or is it most of a game?
It's... intended to be a dwarf fortress ish game with ridiculous anime combat and a fair amount of roleplaying/political stuff. So... depending on how all that works out, what the players want to do, etc, this will probably be a pretty important but not exclusive part of the game.
Maybe I should keep the current system for mass production and let players do single crafting attempts with a slightly different table, with more of an "you accidentally engrave it with cockroaches" vibe? But then artifacts lose their punch...Hmm, how about the "Special Craft" taking a good deal more time, which results in a good bonus towards it becoming better quality? I mean, if I work 5 stonemugs each day, day in day out, at one point I will produce a particular "Good" one. If I sit down for a day, and try to work a single special one, it won't be guaranteed to become one, but there ought to be a higher chance for it. You would just need to set the worktime high enough, that "artifacts" don't really have much more of a chance than in normal production.
It also runs into oddities regarding difficult and expensive not being the same thing; any noob can smith wondrous items out of platinum or gold, but only a master can produce a cheap iron sword?Don't think I got a good solution for this, but it touches upon another topic. Diversity. If one crafts wodden chairs all day long, sure enough, one will become more skilled. First, in working wood. Second, in making Chairs. Neither are a guarantee that one would create a good work of carpentry that is not a chair, like making a shelf. Which brings me to another point.
I feel the need to create a forum game game that can be pretty much described as Sid Meier's Colonization + Celtic Mythology + King. The economic system and general gameplay will be much, much more simple than Colonization, since the focus will be on navigating the strange world that is being colonized. Trying to manipulate the locals, discover how to defend against and use magic, make tons of money, deal with strange and terrible figures, rebel from your founding country, that sort of thing. The only question is whether to make this a cooperative game, where everyone make decisions together and tries to steer the colony where they want it to go, or make it a multiplayer game with many colonies? I've been flip-flopping on this issue for a bit, so I thought that I'd ask you guys your opinions and see if there's any interest in this sort of thing.I think this depends in part on how modular the colonies can be. Players tend to like having relatively sole control over something, and if the focus is less on their personal characters and more on their colonies, obviously that pushes it more towards individual towns, assets, relationships, entire colonies, etc.
I feel the need to create a forum game game that can be pretty much described as Sid Meier's Colonization + Celtic Mythology + King. The economic system and general gameplay will be much, much more simple than Colonization, since the focus will be on navigating the strange world that is being colonized. Trying to manipulate the locals, discover how to defend against and use magic, make tons of money, deal with strange and terrible figures, rebel from your founding country, that sort of thing. The only question is whether to make this a cooperative game, where everyone make decisions together and tries to steer the colony where they want it to go, or make it a multiplayer game with many colonies? I've been flip-flopping on this issue for a bit, so I thought that I'd ask you guys your opinions and see if there's any interest in this sort of thing.Either way I'd play it.
First off, you got me interested at "Celtic Mythology" - far too rarely explored nowadays, and had me at "King". I think this idea has quite the potential, if "done right".What's "King"?
Candidate 1: Kerbal Colonization Program.If they have the technology for interstellar colonisation, what parts do they have to invent? And if they have technology advanced enough to render the natives impotent, what challenges do they actually face?
Players: 1 commander, controlled by standard suggestion game format, and 4-6 scientist/engineer/kerbalnauts, each controlled by a permanent player.
Setting: A fresh new binary system, previously untouched by Kerbalkind. The players arrive in a single ship (or small task force). No reinforcements or resupply expected; these Kerbals 'mature' quickly, allowing steady growth. The system is inhabited by a pre-space species which is incapable threatening a competent post-space species.
Gameplay: Explore the system and set-up mining operations and logistics. Invent new space components (or advance relatively primitive non-space tech). Enlighten the natives about the merits of explosives.
Candidate 2: Conquests of the Elemental Planes
Players: 6, each in charge of competing sides. Each is strongly aligned with a classical element (plus light and dark).
Setting: A web of roughly city-sized micro-planes. Each plane is aligned somewhere on the element circle.
Gameplay: Each city/plane is largely abstracted, with a focus (Production, research, growth, commerce, terraforming, magic, balanced, etc). Production will be modified by how closely aligned the plane is to the controller - Fire denizens are not good at living in water planes. Initially, players will be able to sorta profit from colonies on adjacent element planes, and take attrition even moving troops through other planes. Research will allow planes to be terraformed.
Balance concern: I want diplomacy to be important, and I want some sort of major incentive to fight your opposing alignment (the one with lands like hostile deathworlds, yes), with minor incentives to ally adjacent elements (the ones living on lands you can actually use). I'm not sure how to go about this. Trade goods that improve morale, a general trade good bonus, and troops being able to fight alongside each other for the latter? The former might need some sort of unique spells and units for exploring the ruins of the opposing capital, and allowing a build-a-wonder victory.
X-Com Apocalypse is against interdimensional aliens. Why have weak aliens, anyway? And what do you mean by fought all-out? Presumably any development of weaponry is limited by the fact most of the fighting will be done in this universe and presumably Earth, else there's not much reason to fight.
The other two are rougher ideas. Neither would use tactical combat due to sloth.
Candidate 3: Alternative X-COM against dimension-walker aliens.
This version of X-COM hasn't fought aliens before, and these aren't particularly strong. It might be fun to explore X-COM-tier R&D against foes that can be fought all-out.
Candidate 3.5: XCOM.I dunno. Most of XCOM is catching up technology wise, so if the Ethers give us their tech as allies it's probably not got too much room for easy improvement. After all, we presumably never saw the Ether's proper war machine - only drip feeding us gimped versions to test out capabilities.
In new XCOM, the aliens are trying to test/recruit humans for something. What happens if Humanity accepts their offer at the end of the game? What sorts of fun might we have with XCOM allied with the Ethereals, against an even more deadly foe? (Or this might just be an excuse to throw XCOM's R&D division at spacecraft. It'd probably all end in spacetime singularities. So many spacetime singularities. Those should not be put in grenades, please stop it guys.)
Candidate 1: Kerbal Colonization Program.
Players: 1 commander, controlled by standard suggestion game format, and 4-6 scientist/engineer/kerbalnauts, each controlled by a permanent player.
Setting: A fresh new binary system, previously untouched by Kerbalkind. The players arrive in a single ship (or small task force). No reinforcements or resupply expected; these Kerbals 'mature' quickly, allowing steady growth. The system is inhabited by a pre-space species which is incapable threatening a competent post-space species.
Gameplay: Explore the system and set-up mining operations and logistics. Invent new space components (or advance relatively primitive non-space tech). Enlighten the natives about the merits of explosives.
The system is inhabited by a pre-space species which is incapable threatening a competent post-space species.In other words, you're fucked.
Candidate 2: Conquests of the Elemental PlanesThis one seems like it might end up a little soulless and abstract, so I'm not sure I can recommend it.
Players: 6, each in charge of competing sides. Each is strongly aligned with a classical element (plus light and dark).
Setting: A web of roughly city-sized micro-planes. Each plane is aligned somewhere on the element circle.
Gameplay: Each city/plane is largely abstracted, with a focus (Production, research, growth, commerce, terraforming, magic, balanced, etc). Production will be modified by how closely aligned the plane is to the controller - Fire denizens are not good at living in water planes. Initially, players will be able to sorta profit from colonies on adjacent element planes, and take attrition even moving troops through other planes. Research will allow planes to be terraformed.
Balance concern: I want diplomacy to be important, and I want some sort of major incentive to fight your opposing alignment (the one with lands like hostile deathworlds, yes), with minor incentives to ally adjacent elements (the ones living on lands you can actually use). I'm not sure how to go about this. Trade goods that improve morale, a general trade good bonus, and troops being able to fight alongside each other for the latter? The former might need some sort of unique spells and units for exploring the ruins of the opposing capital, and allowing a build-a-wonder victory.
The other two are rougher ideas. Neither would use tactical combat due to sloth.So what would they use, card game combat? Man I could go for some card game combat.
Candidate 3: Alternative X-COM against dimension-walker aliens.
This version of X-COM hasn't fought aliens before, and these aren't particularly strong. It might be fun to explore X-COM-tier R&D against foes that can be fought all-out.
Candidate 3.5: XCOM.
In new XCOM, the aliens are trying to test/recruit humans for something. What happens if Humanity accepts their offer at the end of the game? What sorts of fun might we have with XCOM allied with the Ethereals, against an even more deadly foe? (Or this might just be an excuse to throw XCOM's R&D division at spacecraft. It'd probably all end in spacetime singularities. So many spacetime singularities. Those should not be put in grenades, please stop it guys.)
If they have the technology for interstellar colonisation, what parts do they have to invent? And if they have technology advanced enough to render the natives impotent, what challenges do they actually face?In-game, Kerbals can survive in a tiny piloting module (or just an EVA suit) indefinitely. This nicely opens up the possibilities of low-tech colony ships.
X-Com Apocalypse is against interdimensional aliens. Why have weak aliens, anyway? And what do you mean by fought all-out? Presumably any development of weaponry is limited by the fact most of the fighting will be done in this universe and presumably Earth, else there's not much reason to fight.Large-scale planet vs planet war, mostly. Apocalypse was more city vs city.
[Elemental Planes] seems like it might end up a little soulless and abstract, so I'm not sure I can recommend it.Hmm. Yeah, I'd need to carefully balance out soulless abstractions vs my ability to run it.
However, the ally-enemy thing could potentially be handled via global terrain stats [....]
A sort of recycling theme for your troops[...]
Anyway, it sounds a little to me like these are less about XCOM and more about blowing things up in various ways.Yeah, I guess those would have been XCOM in name only.
That's where it ends. I think that after this, true Utopia is achieved, but since it is the end, I don't need to really explain what it looks like. Anyway... does anyone have an idea on how I could use this?It sounds like you like the story more than you like what might come out of the story, which makes it hard to genuinely make a game out of it. Is there any part of it you feel would be improved with player input/direction? What do you like about it? Which parts would absolutely have to stay the same?
So, I had a random idea that popped up during my RE class where people were given a sheet containing about thirty or so bidding items (Most were kinda wish things, one that was a nutrient pill that could solve world hunger, perfect nuclear missile defence, or having a church constructed at an area of your choosing, one was even a winner of a miss universe pageant, I'm pretty sure) to make a little Forum game based around bidding!This is pretty bare-bones, really, but I would like some suggestions for things to add on to it.Spoiler (click to show/hide)
Oh man, that sounds really cool.So, I had a random idea that popped up during my RE class where people were given a sheet containing about thirty or so bidding items (Most were kinda wish things, one that was a nutrient pill that could solve world hunger, perfect nuclear missile defence, or having a church constructed at an area of your choosing, one was even a winner of a miss universe pageant, I'm pretty sure) to make a little Forum game based around bidding!This is pretty bare-bones, really, but I would like some suggestions for things to add on to it.Spoiler (click to show/hide)
I think I have an idea to expand on that.
A deathmatch. With auctions for stuff before it starts.
That would probably belong in the RTD subforum though.
Would you mind if I use that idea?
So, I had a random idea that popped up during my RE class where people were given a sheet containing about thirty or so bidding items (Most were kinda wish things, one that was a nutrient pill that could solve world hunger, perfect nuclear missile defence, or having a church constructed at an area of your choosing, one was even a winner of a miss universe pageant, I'm pretty sure) to make a little Forum game based around bidding!Feels overelaborate and pointless. The realtime/schedule thing feels like it slows the game down more than it adds anything, and the actual game doesn't appear to have an objective. I feel like you need a simpler, quicker system with an actual goal.
This is pretty bare-bones, really, but I would like some suggestions for things to add on to it.
I want to GM a game but im having trouble on the theme and stuff. any suggestion is welcome.When in doubt, take everything you like, dump it into a cauldron, and see what boils up. Hard Scifi Power Rangers Noir Revenge Story In 1800s Venice? Well, could work... and should keep you fairly interested.
I have a few ideas but I don't think they will work. again any suggestion is welcome
Certainly. The game should be obvious when you look in the subforum. Your spot is hereby reserved.Oh man, that sounds really cool.So, I had a random idea that popped up during my RE class where people were given a sheet containing about thirty or so bidding items (Most were kinda wish things, one that was a nutrient pill that could solve world hunger, perfect nuclear missile defence, or having a church constructed at an area of your choosing, one was even a winner of a miss universe pageant, I'm pretty sure) to make a little Forum game based around bidding!This is pretty bare-bones, really, but I would like some suggestions for things to add on to it.Spoiler (click to show/hide)
I think I have an idea to expand on that.
A deathmatch. With auctions for stuff before it starts.
That would probably belong in the RTD subforum though.
Would you mind if I use that idea?
Sure, go ahead, just make sure I can get a spot on it, alright?
After a Zelda / Shadow of the Colossus binge, now I want to make an ISRPG drawing on elements of both with the ultimate goal of achieving a "lone adventurer" sort of feel.
Unfortunately, my real talent lies in making GIFs out of stock images and I'm not exactly the best at drawing with or without a mouse, but the sort of feel I want to evoke isn't precisely easy to achieve with text or stick figures.
Not too sure where to ask this so I'll post here. If I had to choose to run either Vampire: The Masquerade or Vampire: The Requiem, which one would be better mechanically?I have no experience with the first one so I can really comment on those, but I can say that Black Crusade or Rogue Trader game would certainly work on the forums. Black Crusade generally ends up playing more like some kind of sci-fi epic about the bad guys so its fine. On the other hand Rogue Trader might be difficult if you started including a lot of the content from some of the expansion/supplement books like planet colonization, and management.
Also, anyone have any idea if a WH40K Black Crusade/Rogue Trader game would be workable on a forum?
Not too sure where to ask this so I'll post here. If I had to choose to run either Vampire: The Masquerade or Vampire: The Requiem, which one would be better mechanically?
Also, anyone have any idea if a WH40K Black Crusade/Rogue Trader game would be workable on a forum?
Not too sure where to ask this so I'll post here. If I had to choose to run either Vampire: The Masquerade or Vampire: The Requiem, which one would be better mechanically?I have no experience with the first one so I can really comment on those, but I can say that Black Crusade or Rogue Trader game would certainly work on the forums. Black Crusade generally ends up playing more like some kind of sci-fi epic about the bad guys so its fine. On the other hand Rogue Trader might be difficult if you started including a lot of the content from some of the expansion/supplement books like planet colonization, and management.
Also, anyone have any idea if a WH40K Black Crusade/Rogue Trader game would be workable on a forum?
Originally I wrote this up in the "Games you wish existed" thread in Other Games, but I realized these ideas would probably work pretty well as (an)RTDforum game(s). I original wrote them up as single-player, but they could just as easily be multi-player games.Alright, what if you had some sort oftop-downRPG where you're a wizard or whatever, and, to cast spells, you need to collect spell components. And different spells would use some of the same components in different quantities, so you'd have to ration out your usage of certain spells. You'd collect components out in the world, or, if need be, you can just buy most of what you need in a shop. And there would be combat spells and utility spells, so you could decide if you want to fireball some enemies or just turn invisible and sneak past them.
Alternatively, or just as a different game, instead of collecting spell components, it could be a game about using ambient mana. So there would be mana of various types in whatever area you're in; the world would be made up of zones of various kinds of mana at different levels that can be tapped while you're standing in them. Very rarely will you be in a place without some sort of mana. So you don't need to ration, like with spell components, but you are limited to casting spells that use whatever sort of mana is present in the area you're currently in, and the ambient mana levels of the necessary types need to be high enough to match the requirements of a spell.
One final alternative: Spellguns. The player would have a magic gun capable of firing spell cartridges, which are basically just ready-made spells, which they can buy or just find around the world. And these, like the others, would come in battle and utility forms. And you might be able to find or buy different spellguns that either enhance certain spells (some very specialized guns may only be able to fire certain spells or types of spells) or apply modifiers to all spells fired from them, in addition to variants capable of firing multiple spell cartridges before needing to be reloaded. And you might eventually be able to learn to make your own spell cartridges from basic components, which would take time but allow you to have more customized loadouts and allow you to make things like bullets that instantly kill their target (though they need to be made with something taken from the target to work, and might even have a limited-time use).
Crossposting from Roller's Block:The first and second ideas sound interesting.Originally I wrote this up in the "Games you wish existed" thread in Other Games, but I realized these ideas would probably work pretty well as (an)RTDforum game(s). I original wrote them up as single-player, but they could just as easily be multi-player games.Alright, what if you had some sort oftop-downRPG where you're a wizard or whatever, and, to cast spells, you need to collect spell components. And different spells would use some of the same components in different quantities, so you'd have to ration out your usage of certain spells. You'd collect components out in the world, or, if need be, you can just buy most of what you need in a shop. And there would be combat spells and utility spells, so you could decide if you want to fireball some enemies or just turn invisible and sneak past them.
Alternatively, or just as a different game, instead of collecting spell components, it could be a game about using ambient mana. So there would be mana of various types in whatever area you're in; the world would be made up of zones of various kinds of mana at different levels that can be tapped while you're standing in them. Very rarely will you be in a place without some sort of mana. So you don't need to ration, like with spell components, but you are limited to casting spells that use whatever sort of mana is present in the area you're currently in, and the ambient mana levels of the necessary types need to be high enough to match the requirements of a spell.
One final alternative: Spellguns. The player would have a magic gun capable of firing spell cartridges, which are basically just ready-made spells, which they can buy or just find around the world. And these, like the others, would come in battle and utility forms. And you might be able to find or buy different spellguns that either enhance certain spells (some very specialized guns may only be able to fire certain spells or types of spells) or apply modifiers to all spells fired from them, in addition to variants capable of firing multiple spell cartridges before needing to be reloaded. And you might eventually be able to learn to make your own spell cartridges from basic components, which would take time but allow you to have more customized loadouts and allow you to make things like bullets that instantly kill their target (though they need to be made with something taken from the target to work, and might even have a limited-time use).
And sometimes, you'll be wondering if the soldiers are real, or if they're also figments of your imagination...Yeah, this in a nutshell. I'm thinking of placing this in New Jersey, unless there's a location that's closer to the border and to the sea. Ideas?
Maybe have things start out being real most of the time, and then the imaginary things get more and more common as the character slowly goes insane...
And sometimes, you'll be wondering if the soldiers are real, or if they're also figments of your imagination...And it all reaches a crescendo when a battle finally occurs near your lighthouse/you finally have a total psychotic break?
Maybe have things start out being real most of the time, and then the imaginary things get more and more common as the character slowly goes insane...
New Jersey seems like a good spot.And sometimes, you'll be wondering if the soldiers are real, or if they're also figments of your imagination...Yeah, this in a nutshell. I'm thinking of placing this in New Jersey, unless there's a location that's closer to the border and to the sea. Ideas?
Maybe have things start out being real most of the time, and then the imaginary things get more and more common as the character slowly goes insane...
And sometimes, you'll be wondering if the soldiers are real, or if they're also figments of your imagination...Yeah, this in a nutshell. I'm thinking of placing this in New Jersey, unless there's a location that's closer to the border and to the sea. Ideas?
Maybe have things start out being real most of the time, and then the imaginary things get more and more common as the character slowly goes insane...
Would anyone be interested in playing a Suggestion Game where you take turns playing the members of a garage band consisting of supernatural creatures?Dibs for Jotun bassist :)
The emphasis of the suggestion game, based off the Monsterhearts system, would not to have it result in victory but in interesting stories. The players would be encouraged to play the characters like stolen cars: you can't keep them, so drive fast and have an interesting car crash when you play them out.
20 Spearmen VS 20 SwordmenThat would be what I came up with for now. I'd most likely throw in some saving roll for the dead to become wounded "after" battle, but thats another story.
20HP, 1 Armour, 7 DMG // 25 HP, 2 Armour, 5 DMG
Spearmen have initiative
1 Side of dice for each individual = D20
D20 = 14 / 14x (7-2[Swordmen Armour]) = 70 DMG
Result = 18 Swordmen left, 430 HP left
20 Spearmen VS 10 Swordmen, 5 Axemen, 3 Bowmen, 2 Knights
20HP, 1 Armour, 7 DMG // 25 HP, 2 Armour, 5 DMG // 15 HP, 1 Armour, 9 DMG // 10 HP, 15 DMG // 30 HP, 4 Armour, 12 DMG
Spearman have initiative, again 1 Side of dice for each individual / D20
D20 = 18, Attack is now split, starting against the most numerous units
D18 VS Swordmen = 10 // 10x (7-2) = 50 // = 2 Swordmen dead
D8 VS Axemen = 4 // 4x (7-1) = 24 // 1 Axeman dead, 1 wounded to 11 HP
D4 VS Bowmen = 4 // 4x (71-) = 24 // 2 Bowmen dead, 1 wounded to 6 HP
"D0" VS Knights / no "dice" left towards the "smallest unit"
For space themed games do people care about slightly unrealistic weapons being used or is it something that people don't like?I wouldn't think so, unless it's also meant to be a hard sci-fi. And even then, some liberties are permitted so long as, (as stated by Funk), there is internal consistency.
And thus the idea of a necronomicon game has died, it's bones scattered in the sands of the wasteland.And thus the idea for Tomes was born...
Maybe a mix of 2 and 3?The witcher setting using pathfinder rules would be pretty cool. The characters most likely wouldn't be witchers mind you as I've tried to think how you'd handle that well and couldn't think of anything that would do it well. The settings do of course give way for normal humans to be on witcher levels of skill, with magic and the trained forestmen that are present in the first two. hmmm... shall need to ponder this now keep the suggestions coming!
Also, having just bought The Witcher 3 and enjoying the hell out of it, I think it'd be cool if there was some game on the forums in that setting. Unless it was freeform, I probably couldn't be the one to run it, but just a thought.
I kind of want to attempt another game on here, in modified D&D 3.5e, with the basis of a planet-traveling Stronghold that acts as a player's everything, with Diablo-level story (as in, almost none at all). There be no town, just an inter-dimensional merchant living on the stronghold, who sells components and labour, but not any actual items, so the players would need to upgrade the Stronghold in order to actually get things they wanted.What tier would the players be?
(In my head, I've been calling it "Poorly Thought Out D&D.")
I've been doing some extra rules for a different campaign, but I'd probably just lift a semi-gestalt thing from it. Tier 1=banned, Tier 2=normal, Tier 3=gestalt with lower tier. Classes are considered the Tier they are rated the highest for on "the list." I literally haven't done anything else in regards to this idea, and I would definitely want to have rollcharts for monsters and subquests.I kind of want to attempt another game on here, in modified D&D 3.5e, with the basis of a planet-traveling Stronghold that acts as a player's everything, with Diablo-level story (as in, almost none at all). There be no town, just an inter-dimensional merchant living on the stronghold, who sells components and labour, but not any actual items, so the players would need to upgrade the Stronghold in order to actually get things they wanted.What tier would the players be?
(In my head, I've been calling it "Poorly Thought Out D&D.")
Could we gestalt with a monster class? I.e. Troll X ll Fighter Y?I've been doing some extra rules for a different campaign, but I'd probably just lift a semi-gestalt thing from it. Tier 1=banned, Tier 2=normal, Tier 3=gestalt with lower tier. Classes are considered the Tier they are rated the highest for on "the list." I literally haven't done anything else in regards to this idea, and I would definitely want to have rollcharts for monsters and subquests.I kind of want to attempt another game on here, in modified D&D 3.5e, with the basis of a planet-traveling Stronghold that acts as a player's everything, with Diablo-level story (as in, almost none at all). There be no town, just an inter-dimensional merchant living on the stronghold, who sells components and labour, but not any actual items, so the players would need to upgrade the Stronghold in order to actually get things they wanted.What tier would the players be?
(In my head, I've been calling it "Poorly Thought Out D&D.")
Tier 3=gestalt with lower tier.
There's tier four and five classes. Honestly, I think it would work better if you could gestalt with a tier three class, though.Tier 3=gestalt with lower tier.
Sorry to say I don't think you can.
Gestalt with tarrasque
Could we gestalt with a monster class? I.e. Troll X ll Fighter Y?I've been doing some extra rules for a different campaign, but I'd probably just lift a semi-gestalt thing from it. Tier 1=banned, Tier 2=normal, Tier 3=gestalt with lower tier. Classes are considered the Tier they are rated the highest for on "the list." I literally haven't done anything else in regards to this idea, and I would definitely want to have rollcharts for monsters and subquests.I kind of want to attempt another game on here, in modified D&D 3.5e, with the basis of a planet-traveling Stronghold that acts as a player's everything, with Diablo-level story (as in, almost none at all). There be no town, just an inter-dimensional merchant living on the stronghold, who sells components and labour, but not any actual items, so the players would need to upgrade the Stronghold in order to actually get things they wanted.What tier would the players be?
(In my head, I've been calling it "Poorly Thought Out D&D.")
I don't know the rules for Monsters as Classes, although I know they're out there. Do you know the source? If we can find the rules (and ensure they're not complete bonkers) then maybe, although I'd prefer to run the game at a low-ish level to start (3rd or 5th), so Troll would be mostly a no (again, unless the rules for Monsters as Classes helps with that.)The only ones I'm aware of are from Savage Species, and they're less rules and more of an obvious way to treat ECL as a class, with a lot of examples. Troll, for example, is 6 HD + 5 LA, so it's an 11-level class that starts with 1 HD and probably some minor stat bonuses (it might even be Medium, now that I think about it), and by the end is a full troll. The book has a breakdown, but there's no particular reason you couldn't just split it yourself.
I've only heard of it through brief mention in a story- a game of it was used to get the backgrounds for the PCs in a Dark Heresy campaign- but yes, I'd be interested.It's this, (http://wh40klib.ru/rpg/Only%20War/) check out the Core Rulebook one.
Yep, it's Savage Species.I don't know the rules for Monsters as Classes, although I know they're out there. Do you know the source? If we can find the rules (and ensure they're not complete bonkers) then maybe, although I'd prefer to run the game at a low-ish level to start (3rd or 5th), so Troll would be mostly a no (again, unless the rules for Monsters as Classes helps with that.)The only ones I'm aware of are from Savage Species, and they're less rules and more of an obvious way to treat ECL as a class, with a lot of examples. Troll, for example, is 6 HD + 5 LA, so it's an 11-level class that starts with 1 HD and probably some minor stat bonuses (it might even be Medium, now that I think about it), and by the end is a full troll. The book has a breakdown, but there's no particular reason you couldn't just split it yourself.
Needless to say, this doesn't solve a great deal aside from the starting level thing, though I'm guessing if you're playing 3.5 balance is the least of your worries.
I'm limited in my knowledge of how Binders work, don't know what you mean by Ghost (unless you mean a monster class, in which case I believe you're required to take all levels of the monster class before taking any other levels), don't know the Sandshaper, barely know Anima Mage, and don't know Evangelist. However, the tier list says that Binder that summons things is rated as Tier 2, so it can't gestalt with anything anyway. And no, T3/T3 would not be permitted.Nope, you can dip Ghost. Sandshaper is from Sandstorm, and adds a good selection of spells to your spell list. It's a common dip for Beguilers, due to their casting mechanic. What is your ruling on Beguilers getting Sanctified and Corrupt spells from BoED and BoVD, respectively (they're on everyone's spell list, apparently). Evangelist is based off of a feat that lets you get boons by praying to your diety in the morning, but is distinguished by the fact that at second level it gets to advance another class, and advances class features as well (for instance, a wizard's bonus feats). Have you heard of Rainbow Servant?
I'm really unfamiliar with the intricacies of most Prestige Classes, so honestly speaking, I'd need to read up on any Prestige Class you intended to use. As a general rule of thumb, I'll treat any casting Prestige as Tier 2, and any other Prestige as Tier 3. With exceptions for Incantatrix and Ur-priest, as I am aware that those two are ridiculously broken.
An evil Giant cult lead by a tiny wizard with a so of average looking knight as a cousin.An evil cult, lead by an evil wizard with a giant knight as a second-in-command?How about a giant evil wizard with a tiny knight as a second-in-command?
The wizard.Yes! Great idea!An evil Giant cult lead by a tiny wizard with a so of average looking knight as a cousin.An evil cult, lead by an evil wizard with a giant knight as a second-in-command?How about a giant evil wizard with a tiny knight as a second-in-command?
Only question... who would you play as?
Got it. Where'll the date take place?Skullcrusher mountain of course. (https://www.youtube.com/watch?v=2_ryNJVreiY)
Well, after this, it for less serious.An evil Giant cult lead by a tiny wizard with a so of average looking knight as a cousin.An evil cult, lead by an evil wizard with a giant knight as a second-in-command?How about a giant evil wizard with a tiny knight as a second-in-command?
The players have to stop the BBEG from pulling off one of those TO combos. The Festering Anger combo would work well, because it isn't instant. Use the Right is Might feat so that the longer the PCs take to get to the BBEG, the more minions he has (he also gets stronger (literally) over time).Well, after this, it for less serious.An evil Giant cult lead by a tiny wizard with a so of average looking knight as a cousin.An evil cult, lead by an evil wizard with a giant knight as a second-in-command?How about a giant evil wizard with a tiny knight as a second-in-command?
Seems cool. Link once you post it.
The stats only having a 50% chance of being effective seems a bit of an odd choice.
Seems cool. Link once you post it.
I assume that he means picking cards/whatever out from a limited/random selection and playing with them? Something like that.yeah
I've been thinking about doing an Igynpadca (http://www.bay12forums.com/smf/index.php?topic=104495.0) reboot. It would basically work like the original Igynpadca, but in a different medium. I'd do it one of three ways:Wait, you created Igynpadca? You're awesome! I'll go for the single-player version.Which version would people prefer?
- Collectible trading card game: The game would be about discussing rules and combos and lore. The actual rule structure would be made up by players discussing the game. Maybe something playable might even arise from this.
- Roleplaying game: Rather than trying to play an actual game in the universe, like I've tried in the past, the game would be about discussing what it's like to be players or GMs in the game (similar to the D&D thread (http://www.bay12forums.com/smf/index.php?topic=151000.0) in General Discussion).
- Single-player videogame: I originally intended Igynpadca to be single-player game, taking inspiration from modded Minecraft and Terraria, though it soon turned into the most complicated MMORPG conceived by mankind. Though I'm very happy with how it turned out, I'm still curious about what could have been.
Wait, you created Igynpadca? You're awesome! I'll go for the single-player version.Thanks, though most of the best parts of the game where made by other people. I just started it up.
By the way, did you see my thread where I tried to get people to help turn the game within Igynpadca into a tabletop game? It failed because there were too many pages of it... If you could help me keep up with the new one, I still might be up to it, though!
When do you plan to do the Igynpadca reboot?Wait, you created Igynpadca? You're awesome! I'll go for the single-player version.Thanks, though most of the best parts of the game where made by other people. I just started it up.
By the way, did you see my thread where I tried to get people to help turn the game within Igynpadca into a tabletop game? It failed because there were too many pages of it... If you could help me keep up with the new one, I still might be up to it, though!
And I don't think I saw your thread. I haven't been too active on the forums lately, so if it was at all recent, I most likely wouldn't have seen it (recent here meaning in the past several months).
Sorry for not responding to this earlier.When do you plan to do the Igynpadca reboot?Wait, you created Igynpadca? You're awesome! I'll go for the single-player version.Thanks, though most of the best parts of the game where made by other people. I just started it up.
By the way, did you see my thread where I tried to get people to help turn the game within Igynpadca into a tabletop game? It failed because there were too many pages of it... If you could help me keep up with the new one, I still might be up to it, though!
And I don't think I saw your thread. I haven't been too active on the forums lately, so if it was at all recent, I most likely wouldn't have seen it (recent here meaning in the past several months).
The problem is I'm not sure if all Crit/Griev wounds result in status effects or if some only result in the bonus damage. I think I have a way to solve it by having armour provide a modifier to the roll rather than providing damage resistance but I'm not sure. What do you guys think?
I'm thinking about a Swords and Sandals-esque combat system with Critical and Grievous attacks. I've already figured out how they'll be rolled, but I'm not quite sure on what their effects would be.I remember playing that game when I was a kid! Lopping off limbs was the best! (and therefore should be included in this version)
So far, the idea is that Critical wounds'll do double damage and confer a temporary status effect (like bleeding) until the wound is healed. Grievous attacks will do triple damage and confer a permanent effect, such as losing a limb.
The problem is I'm not sure if all Crit/Griev wounds result in status effects or if some only result in the bonus damage. I think I have a way to solve it by having armour provide a modifier to the roll rather than providing damage resistance but I'm not sure. What do you guys think?
A book that is alive can speak with its user, influence user's actions if s/he is too weak willed, and cast magic on its own. If grimoire doesn't like its user, then it might actively hinder when user casts spells written in it. Grimoires even might have their own agenda.
Well, maybe Grimoirs, while containing "Greater Magic", are needed to channel these spells.Excellent ideas. This is basically everything I need concerning the subject. It also fits in very nicely with the magic system I have planned.
As in, unlike from tomes, you can't "retain" or copy any Grimoir spells, as these books are a vital component of the spell?
Right, like a "shortcut" to "Ritual Magic" - Spells that complicated, that you can't pull them off from memory. Instead of needing to calculate and draw down runes for the spell, vóila~, a Grimoire has it all (or mostly) prepared for you already.
The other route which comes to mind, is that Tomes contain "Scientific" Magic. Each rune, gesture and incantation is measured, as is the minimum and maximum amount of power that the mage has to or can use with certain spells.If I'm going to have this it won't be through the tome/grimoire system. Despite the grimoires being alive they're still very much books and so would be "scientific" in the same sense that tomes are. Sorcery will probably find its way in but with some other method. Staves, maybe, or some kind of powerful artifact. That's something I've gotta think about on my own.
Grimoirs, on the other hand, are used in "Sorcery". These spells are more wild magic, and intuitive understandig of it, than measurement and formula like used in magic. Consider them a fair bit stronger, but less frequent useage, and greater backlash from failed spells.
So yeah, kind of like the differences between D&D Wizards / Warlocks
An Uark slams you in the back with his entire body, sending both of you careening off of the skyscraper! Flying off the top of the skyscraper, something that makes your day even worse happens as the world slows to the point where time almost appears still.So I've kind of obviously gone for an explosive start, but I'm still worried about the available options here.
An Uark fighter is about to hit you. In one second.
What do you do?
3.5, as per tradition.I had an idea for a were- character I wanted to try, but then all games were 5e, so I didn't get the chance.
Speaking of Pathfinder, have you ever tried running a game of that, Tawarochir?I'm vaguely familiar with the Pathfinder rule changes, and I've actually made a couple characters from some of the more interesting classes from the game, but I think I'll stick with 3.5 for the time being.
-snip-3.5 is pretty fun, if not quite as balanced as 5e, and as MNII and Kadzar mentioned there's an SRD with most of the stuff you need on it. I have the physical core books aside from the Monster Manual, so I can help you with the stuff like leveling up the SRD doesn't cover. I had quite a bit of fun figuring out how to play using just the SRD, myself.
I had an idea for a were- character I wanted to try, but then all games were 5e, so I didn't get the chance.Sounds fun. I'm using the tier-based free LA houserule, as well.
So I'm tempted.
Hello shenanigans, my old friend; Ive come to talk with you again.
Sounds fun. I'm using the tier-based free LA houserule, as well.
as a person who's never actually played DnD, despite owning the rulebooks, I have a questionHello shenanigans, my old friend; Ive come to talk with you again.
Sounds fun. I'm using the tier-based free LA houserule, as well.
Make that two and a half, depending on whether or not I can be arsed to break out Ye Olde Rulebooks once more.3/2!
There's a lot of power disparity in the game. Fighters and monks, to put it mildly, suck. Wizards can singlehandedly do everything before they're half max level. Lots of houserules have been come up with to get around this, from blanket bans on the strong stuff to stuff like giving lower-tier characters "gestalt" abilities where they get to advance in two classes at once. I'm partial to the "Level Adjustment by Tier" rule, where lower-powered characters get to add extra stuff to their characters, like templates and more powerful races like drow and stuff.as a person who's never actually played DnD, despite owning the rulebooks, I have a questionHello shenanigans, my old friend; Ive come to talk with you again.
Sounds fun. I'm using the tier-based free LA houserule, as well.
what is this house rule? What does it do?
I'd prefer you not go into full-on munchkin mode, but I don't mind the sort of splatbook-laden min-maxing that internet class guides generally advocate. To an extent, that is.Make that two and a half, depending on whether or not I can be arsed to break out Ye Olde Rulebooks once more.3/2!
How heavily can we optimize?
You don't have to worry about min-maxing or anything from me, I've never played 3.5 and therefore don't know any of the overpowered combinations.Same here.
There are werewasps. (http://realmshelps.net/monsters/templates/werewasp.shtml)Haha, wow, I might need to make one of those.
Go home, 3.5, you're drunk.
Hmm?Refluff a class similar to Dwarven Defender (not the actual Dwarven Defender though, it sucks, from what I hear).
No, it's meant to be for non-casters, at least flavor-wise. The draw isn't reduced move speed, that's just the 'major drawback' that happens because of the abilities. That said, your move speed isn't further reduced by armor...
It's basically necromancy without being a necromancer, in some effects. Might work well with casters, but still.
Stuff like latching ghosts onto people, calling them into your weapons, their sheer mass providing protection and eventually pulling you halfway into being incorporeal, causing/having nightmares, summoning a vortex of the damned or something...
Mate, I don't remember what edition it was from, but there are were-asses (not were-asses, these are donkeys that turn into humans).There are werewasps. (http://realmshelps.net/monsters/templates/werewasp.shtml)Haha, wow, I might need to make one of those.
Go home, 3.5, you're drunk.
So... that means I can't go with the phrenic, half-fey, unseelie fey, half-golem, incarnate construct, arctic, desert, necropolitan, spellstitched, venerable gnome (all of that is only +3 LA, and all of the SLA's are usable 3 time per day) Ur-Priest/Sublime Chord build (with a psychic reformation tattoo) that I want to try out?There's a lot of power disparity in the game. Fighters and monks, to put it mildly, suck. Wizards can singlehandedly do everything before they're half max level. Lots of houserules have been come up with to get around this, from blanket bans on the strong stuff to stuff like giving lower-tier characters "gestalt" abilities where they get to advance in two classes at once. I'm partial to the "Level Adjustment by Tier" rule, where lower-powered characters get to add extra stuff to their characters, like templates and more powerful races like drow and stuff.as a person who's never actually played DnD, despite owning the rulebooks, I have a questionHello shenanigans, my old friend; Ive come to talk with you again.
Sounds fun. I'm using the tier-based free LA houserule, as well.
what is this house rule? What does it do?
Personally, I prefer having a gentleman's agreement with anybody who wants to play stuff like Druids or Wizards, since they're the only one who has fun turning into a bear that shoots bears that spit fire and fart lightning or use the Locate City bomb to eliminate everything in a seventy-mile radius. Some people run high-powered games where the free LA starts coming from everywhere below Tier 1, but I'm more of a Tier 3-baseline kind of guy and intend to start supplying it to Tier 4 (default rangers/rogues/paladins) and under.I'd prefer you not go into full-on munchkin mode, but I don't mind the sort of splatbook-laden min-maxing that internet class guides generally advocate. To an extent, that is.Make that two and a half, depending on whether or not I can be arsed to break out Ye Olde Rulebooks once more.3/2!
How heavily can we optimize?
Phrenic, spell-stitched, and half-fey are notable for being able to give mundanes some scaling psuedo-spell-casting. Check 'em out if you're giving fighter-types free LA.They'd only be applicable on tier six classes, though, aka, the worst of the worst: Commoners, Aristocrats and CW Samurai.
Yes. Their equivalent to a berserk rampage is to go engage in commerce.Mate, I don't remember what edition it was from, but there are were-asses (not were-asses, these are donkeys that turn into humans).There are werewasps. (http://realmshelps.net/monsters/templates/werewasp.shtml)Haha, wow, I might need to make one of those.
Go home, 3.5, you're drunk.
That kobold sounds bad ass.Well, you could just stomach the LA. Also, thanks.Phrenic, spell-stitched, and half-fey are notable for being able to give mundanes some scaling psuedo-spell-casting. Check 'em out if you're giving fighter-types free LA.They'd only be applicable on tier six classes, though, aka, the worst of the worst: Commoners, Aristocrats and CW Samurai.
I can't imagine a game I'd ever permit phrenic. I doubt I'd permit half-fey, either.Well, if someone wanted to play a gish, I'd probably allow one of them.
Spell-stitched has be on undead, and it doesn't have an LA modifier at all, so it wuld suggest to me not to be permissable for players. In addition, I'd say the nature of the template itself means the recipricent shouldn't get scaling spell casting - since the spells are imbued upon the creation of the spell-stitched, I'd say the SS should be limited to the spells it is created with or require a spell caster to add more as WIS increases.
@cleric spells: doesn't it say you cast spells as a sorceror of wis level or something? I think that would rule out cleric spells.Yes (if I recall correctly), but that doesn't prevent you from stitching cleric spells. Even if that was the case, you could just get yourself stitched by a Rainbow Servant or Wyrm Wizard
Coincidentally, all ass-weres are Lawful Evil. Also, sigged.Yes. Their equivalent to a berserk rampage is to go engage in commerce.Mate, I don't remember what edition it was from, but there are were-asses (not were-asses, these are donkeys that turn into humans).There are werewasps. (http://realmshelps.net/monsters/templates/werewasp.shtml)Haha, wow, I might need to make one of those.
Go home, 3.5, you're drunk.
My point is that if you're casting as a sorcerer, logically you can't cast cleric spells. How does a level 10 sorcerer cast bless water? He doesn't.@cleric spells: doesn't it say you cast spells as a sorcerer of wis level or something? I think that would rule out cleric spells.Yes (if I recall correctly), but that doesn't prevent you from stitching cleric spells. Even if that was the case, you could just get yourself stitched by a Rainbow Servant or Wyrm Wizard
When 3.5 says "cast as a Sorceror of his/her level", it means the spell(s) have Cha-based saves, and are spontaneously cast, if applicable. May someone else provide an example (AFB right now)?My point is that if you're casting as a sorcerer, logically you can't cast cleric spells. How does a level 10 sorcerer cast bless water? He doesn't.@cleric spells: doesn't it say you cast spells as a sorcerer of wis level or something? I think that would rule out cleric spells.Yes (if I recall correctly), but that doesn't prevent you from stitching cleric spells. Even if that was the case, you could just get yourself stitched by a Rainbow Servant or Wyrm Wizard
A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
AFAIK, they use the following mechanics. I've bolded the casting relevant parts.I was sure that there were monsters that had Cleric SLA's that were cast as a Sorceror of their level.QuoteA sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Guardian nagas cast spells as 9th-level sorcerers, and can also cast spells from the cleric list and from the Good and Law domains. The cleric spells and domain spells are considered arcane spells for a guardian naga, meaning that the creature does not need a divine focus to cast them.So in the absence of other information, "casts as a sorcerer" tends to imply spontaneity, sorcerer spells-per-day, Cha-based saves and bonus spells, and access to the sorcerer spell list. There's nothing preventing tampering with that last bit, though, especially when it comes to SLAs.
Captains are independent of the regular squadmembers, and are chosen for missions separately. They usually have their own "flagship" that only they fly, and the 'communal' ships that all captains can fly.What's the point of splitting off ships into an entirely separate thing? Why not just include a piloting stat or set of stats, and let players jump into or out of a cockpit as the situation warrants?
Without ships, the squad won't have as many tactical options. With ships, they can receive fire support, get picked up and dropped off as needed, etc..
Players not selected for a mission can crew ships with Captains for some kind of bonus - increased abilities, most likely.
Hey guys. In case anyone cared, Dexexe (The guy wot made all those fancy adventures with pictures in) moved off Bay12 and set up shop over on Sufficient Velocity. (https://forums.sufficientvelocity.com/threads/terrene-spire.23069/)How's he doing?
I say this because I got a PM asking about him recently and I thought I'd spread the news around a little, I guess.
Good point. I was intending to go for a cool "separate gameplay experiences; same game" type thing, but it does seem easier to let anyone skilled enough jump into the cockpit as well as have the ability to designate someone to stay in the cockpit before a mission.stuffWhat's the point of splitting off ships into an entirely separate thing? Why not just include a piloting stat or set of stats, and let players jump into or out of a cockpit as the situation warrants?
Mercenary Coalition
In short:
XCom-like sci-fi/space opera with 4-∞ players. In the "group phase"/whatever, people vote for things the group as a whole should do - base expansions, R&D, large item purchases (like spaceships), etc.
After group phase, people vote on a mission. A select number of people are selected, briefed, and come up with a plan, then execute the mission. After execution, the group as a whole gets money and each participating squadmember gets money.
However, spaceships bought by the group are piloted by individual players who don't otherwise participate in tactical combat.
Thouughts?
So basically have inactive people be "mission control"? Sounds interesting.
I could base the available support actions off of base facilities, controlled ships in the area, and have them cost money.
That + easy death = fun.
You get players screaming for fire support while the people back at mission control are arguing over whether or not it's worth the money.
From the SRD:Thanks. Here's the link to the FGH page on the template: http://www.realmshelps.net/monsters/templates/spellstitched.shtmlQuote from: Guardian Naga EntryGuardian nagas cast spells as 9th-level sorcerers, and can also cast spells from the cleric list and from the Good and Law domains. The cleric spells and domain spells are considered arcane spells for a guardian naga, meaning that the creature does not need a divine focus to cast them.So in the absence of other information, "casts as a sorcerer" tends to imply spontaneity, sorcerer spells-per-day, Cha-based saves and bonus spells, and access to the sorcerer spell list. There's nothing preventing tampering with that last bit, though, especially when it comes to SLAs.
That said, I don't recall how spellstitching works exactly, so I couldn't swear on the details there.Captains are independent of the regular squadmembers, and are chosen for missions separately. They usually have their own "flagship" that only they fly, and the 'communal' ships that all captains can fly.What's the point of splitting off ships into an entirely separate thing? Why not just include a piloting stat or set of stats, and let players jump into or out of a cockpit as the situation warrants?
Without ships, the squad won't have as many tactical options. With ships, they can receive fire support, get picked up and dropped off as needed, etc..
Players not selected for a mission can crew ships with Captains for some kind of bonus - increased abilities, most likely.Hey guys. In case anyone cared, Dexexe (The guy wot made all those fancy adventures with pictures in) moved off Bay12 and set up shop over on Sufficient Velocity. (https://forums.sufficientvelocity.com/threads/terrene-spire.23069/)How's he doing?
I say this because I got a PM asking about him recently and I thought I'd spread the news around a little, I guess.
Thanks. Here's the link to the FGH page on the template: http://www.realmshelps.net/monsters/templates/spellstitched.shtmlWell this is awkward.
Times/Day is the number of times per day that the creature can use spell-like abilities of a given level. The creator of the creature must decide how to allocate the spells known. Once this determination has been made for a particular ability, it cannot be changed. For instance, the sample spellstitched creature has magic missile and obscuring mist as its 1st-level spell-like abilities. It can use magic missile three times per day and obscuring mist once per day. The creator cannot later change either the spells or the times per day each can be used.In addition to not using Sorc spell per day numbers, they're not even properly spontaneous!
Spellstitched creatures can be created only by a wizard or sorcerer of sufficient level to cast the spells to be imbued in the undead's bodyMore importantly, this part's kind of nebulous. Interestingly, it doesn't say you need to know or be capable of casting the spells, just be "of sufficient level" to cast them. But that doesn't really clarify whether the spells need to be on your spell list, can be from a forbidden school, or even whether we're talking raw class levels or casting ability as raised through prestige classes or other sources.
So, any thoughts on this current kind of mock up?Do the stats actually do anything, and if so how do the classes compare to each other? What does having good Dex but poor Int do for you compared to having good Str but poor Will, for instance?
As part of his training the young apprentice ninja Barato has been tasked with stealing another ninja's clothes so Master Yoshi can get 'sensitive information' that is contained within. Yes he did say it with the quotes. Barato failed his willpower roll at that particular time.Finally, stats only advance every third level as they are not supposed to be as important as perks which further characterize characters and come every level. (At level four, seven, ten... ect.)
Barato has managed to get into the hot springs where the other ninja is relaxing and is now on the final stretch when, out of no where, one of the ninja's friends goes to join her. This is the start of an opposed intelligence test.
The other ninja being Barato's senior has an intelligence skill of +3 which is better than Barato's +2 putting him at a disadvantage. The senior's roll is a five which means that Barato has to roll an 7 or better. Barato rolls a 20 and remains unseen by the older ninja allowing him to complete his test and, more importantly, not seem like a pervert to the rest of the village.
What, you can't be a nerd?
Instantsuck, 2/10 :P
On a more serious note, the "Everyman" "Airhorn" perk, seems kind of underpowered. Unless natural 20's aren't crits, that is - else, it might be more worth it to give out crits on natural 19's as well.Crits are not in the system. After all, master Martial Artists never get hit with a lucky strike. /s
Actually, how will all these plentiful combat-placings (like flanking) be handled? As example how would it be decided if you are (not) flanking, especially if multiple actors target the same enemy?
Heey, it's "I-ask-for-feedback" time again!
So, Overseer AI (http://www.bay12forums.com/smf/index.php?topic=153532.90), a game which I'm actually really enjoying doing. I'm just wondering if anyone has any feedback to the formatting/style of the updates. (Or anything else, but formatting/style is number one concern.) The page I linked to (page 7) has a rather lengthy update which is what spawned this concern for formatting.
So really, I'm just wondering if there are any obvious improvements to the way I structure my updates so I could make my updates more readable and/or present info in a better/more readable fashion.
Heey, it's "I-ask-for-feedback" time again!
So, Overseer AI (http://www.bay12forums.com/smf/index.php?topic=153532.90), a game which I'm actually really enjoying doing. I'm just wondering if anyone has any feedback to the formatting/style of the updates. (Or anything else, but formatting/style is number one concern.) The page I linked to (page 7) has a rather lengthy update which is what spawned this concern for formatting.
So really, I'm just wondering if there are any obvious improvements to the way I structure my updates so I could make my updates more readable and/or present info in a better/more readable fashion.
Right so, trying to design a game that takes a bit of influence from Dark Souls and whatnot by giving weapons a moveset rather than just being sticks of varying sizes that people use to confer stats bonuses to themselves.Have you heard of Card Hunter?
So what I'm thinking is to have a card-based system. Each character has a deck representing their innate skills, each weapon has a deck representing their properties. A character's arsenal, which they actually use in combat, consists of cards selected from their own deck and their weapon's deck with a set chance to draw. Since the cards and ratios are player-selected, they can ensure that they never draw cards they don't have much use for, and ensure that the probability they draw a card they need more often is higher. Provided of course the ratio isn't something ridiculous, like setting a card's draw probability to 0.0001% or something. And yes, this means that it is impossible to deck out, that's why it's called an arsenal, not a deck (and also because trying to call it a 'deck' or 'card set' would make it really confusing really quickly).
Cards fall into one of three categories: Action, Impulse and Tactic.
Action cards represent some sort of action (usually an attack) their user intends to perform. These are more or less the backbone of every arsenal. You need to pay a deployment cost (in the form of Focus which is basically MP) to play one. It will then gain charge every turn (usually 1 charge per turn). When it has enough charge, it becomes readied, meaning it can be declared or overwritten, it still gains charge though. If you declare the card, it will destroy itself at the end of the turn and use its ignition and impact effects. Or, you can overwrite it, where you destroy it to play another action card which inherits all the charge and ignition effects (it will still have its own ignition effects as well), the catch being that the overwriting card must inherit enough charge to immediately become readied, and that it will automatically declare itself.
Tactic cards represent some sort of plan that extends beyond "stab pointy end of weapon into soft fleshy bits of enemy". They have upkeep costs that need to be paid each turn (which can take the form of Focus costs, raising deployment costs, draining charge from action cards, preventing more cards from being drawn, etc) and in return provide some sort of continuous effect.
Impulse cards represent the user going "fuck it" and doing something without any planning at all. So they usually, don't cost any focus to play instead requiring Action and Tactic cards to be sacrificed. They do not require any charging at all and automatically execute at the end of the turn.
Fog of war will be in effect, so characters can only see the hands and cards of their allies. Even the deployed ones. Since combat will be grid-based, characters would still be able to evade attacks even if they have no idea what their opponent's cards are (such as by deducing the person with a giant sword is probably not going to be able to do much if you don't stand too close to them).
Does anything with this system immediately jump out as being horribly broken, abusable or poorly named?
The main issue I'd have is that you're taking most of the important hands-on work away from the one you'd assume most capable and dedicated to creating it. Having a lot of mediocre player-made parts is probably not going to be as interesting as having a few GM-made parts, so unless you can get a group that's really into it, both talent and enthusiasm wise, I suspect it'd turn out a lot worse than average.Good point. Though getting "a group that's really into it" is always a problem. Game might easily become inconsistant (especially with NPCs) when multiple people are running the show, so GM must be sharp when picking which continuity to follow.
We have a few guys on here, that could easily steal over half the votes. Each of them, that is. (You know who I mean - those guys that could easily write a novel - or quite possibly do so already, with bay12 a creative outlet for them.)Actually I don't know. I spend good deal of my time on RTD and ER subboards rather than up here.
What you are describing here is inherit problem of suggestion games in general as far as I can see. It may draw many people giving suggestions but eventually only few remains because either their suggestions are what everyone agrees with or because, as you said, their suggestions get ignored.What if it goes like this:
This could be partially solved using multiple suggestions per turn as long as they are not in conflict with each other. There's also possibility of using multiple suggestions in sequence, but in reality they probably are in conflict. RNG ensures that.QuoteWe have a few guys on here, that could easily steal over half the votes. Each of them, that is. (You know who I mean - those guys that could easily write a novel - or quite possibly do so already, with bay12 a creative outlet for them.)Actually I don't know. I spend good deal of my time on RTD and ER subboards rather than up here.
Not the idea I had in my mind, but that could work too.Oh, also, there's no set order.
-snip-Thanks for the link! The video was quite useful. And yes, it definitely needs some example cards and combat, which I'll hopefully be able to finish as soon as my finals are over and I iron out a few details.
Have you heard of Card Hunter?I have now. I'll definitely look into some of their stuff and see if there's any nice mechanics and how they balance their cards.
I just want to say that although your system may not be innovative, it doesn't mean it isn't good. As far as I know, there hasn't been any card-hunter-on-the-forums yet.No it's fine, I usually assume that any ideas I have have also been had and possibly implemented by someone somewhere earlier. Originality isn't something I care too much about in a combat system anyway.
Don't feel discouraged.
What you are describing here is inherit problem of suggestion games in general as far as I can see. It may draw many people giving suggestions but eventually only few remains because either their suggestions are what everyone agrees with or because, as you said, their suggestions get ignored.I'm not sure that's why people lose interest, but even if it is, it'd be magnified to a much greater scale.
What if it goes like this:Further problem, which exists with the general idea but is magnified here: Timing. It takes a while to produce a good turn, and nobody wants to start only to get ninja'd. You'd probably need some kind of reserve system.
Player A posts a situation and an action.
Player B resolves player A's action, then posts his own action.
Player C resolves player B's action, then posts his own action.
Etc.
Everyone gets to join in!
By reserve system, you mean posting "Reserved!" and then editing the turn into that post, right?What you are describing here is inherit problem of suggestion games in general as far as I can see. It may draw many people giving suggestions but eventually only few remains because either their suggestions are what everyone agrees with or because, as you said, their suggestions get ignored.I'm not sure that's why people lose interest, but even if it is, it'd be magnified to a much greater scale.What if it goes like this:Further problem, which exists with the general idea but is magnified here: Timing. It takes a while to produce a good turn, and nobody wants to start only to get ninja'd. You'd probably need some kind of reserve system.
Player A posts a situation and an action.
Player B resolves player A's action, then posts his own action.
Player C resolves player B's action, then posts his own action.
Etc.
Everyone gets to join in!
So I'm working on a thing and need vague artistic advice.Specifically, how large should I make the tiles? There's not going to be combat on them or anything, so it's mostly just for flavor, but I'd obviously like that flavor to look as good as possible. Ideally there'd be character sprites idling around in there somewhere, but to date I've been unable to draw any that look presentable.Spoiler (click to show/hide)
I'd also prefer the larger tilesAnything larger than 32x32 - with 1024 possible pixels inside- becomes veery tedious to work on, especially if it still ought to look nice. So making the map in 16- or 32-tiles, and enlarging it to 2-5x larger size for "the upload", has always worked best for me.
You know, my interest in Nomic type games has re-surged recently, and its been a decent amount of time since Bay12 has hosted one. So here's my question. Would anyone be interested in a game of Nomic?
So, uh, I had an idea. (http://www.bay12forums.com/smf/index.php?topic=147733.msg6710329#msg6710329)Most people will try anything.
Would there be any interest for a FEF game that's been beaten with a crowbar so hard it starts to look like Half-Life? I'm not planning on running this just yet, but I want to make sure there's interest before I beginwreckinghomebrewing and reflavoring a FEF handbook.
I've pretty much the same thing to say. I really like the idea of Ynidus, along with the rest of the cities. It sound epic.A mixture of demons and spirits. Both have their uses. Humans and elves specialise more.
That said, are the walking cities powered by spirits or demons? Or are they just vaguely magic?
And if you'd like advice about the Elves' bonus, what about a bonus to speed? Or a bonus to hit in the first few turns of combat?
Thoughts? I kinda see this as a Cyberpunk God Game, just replace gods with CEOs. :)Cyberpunk is very subjective, but most of the time, the setting has pre-existing infrastructure. This sounds a bit more like a futuristic city builder. In addition, the tone of cyberpunk is just as much punk as it is cyber; the characters are weak and downtrodden, fighting the power, not being the power. However, it could be an interesting spin on the idea, if sold well.
@gigla: I'm interested in your game. Do you plan to include orcs in your game, to complete the four standard races of Fantasy? Looks really good either way. I call Elf.I'm going to jump on this bandwagon, and proclaim my interest.
@gigla: I'm interested in your game. Do you plan to include orcs in your game, to complete the four standard races of Fantasy? Looks really good either way. I call Elf.I did think of adding a fourth race, but then, the three races I already had had a more distinct theme.
You could make Orcs the middle child, jack of all trades, which might be why they aren't succeeding as well as the other three, have Dwarves primarily use technology, and humans primarily use Spirits. *shrug*
I want to make a game where the primary gimmick/feature is lag. Almost certainly strategy game, but basically, it takes a turn to receive reports and a turn for orders to reach their targets. So your orders are based on the orders you gave last turn, and the report you just received, which should help inform how this turn might go, and you send orders based on how you think it should go now.That does sound interesting, though more of a 1v1 sort of thing rather than a big thing with lots of players.
This applies to both your opponent and you. It's sorta about OODA loops, and how chaotic battles really get when you don't have perfect communications, but mostly I think it's a neat idea.
My first idea was for it to be space-ship battles, with speed-of-light limitations causing the lag, but fantasy or medeival could work pretty well. I would need to keep unit mechanics fairly simple, and make positioning important, for it be effective, and I couldn't easily do it as part of a larger strategy game without slowing down 'overworld' game too much though, which makes me wonder how I can really balance it at all effectively, or have more than like two players. :/
Player versus Player, most likely. Possibly Team versus Team, though that would get complicated fast and I would feel uncomfortable about the possibilities of spying on the enemy's orders.So, you PM the players their reports, they PM you their orders- and perhaps messages to other players, if it's more than two?-, they post confirmation that their PMs are done in the thread, and then you post the results that would be known to everyone in the thread?
Hmm. I've never been overly fond of a race being "like the others, but not so much".Yeah, I wouldn't really go for a fourth race just because "there's usually four races." Technically there's room for desperate outcasts if you wanted to exile something to the barely-livable ice reaches, but with elves handling the raiding they wouldn't really be doing anything.
Dwarves aren't really advancing, but they're not going back, either, and that sort of static endurance doesn't really fit with them having the most technology.
Thoughts? Do you know of any good god game systems I could use? I kinda see this as a Cyberpunk God Game, just replace gods with CEOs. :)I do not know of any god game-ish systems, though RTD is nice for a certain level of hilarity.
My first idea was for it to be space-ship battles, with speed-of-light limitations causing the lag, but fantasy or medeival could work pretty well. I would need to keep unit mechanics fairly simple, and make positioning important, for it be effective, and I couldn't easily do it as part of a larger strategy game without slowing down 'overworld' game too much though, which makes me wonder how I can really balance it at all effectively, or have more than like two players. :/Given that chaos and copious amounts of "oops" are the intent, I wouldn't worry too much about balance. Making a lot of area-based targeting and forced movement could result in a lot of hilarity, where you try to barrage an enemy position and a different enemy shoves you into your own field of fire, or a different enemy yanks your target to safety not knowing you were about to do his job for him.
Player versus Player, most likely. Possibly Team versus Team, though that would get complicated fast and I would feel uncomfortable about the possibilities of spying on the enemy's orders.So, you PM the players their reports, they PM you their orders- and perhaps messages to other players, if it's more than two?-, they post confirmation that their PMs are done in the thread, and then you post the results that would be known to everyone in the thread?
Yes.I want to avoid having to make a map, so I'm thinking that a tank has a fixed speed (50 meters/turn for example) and can add or subtract that to his range to a target at will. That would probably work for a 1v1, but with multiple tanks on a battlefield it would become too much to manage. I'll probably be forced to make a map and measure meters in pixels.
Do you know how the range would work?
If our tanks survive battles, can we upgrade them?You can modify them as much as you want. Your crew is given a chassis and expected to maintain it. If your chassis isn't ready in time for a tournament then you're forced to act as infantry for that run as punishment. If you're popular enough you won't have to worry about that. Sponsors will try to keep you alive and inside the most expensive tank money can buy.
Can we board an enemy tank and drive around two tanks (on one team)?
So very interesting.Too much work. Real tanks can be quantified and their stats are easily available online.
But what if it wasn't restricted to 1900s tanks, but rather to player-designed and built armored vehicles?
Like Wacky Death Race. But not a race.
I rise this thread from the watery depths to ask a question. I want to run a relatively simple in mechanics d20 game.
I'd like your thought on the initial lore for it. Does this sound interesting? Do you have any suggestions?
Ocean of Stars, Fantasy Space Exploration
Long ago, the mortal races lived on a single world - the shell of the great earth goddess, Teryavere. But when her heart was broken, so deep was her grief that her very body broke and scattered to the heavens. The mortal races were cast out into the void - but they persevered, building ships that sailed the Ether and colonies to rebuild what was lost.
Life is preserved by the binding of spirits and demons, who provide gravity and air, heat and fertile soil. Such binding are possible through mana, mined from the rock or through the blood rituals of the elves.
It is a tumultuous time, but great profit and power can be seized by those willing to sail the Ocean of Stars...
Funnily enough, I'm not familiar at all with Eclipse Phase other than a vague awareness of similar concepts and themes. I don't really mind - they're also in the books and other inspirations I mentioned. That said, I probably should get familiar with Eclipse Phase, it might be right up my alley.I love the setting of Eclipse Phase. There's a goddamn uplifted octopus cartel. It's amazing.
Funnily enough, I'm not familiar at all with Eclipse Phase other than a vague awareness of similar concepts and themes. I don't really mind - they're also in the books and other inspirations I mentioned. That said, I probably should get familiar with Eclipse Phase, it might be right up my alley.
uplifted octopus cartel
Funnily enough, I'm not familiar at all with Eclipse Phase other than a vague awareness of similar concepts and themes. I don't really mind - they're also in the books and other inspirations I mentioned. That said, I probably should get familiar with Eclipse Phase, it might be right up my alley.I do have some questions about your setting, though:
What about the other planets? You mentioned they're colonised, and a little bit about them, but how do they differ planet to planet? How many colonies are there, relatively?
How combat heavy is it likely to be? How lethal is combat?
How is the economy and buying things likely to work, as many places seem past scarcity?
I love the "you're a bunch of freaks, who knows what the guy next to you is gonna look like" thing you've got going there. I feel like leaving the rest of the colonies vague until someone visits them or is hit with inspiration is a good move.
What's the structure of the game like, sandboxy with quests?
I'd definitely be interested in a game like this. My only question is this: why is technology at such disparate levels across the system? In our world, undeveloped/third world countries have the Internet, robotics, Ipads, etc, they're just a lot less common. It's more about the economy and infrastructure than it is about arbitrary tech-levels. For example, why haven't the Remnants sold their advanced tech to Orbitals?
There's also the question of what a less advanced section is going to buy advanced tech with. Even if your trading partner isn't completely post-scarcity, the exchange rate on canned beans to autofarmers is probably going to be pretty crap.
There's also the question of what a less advanced section is going to buy advanced tech with. Even if your trading partner isn't completely post-scarcity, the exchange rate on canned beans to autofarmers is probably going to be pretty crap.Luxuries, art, media, more broadly entertainment, workers (perhaps including indentured and enslaved labour), information, long distance transportation, etc. Interplanetary trade would almost certainly be a barter economy.
Raw resources, so there's something to feed into those mass converters? Media - perhaps those japanese anime collections aren't just trash after all, in the future? Tech recovered from Echoes?Possibly, but unless the matter-product rate was crap, you're still looking at selling the cheapest matter possible in exchange for immortality pills. That's probably going to be a LOT of dirt per pill.
Nothing much, and that's why they're still so behind?
Oh! And you probably already know this, but Venus would be a lot easier to colonize than a lot of people think. Just not the surface. Nitrogen-oxygen mix is a lifting gas in it's atmosphere, and 50km or so above the surface, the temperature and pressure are fairly similar to Earth's.That's awesome.
Luxuries, art, media, more broadly entertainment, workers (perhaps including indentured and enslaved labour), information, long distance transportation, etc. Interplanetary trade would almost certainly be a barter economy.Luxuries only work for really exotic stuff, ie 100% authentic gemstones forged in a planet's crust as opposed to autofabbed at the touch of a button. Art/media/entertainment only works if a bunch of regressed savages can fit the tastes of a more enlightened culture for some reason; not impossible, but probably not a standard commodity barring deathmatches or the enlightened people being too lazy to actually create art. Workers sound unlikely if the civ is post-scarcity unless, again, they're buying exotic 100% "organic" (<20% implants by mass) butlers or their autofab infrastructure doesn't handle certain rare tasks well. Information was specifically mentioned but, again, information on what? Gangland gossip? Long distance transportation isn't going to happen from orbitals to the surface unless, once again, they really want the experience of riding a 100% authentic train instead of just flying there directly. Orbitals to elsewhere could work, but again, would need a reason why the locals are better at getting around than the guys that don't know what "running out of fuel" is supposed to mean.
Art/media/entertainment only works if a bunch of regressed savages can fit the tastes of a more enlightened culture for some reason; not impossible, but probably not a standard commodity barring deathmatches or the enlightened people being too lazy to actually create art.My thought was actually along the lines of 'antiques'. The standard of rich, eccentric and an art lover was having Native American and Central African tribal art. Orbitals would definitely eat up Earthborn, Machine, or Outsolar art. Let's not forget, they can afford to buy whatever they care to.
No, I meant Remnants selling to Orbitals. I had thought Remnants were more advanced; since it said that they had highly advanced technology, so I assumed that they were the most technologically advanced, while the Orbitals just lived on the remains of the Old Earth.
Now, knowing about the infrastructure, I understand it better now. Thanks!
The Earth example is pretty cool, BTW.
Looks pretty sweet to me. I'd definitely be interested in playing
So, for nanoclouds and hacking, is it assumed that they're just everpresent, and that makes it impossible to disconnect from the network? Or is it just so essential that doing it to avoid hacking would be like strapping your arm behind your back so it doesn't get cut off?
Oh! And you probably already know this, but Venus would be a lot easier to colonize than a lot of people think. Just not the surface. Nitrogen-oxygen mix is a lifting gas in it's atmosphere, and 50km or so above the surface, the temperature and pressure are fairly similar to Earth's.
No, I understood where they live; it's just the cognitive dissonance between the fact that the Orbitals are basically unorganized hedonists, yet have the most advanced tech. They have little reason to innovate; they can just loot the vaults of the Old Earth for what they need. That's why I thought that they would have simply stagnated at a tech cap, like a cargo cult of the Roman Empire, while the Remnants needed to struggle to survive, pushing innovation. They're post-scarcity, so they only need to innovate in luxury items and services.No, I meant Remnants selling to Orbitals. I had thought Remnants were more advanced; since it said that they had highly advanced technology, so I assumed that they were the most technologically advanced, while the Orbitals just lived on the remains of the Old Earth.
Now, knowing about the infrastructure, I understand it better now. Thanks!
The Earth example is pretty cool, BTW.
Humm, I might've been a bit unclear, I suppose. Orbitals don't live in the remains of Old Earth - they live cosily in orbit, and are unarguably the most advanced and 'safest' society in Sol. Remnants are advanced, too, even more advanced in some specific areas (survival and adaptation tech, terraforming, etc.).
Venus has a higher orbital velocity around the sun, meaning it's a better launching station than Earth for getting from the inner solar system to the outer solar system,
Or something. Probably getting ahead of myself. Sorry about that.
I'm not just extrapolating from random ideas about how this works. Being farther in does not, in this case, mean necessarily farther separated. The difference isn't much, but Venus->Ceres at minimum energy is 0.95 years. Earth->Ceres at minimum energy is 1.05 years. The increased speed of the orbit, in this case, makes up for the difference in plain distance. Since the Asteroid belt is 'huge' and has very little density, getting to different parts with enough waystations can be a challenge if you're trying to stay in it. Going to Venus and then back out to a different point can/could very well be easier.QuoteVenus has a higher orbital velocity around the sun, meaning it's a better launching station than Earth for getting from the inner solar system to the outer solar system,
Not really no. Venus is further inside the system, hence energetically further separated.
I'm not just extrapolating from random ideas about how this works. Being farther in does not, in this case, mean necessarily farther separated. The difference isn't much, but Venus->Ceres at minimum energy is 0.95 years. Earth->Ceres at minimum energy is 1.05 years. The increased speed of the orbit, in this case, makes up for the difference in plain distance. Since the Asteroid belt is 'huge' and has very little density, getting to different parts with enough waystations can be a challenge if you're trying to stay in it. Going to Venus and then back out to a different point can/could very well be easier.QuoteVenus has a higher orbital velocity around the sun, meaning it's a better launching station than Earth for getting from the inner solar system to the outer solar system,
Not really no. Venus is further inside the system, hence energetically further separated.
By all means. It gives me an idea of what kind of characters people might make and helps me worldbuild.Then I might as well mention that I'm leaning towards a giant mechanical squid that's piloted by a rather small octopus Pacific Rim style. Needless to say, he left to explore the galaxy at large upon learning that his people's desperate battles against alien invaders in the cold depths of space were entirely caused by and recorded for a really popular TV series among the Orbitals.
@Irony: Interesting. I like the 'successes/failures as components' thing, a great deal more rolling or not. Is the confirming an optional thing? I like the thought you could choose to risk your basic vanilla success in hopes of getting a great success... with the chance of turning it into a flawed success instead. Or try to get something out of your failure, only to just make it worse. Depending on the kind of game you run, though, it might need to be automatic to avoid slowing down turns.Yeah, I don't think letting players look at their results and then decide whether to reroll them would work too well; too long/complex a turn/action cycle. Allowing "action types" so you can declare something like that ahead of time is intriguing. I guess it'd look something like:
Or something. Probably getting ahead of myself. Sorry about that.
By all means. It gives me an idea of what kind of characters people might make and helps me worldbuild.
By all means. It gives me an idea of what kind of characters people might make and helps me worldbuild.Then I might as well mention that I'm leaning towards a giant mechanical squid that's piloted by a rather small octopus Pacific Rim style. Needless to say, he left to explore the galaxy at large upon learning that his people's desperate battles against alien invaders in the cold depths of space were entirely caused by and recorded for a really popular TV series among the Orbitals.@Irony: Interesting. I like the 'successes/failures as components' thing, a great deal more rolling or not. Is the confirming an optional thing? I like the thought you could choose to risk your basic vanilla success in hopes of getting a great success... with the chance of turning it into a flawed success instead. Or try to get something out of your failure, only to just make it worse. Depending on the kind of game you run, though, it might need to be automatic to avoid slowing down turns.Yeah, I don't think letting players look at their results and then decide whether to reroll them would work too well; too long/complex a turn/action cycle. Allowing "action types" so you can declare something like that ahead of time is intriguing. I guess it'd look something like:
Modest: Action succeeds or fails.
Reckless: If action succeeds or fails, reroll to improve or salvage.
Greedy: If action succeeds, reroll to improve.
Persistent: If action fails, reroll to salvage.
Or just Modest, Greedy, Persistent, with Persistent Greedy actions being a thing.
Of course, the next problem is that your odds might influence what action types you want to take a lot more than your inclination. Like, if you've got 3:2 odds on a task, on average Greedy and Persistent both help more than they hurt, assuming each success or failure is equal and opposite in effect. Conversely, if you're only 1:2 for success, trying to get Greedy or Persistent is mathematically a poor idea; again, unless failing and then salvaging something is worth twice as much as failing and then failing again.
So... if that's the case, then there's not a lot in the way of actual choice going on, which is unfortunate.
Sounds entirely doable (both of those characters, in fact - Irony's seems like a Jockey with the giant squid as his spaceship!). Your explanation for how it works sounds plausible, though I imagine there might be some problems with adjusting to an alternative body - your brain is used to trying to control an entirely different body. This is not a problem futuretech can't fix, of course. I'll note there are plenty of folks who already change bodies like we'd change clothes, but usually not with methods so delightfully immoral and invasive as yours. You should totally use it on people too.I'm not entirely sure what I want to be. :/ Probably a former sky-pirate, but that still leaves so many options.
Hmm. I kinda want to make a character originating from the hell-hole that is the colony in the center of Jupiter. I imagine that keeping the generators and gravity corridors running to keep the whole colony from being crushed creates a lot of heat. Yeah, and let's make it a prison-colony, which gets new shipments of convicts from the outer-jupiter colon(y/ies) every so often; just often enough that they don't forget that they're prisoners.Or something. Probably getting ahead of myself. Sorry about that.
By all means. It gives me an idea of what kind of characters people might make and helps me worldbuild.
You could never tell them the odds. Or have subjective results.I dislike withholding information from players because it makes it hard for them to make intelligent decisions. Not that they're all that smart with the data, but I imagine it'd be hard to keep them from gaining a rough idea of how likely an action was.
By all means. It gives me an idea of what kind of characters people might make and helps me worldbuild.I wasn't sure what I wanted to play, so I originally rolled randomly. I ended up with a Orbital Operative/Jockey, but I couldn't really make that work, so I scrapped that. I'm now rolling with an Orbital 'archaeologist' (Operative/Thinker) whose entire philosophy is "That belongs in a museum!" In class it wasn't obvious, they're a Space-Indiana Jones. They buy/graverob/just plain steal curios from Earthborn, Remnant, Outsolar, and Machines and sell it to collectors back in the orbitals, often spinning wild yarns about it having mystical/political/etc. significance.
Any obvious flaws? Or un-obvious ones that you detect?Seems a bit on the clunky side, especially with regards to initiative. Is there a reason for init rolls at all, other than the option for one party to kill the other before retaliation can occur? Is there a reason it's on a d100 rather than a d10?
The Mead of Knowledge, Tyrfing, that kind of thing with interesting effects you can't always just assign numerical values to.But, like, what do they do?
What was the plot you planned, out of curiosity?Generic lich goes Jagar Tharn on the emperor of the biggest country and incites a bunch of wars between other countries (unwittingly involving the players)--the encounter with the mercenaries was his attempt to spark one between the northern kingdom and some other place--I'm not sure which one. He waits until both sides in each war are worn down and intervenes as a third party, taking over the southern continent. The players would have stumbled across a pocket of resistance, who send them to the northern continent's kobold theocracy to request aid in a sort of "the enemy of my enemy is my friend" situation and take back the southern continent, culminating with a fight against the lich.
Fill in for the lack of spellcasters, mostly. This kind of thing (https://en.wikipedia.org/wiki/List_of_people,_items_and_places_in_Norse_mythology#Artifacts) is what I'm getting at.The Mead of Knowledge, Tyrfing, that kind of thing with interesting effects you can't always just assign numerical values to.But, like, what do they do?
Advice: Don't make a world map to start. Start small and build up, unless you already know exactly how you want to build it up and what everything's gonna have. Also, considering magic, it isn't too hard to build an empire in a fairly short time. Long as taxes aren't too bad and you aren't cruel enough to be hated, only to be feared, one ruler is much the same as another. Leave their culture alone and 'ey, there you have it.What was the plot you planned, out of curiosity?Generic lich goes Jagar Tharn on the emperor of the biggest country and incites a bunch of wars between other countries (unwittingly involving the players)--the encounter with the mercenaries was his attempt to spark one between the northern kingdom and some other place--I'm not sure which one. He waits until both sides in each war are worn down and intervenes as a third party, taking over the southern continent. The players would have stumbled across a pocket of resistance, who send them to the northern continent's kobold theocracy to request aid in a sort of "the enemy of my enemy is my friend" situation and take back the southern continent, culminating with a fight against the lich.
I have since gained of a taste for more nuanced villains.
I also didn't really think about the logistics of "scrawny half-dragon people from a barren wasteland cross the ocean to fight the armies of like five different countries combined" and such, or how Lord Cliché managed to build such a giant empire in such a short amount of time, which is, needless to say, practically impossible, barring some sort of universal mind control artifact or something.
Oh, and I disliked my world map--I realized in hindsight that if these were "continents", one of them was basically Antarctica (nearly uninhabitable--like 4/5 of the thing was empty space, the kobold country was clustered around a volcano for some reason) and the other one was probably around the size of Africa, but there were only five countries on said Africa-sized continent, which is pretty silly given the setting no matter how you slice it. I've since moved on to different practices--splitting countries up over non-arbitrary lines (rivers, mountain ranges, various features that come as a result of it being a fantasy setting,) providing a map of only part of the continent in the style of maps of Europe, and moving to a more "several smaller countries with a couple major powers here and there" type of approach.
-snip-I was thinking less that it would be hard to build such a large empire, more that there was no way that he'd be able to conquer literally the entire continent without me constantly timeskipping.
Also, considering magic, it isn't too hard to build an empire in a fairly short time. Long as taxes aren't too bad and you aren't cruel enough to be hated, only to be feared, one ruler is much the same as another. Leave their culture alone and 'ey, there you have it.
Advice: Don't make a world map to start. Start small and build up, unless you already know exactly how you want to build it up and what everything's gonna have.Ehh, I don't really like that sort of approach. Admittedly, it works for small-scale heroic fantasy in the style of Conan the Barbarian, where the player characters come in to some new place, quaff ale, and kick ass, since it's just about the heroes' personal adventures. But when you have the whole world set up beforehand, you can set up an epic-scale campaign where there's forces at work beyond what's happening to the heroes, and where the heroes can travel to specific locales with specific goals in mind.
edit: I just noticed the Diglett's mouth is square on that sprite. Isn't that weird?
Currently working on an FEF-style Pokemon strategy game.
Oh, okay. That makes more sense, I guess.edit: I just noticed the Diglett's mouth is square on that sprite. Isn't that weird?
That's a nose, not mouth.
On a slightly different matter - is there a reason why you chose those particular sprites for the test-map, besides to "showcase" the idea? Caus' a quick search gave some nice 32x32 in-colour menu sprites for up to gen XY. About terrain, well, another quick check and I'd wager using the original tiles of, oh - your favourite gen? - won't be a problem either. (Well - at least up until they started making the game environment in pseudo 3d. Whichever gen that was)I could use the original tiles, but I'd need to
I could use the original tiles, but I'd need toI will definitely at least try the actual tiles at some point, though.
- download a tileset
- resize the tiles to something that would work well
- lament upon realizing that the tiles work really poorly with party sprites
As for sprites, I like the Gen II ones because 10 seconds in paint gives me a decent-looking recolour, since there are only two colours (plus black) to begin with; with newer sprites, it'd take more time for an inferior result. I could also just skip recolouring entirely, but that'd make it harder to differentiate between allies and enemies.
So, I scrapped Viking D&D for another idea.I recommend the Challanger RPG for that, it supports a lot of roleplaying and open expansive worlds
I started off by building a much more expansive world, with a continent roughly halfway in size between Australia and Europe. I plan on having around fifteen or so kingdoms, each containing several principalities, duchies, baronies, and the like, and these kingdoms are split between five distinct ethnic groups.My goal of creating a more realistic image of feudalism is in no way influenced by Crusader Kings.
The basic idea of this game is that the players start off with an adventure that places them as level 15 or so heroes, in a setting with a technology level roughly equivalent to the late 1500s; the idea of this particular adventure is that it's one of those stereotypical heroic dungeon crawls and hits every cliché in the book up until the ending.
The revelations made in this one-shot adventure are a setup for the plot of the real game, set about 250 years afterward, where the players play as the distant descendants of their original characters in a sorta-steampunk setting, where the actions undertaken by the characters in the first adventure are shown to have far-reaching consequences because of villainous scheming and such.
Oh, and it would be Pathfinder, because the character classes in vanilla Pathfinder are more in line with the setting I have in mind than they usually do (e.g. Gunslinger is OK because guns make sense in mid-1700s setting; Alchemist is OK because of the beginnings of organized chemistry, and Investigator by extension and also for proto-Holmes stuff; Vigilante... just seems more OK in a 1700s setting than a Shakespeareish one, etc.)
Thoughts? It's still something of a fledgling idea, in that I've just finished worldbuilding about one of the planned fifteen kingdoms or so, but I want to make sure this isn't a bad idea right off the bat.
So the players would have to make a level 15 character for a one-shot session, then make a completely different character?I wasn't entirely sure whether or not this was a good idea and the main reason I made this post. I personally like coming up with characters, but I wasn't sure if I'd find somebody else interested in this kind of thing.
Why does the introstory have to be cliched?To make the twist at the end more of a surprise, of course.
Didn't you mention your previous games failed because you overreached?In retrospect, the biggest reason I think my previous games failed is because I'm really unhappy with the settings I made back then; I don't think I really developed a sense of scale for these kinds of things until recently (and I also didn't really get a grasp on how feudalism worked until recently, either.) But yeah I did overreach before, but that wasn't so much a case of making things too big to handle, it was more of a case of not planning ahead nearly enough. My most ambitious game was probably my best, really; the issue with that one was that I was still getting a grasp on DMing and made a lot of really ridiculous decisions.
imageThat looks pretty great, though I'd need to scale the tiles up a bit; as it is, there isn't enough room on them for names.
Some of them, could easily be fixed with a few edits (like making that road 1-tiled), but many more can't. You also don't want to build any too many cities, as most houses have about twenty tiles, give or take. Though any "existing towns", can easily be dl-ed as a screenshot, and layered under a grid.Yeah, the size of multi-tile buildings could be an issue. I was planning to set my game in a Mystery Dungeon-style world where humans don't exist, but I recognize that not everyone will want that—my long-term goal is to create a FEF-style rulebook that other people will be able to use—and buildings need to not take up half the map.
To cut it short: The tilesets and icons are nice - real nice, in fact - but would they be worth the possible work-over of your rules / the lesser options that would stem from taking these tiles as basis?My rules don't rely on scale at all. Using those tiles wouldn't require a rework—I'd just need to assign bonuses/maluses to different tiles, which I haven't even done for my current tiles.
-snip-The main problem I can see is that you just spoiled the major twist right off the bat...
-snip-You have a point... I guess I don't really have to define all of them to their full extent. A good six of those are going to be the East Asia and Africa stand-ins, and the other ones are split roughly three a pop to three different cultural groups (Western European, general mix of Scandinavia/Eastern Europe, and the last one I'm thinking either Balkans/Byzantines or Italy with Spanish elements.) To keep with the general feel of the game, I could have the East Asia and Africa stand-ins remain mysterious and ill-defined, with the extent of development being basically limited to each country's name and a vague idea of what differentiates each one from the other ones. Most of the European and Middle East-style countries will probably manage to be visited through the course of the story, and any of the ones that don't can get fleshed out through player or NPC backstories anyway.
Should I start a FG?
Would anybody be interested in a Wikipedia Wars like game, but using TV Tropes instead?I'm running a test game for this in my sigtext.
So I've thought up a game system that I'm pretty sure has been done before and I want to know how good the system was in practice. Basically, instead of numbers and tiers for a character's skills, HP, weapon damage, etc., it's all completely abstracted.
Instead of "D- vs C+" skill check in a sword fight, for instance, it's "went to a couple of sword-fighting classes vs militia training".
Dice rolls would still be used to give that essential element of randomness but it wouldn't be a hard DC kind of thing.
So lets say 1 point of armour nullifies 1 point of damage. A hammer ignores 1 point of armour and an axe does 1 extra point of damage. Is there any reason to take the hammer instead of the axe? If not, what can be done to make the hammer a viable option?Assuming they had the same base damage otherwise, no, the axe is superior as it does the +1 dam even against unarmoured opponents, and the only reason to take the hammer would be style.
Anyone want superpowers? Gimme 2-4 nouns and assign each with number between 1-50. An example from IRC: Rice 28, Cowardice 35, Asbestos 44, Albion 15.Sure! How? PM? Is this for a game can I join it?
People I know about are easier to make powers for, so if you don't think I know you well enough, describe your personality as well with few words. Or name some well known real or imaginary person. Or make it all up.
So lets say 1 point of armour nullifies 1 point of damage. A hammer ignores 1 point of armour and an axe does 1 extra point of damage. Is there any reason to take the hammer instead of the axe? If not, what can be done to make the hammer a viable option?Granularity helps here. If hammers can ignore 2 points of armor, they're always better than axes against enemies with 2+ armor, break even at 1 armor, and fall off at 0 armor. But that requires being able to keep most enemies at 0, 1, or 2 armor, +1 or +2 damage being reasonable values for the combat system, and so on.
Yeah, it's a test for a game in far uncertain future. One of the twenty I want to run but probably never have time for.Anyone want superpowers? Gimme 2-4 nouns and assign each with number between 1-50. An example from IRC: Rice 28, Cowardice 35, Asbestos 44, Albion 15.Sure! How? PM? Is this for a game can I join it?
People I know about are easier to make powers for, so if you don't think I know you well enough, describe your personality as well with few words. Or name some well known real or imaginary person. Or make it all up.
Here, anyway.
Blink 7, Gears 30, Warp 9, Answer 42.
Anyone want superpowers? Gimme 2-4 nouns and assign each with number between 1-50. An example from IRC: Rice 28, Cowardice 35, Asbestos 44, Albion 15.Assuming this is still a thing...
People I know about are easier to make powers for, so if you don't think I know you well enough, describe your personality as well with few words. Or name some well known real or imaginary person. Or make it all up.
Anyone want superpowers? Gimme 2-4 nouns and assign each with number between 1-50. An example from IRC: Rice 28, Cowardice 35, Asbestos 44, Albion 15.Assuming this is still a thing...
People I know about are easier to make powers for, so if you don't think I know you well enough, describe your personality as well with few words. Or name some well known real or imaginary person. Or make it all up.
Knife 45, Game 18, Fear 2, Box 25.
Hm./me coughs quietly
Invocation 7, Inversion 39, Fire 80, Understanding 24.
assign each with number between 1-50.:P
Hm.
Invocation 7, Inversion 39, Fire 80, Understanding 24.
Lemme?
Gray 15, Cycle 21, Chair 39, Boredom 6.
Anyone want superpowers? Gimme 2-4 nouns and assign each with number between 1-50. An example from IRC: Rice 28, Cowardice 35, Asbestos 44, Albion 15.May as well. Everyone's been doing four, so I might do three and see what happens.
People I know about are easier to make powers for, so if you don't think I know you well enough, describe your personality as well with few words. Or name some well known real or imaginary person. Or make it all up.
cool 66.6, darkness 66.6, blood 66.6, demon 66.6
please give me the cool powers, thx
Mountain 35, bronze 40, cloud 7, emblem 13
Anyone want superpowers? Gimme 2-4 nouns and assign each with number between 1-50. An example from IRC: Rice 28, Cowardice 35, Asbestos 44, Albion 15.May as well. Everyone's been doing four, so I might do three and see what happens.
People I know about are easier to make powers for, so if you don't think I know you well enough, describe your personality as well with few words. Or name some well known real or imaginary person. Or make it all up.
Catalyst 12, Wrong 13, Chiasm 41
If you need info on my personality, well. I really like this quote/ideal: "I will protect even those I hate, so long as it is right."
I also am very much a fan of using technology to advance the world, my favorite games are strategy and roleplaying games, my favorite part of books/GMing tends to be the world-building, I like basically all music, quite a bit, and I get inordinately angry at people who refuse to be empathetic or listen to the other side. I'm also really good at math and function as my family's garbage disposal for leftovers.
I want another one!
Answer 42, Arcane 50, Depth 7, Magic 8
Your power is to generate mist filling area around you. You must fully focus on generation for it take place, and maintain decent focus to keep mist in existance. There's no maximum range for your power, the mist keeps expanding as long as you can keep focusing. The mist silences all sounds and no other living being can be detected inside, even if they are standing right in front of each other, unless they were holding hands or were otherwise physically connected when they were engulfed by the mist. Dead beings can be detected just fine. Within this mist you can generate auditory hallucinations that will attempt mentally break the people, be they allies or not. Kind of on/off switch affacting everyone within. The mist affects you in same way as any fog would, limiting visibility, muffling sounds, but has no other effect.cool rating: 4/10 — does not adequately represent the darkness within my soul
Ooh, generation. I like generation.
Let's give it a shot. Fluorine 36, Bird 44.
Well, why not?
Cocoon (25), CIF3 (33), word (20), rock (1).
In terms of personality, I enjoy reading and writing (specifically fantasy). I also do a lot of theater stuff, including singing and such, but don't generally listen to music. My favorite games are often sandbox-type things which involve taking individual pieces with specific rules/behaviors, seeing how they interact with each other, and putting them together in an interesting or powerful way. I am a terrible procrastinator, and have a bit of a short temper.
cool rating: 4/10 — does not adequately represent the darkness within my soulI guess you have not watched The Mist.
(mist is way less cool than darkness >:()
Ontology (46), Obsession (3)
I guess you have not watched The Mist.I only watch cool movies
QuoteI guess you have not watched The Mist.I only watch cool movies
if cool words give lame powers
then maybe
just maybe
lame words will give cool powers
Flowers (25), Happiness (75), Kindness (50)
I...I forgot why I originally came here, so might as well.Devastate is not a noun so I ignore it.
Blade 17, Devastate 23, Dive 6, Thermals 46.
More powers!
Firestorm 42, Discussion 19, Resonance 29, Doppleganger 4.
Since apparently everyone and their grandmother is doing a second try...
Exploitation 43, Product 21, Meme 12
Externality 10, Repetition 22, Sacrilege 31, Justification 19
Edit: There's another quote I like that I can't find, which goes along the lines of 'a pessimist is never surprised when he sees evil. An optimist is hurt with every instance. For this reason, you cannot be a pessimist and expect to change the world; the optimist is given drive by every wrong he witnesses'
Void 1.1, Void 1.1, Void 1.1, Void 1.1
Fix 7, Dream 50, Omnibus 30, Answer 42
How do you do the personality stuff?
Contrast 2, Floor 9.
...
Seeing 'Floor' as 'Base(?)' (winners and losers are contrast, obv), those are erm....Contrast 2, Floor 9.Your power is designate a space where those with advantage can fully exploit that advantage to its limits or where underdogs who exactly why they will fail. For example you see someone picking a lock and use your power on the the area lockpicking is taking place. Depending on your viewpoint either the lockpicker will pick the lock in record time and do it as undetectable manner as is theoretically possible, or alternativaly the perpetrator will inevitably fumble and break his tools and probably alert someone in process. Your power basically determines outcome of activities according your perceptions and and subconscious expectations. It makes winners and losers.
...
Quick interest check for a game (somewhat in the the tone of VtM) in which the players are fresh turned monsters without actually knowing what kind of monsters they are, and have to try and survive whilst figuring out how to manage their monstrous instincts and abilities. Vast majority of game would be non-combat, with the monstrous instincts taking over for combat in the majority of cases. Would be quite narrative heavy.yesyesyesyesyes.
Got it pretty much fleshed out, just want to see if there'd be much interest beforehand?
Quick interest check for a game (somewhat in the the tone of VtM) in which the players are fresh turned monsters without actually knowing what kind of monsters they are, and have to try and survive whilst figuring out how to manage their monstrous instincts and abilities. Vast majority of game would be non-combat, with the monstrous instincts taking over for combat in the majority of cases. Would be quite narrative heavy.Interested.
Got it pretty much fleshed out, just want to see if there'd be much interest beforehand?
Quick interest check for a game (somewhat in the the tone of VtM) in which the players are fresh turned monsters without actually knowing what kind of monsters they are, and have to try and survive whilst figuring out how to manage their monstrous instincts and abilities. Vast majority of game would be non-combat, with the monstrous instincts taking over for combat in the majority of cases. Would be quite narrative heavy.Are they all the same kind of monster?
Got it pretty much fleshed out, just want to see if there'd be much interest beforehand?
Quick interest check for a game (somewhat in the the tone of VtM) in which the players are fresh turned monsters without actually knowing what kind of monsters they are, and have to try and survive whilst figuring out how to manage their monstrous instincts and abilities. Vast majority of game would be non-combat, with the monstrous instincts taking over for combat in the majority of cases. Would be quite narrative heavy.By monsters do you mean truly inhuman beings or something like shapeshifting humans? Anyway, sounds interesting.
Got it pretty much fleshed out, just want to see if there'd be much interest beforehand?
Are they all the same kind of monster?Nope, all different most likely. They'll start with no knowledge, but some things will reveal themselves fairly fast - mostly any changes to strength and speed and the like. One of the most likely times to get hints about powers will be when you lose control and start acting on instinct. Because who doesn't love temptation :)
Do they have absolutely zero knowledge whatsoever, or will there be reasonable hints "You feel stronger than when you were human", etc?
By monsters do you mean truly inhuman beings or something like shapeshifting humans? Anyway, sounds interesting.Could be either. The players are effectively the side of the monsters that are still human, though whether that side is really any pleasanter than the monstrous side is up to the player. Ability-wise, they vary substantially - the players do get some say in the matter, in the way of being able to effectively give me a few motifs as inspiration for their abilities, and being able to tell me roughly what kind of character you don't want to play - so if one of the above options specifically doesn't appeal, you can veto it.
Quick interest check for a game (somewhat in the the tone of VtM) in which the players are fresh turned monsters without actually knowing what kind of monsters they are, and have to try and survive whilst figuring out how to manage their monstrous instincts and abilities. Vast majority of game would be non-combat, with the monstrous instincts taking over for combat in the majority of cases. Would be quite narrative heavy.Sounds like it'll get boring fast. The initial mystery won't last and it it does, it means it's dragging on. After that, it'll just be a generic noble monster story.
Got it pretty much fleshed out, just want to see if there'd be much interest beforehand?
Sounds like it'll get boring fast. The initial mystery won't last and it it does, it means it's dragging on. After that, it'll just be a generic noble monster story.I'm not quite this pessimistic, but I agree that it could have pacing/premise issues. Plus the usual issue of people either figuring everything out pretty fast ("Sunlight negatively affects me in some way, I'm a vampire!") or having really incoherent monsters ("Weak to water, frost breath, teleport between shadows, and super endurance. Uhhhh...?")
Any way to make a crusade game work? I don't mean a historic crusade game (there's no way to salvage that), I mean one set in a fantasy world. How do you get a mass army joining in an offensive campaign while keeping them the good guys?Depends on your thresholds for "good guys." A relatively safe assumption is that the bad guys are doing something that directly and severely impacts the good guys; you can try for the usual "they're slavers!" or "they have sex in ways we don't like!" type angles, but you tend to get into weird cost:benefit analyses and sovereignty issues pretty quick. Rotting the soil beneath the good guys' feet or opening the gates to oblivion basically cheats by effectively making the good guys' behavior in self defense/preservation, meaning all that sieging of cities and pillaging of crops and so on is totally something they have no choice but to do.
Eesh... Having the good guys be crusaders even in a fantasy context is iffy to begin with. And making the opposite side evil is just chock-a-block with unfortunate implications.Pfff, everything has unfortunate implications. The bigger issue for me is believability/interest; cardboard cutout evil goons tend to be way less interesting than nuanced individuals who happen to consider flaying prisoners to be a legitimate hobby.
The only way I could see it not being uncomfortable would be to distance them from the actual crusaders while having the background of a massive crusade. That way you have your cake and eat it.
As for ideas in that direction... Perhaps have them be deserters trying to cross hundreds of miles of desert to return home, or religious pilgrims seeking absolution for their sins while trying to avoid being killed in the crossfire. Think outside the box.
More in interesting way to do it is probably to make it so they aren't necessarily the good guy, they're just the less bad guys, or the guys who've hired you, or your home country or so on.+1
Actually I think latter type would be more interesting since you are not some stereotypical monster that can be instantly figured out, but something new entirely. A mismatch of strengths and weaknesses, especially if things are not what they initially look like. Like sunlight actually has negative effects because you haven't farted in sun's direction or something. Basically weaknesses and/or strengths are merely symptoms of some deeper problem.Sounds like it'll get boring fast. The initial mystery won't last and it it does, it means it's dragging on. After that, it'll just be a generic noble monster story.I'm not quite this pessimistic, but I agree that it could have pacing/premise issues. Plus the usual issue of people either figuring everything out pretty fast ("Sunlight negatively affects me in some way, I'm a vampire!") or having really incoherent monsters ("Weak to water, frost breath, teleport between shadows, and super endurance. Uhhhh...?")
The plan is to head somewhere in between. Things should be relatively coherent, though not already existent (though coherent prevents already existent in many cases :P ).Sounds like it'll get boring fast. The initial mystery won't last and it it does, it means it's dragging on. After that, it'll just be a generic noble monster story.I'm not quite this pessimistic, but I agree that it could have pacing/premise issues. Plus the usual issue of people either figuring everything out pretty fast ("Sunlight negatively affects me in some way, I'm a vampire!") or having really incoherent monsters ("Weak to water, frost breath, teleport between shadows, and super endurance. Uhhhh...?")
If you're making a space game, you have to heavily stylise it like 40k did or it'll probably end up being generic.You're joking right?
I haven't been able to distinguish the various space games that've popped up on this board. The only generic sci-fi I can recognise at a glance are in video games and movies, not in forum games.If you're making a space game, you have to heavily stylise it like 40k did or it'll probably end up being generic.You're joking right?
I really like this idea, even outside the setting, because it encourages players to try to solve problems non-violently, and it gives players a goal other than trying to get as much money as possible (though I think money should still be a factor, with things like supplies, buying new equipment, payroll, having to bribe officials, etc.). They probably shouldn't have to fund the whole operation themselves, but, out in the field, it doesn't matter how much money your organization has if you don't have cash on hand. Or sometimes you might have an expense that headquarters wouldn't be willing to authorize, or you just don't have the cash, so you need to find something besides money to exchange for goods or services.Spoiler: Idea two: Doctors without Orbits (click to show/hide)
Also, I figure it's your intention, but the game should solely focus on the ship itself, specifically its crew, the people who care enough about saving lives that they're willing to risk their own entering a battlefield to help people. Even if the crew is especially large, you should have a few characters use as viewpoint characters. But also take advantage of the fact that it's a suggestion game, and that if you kidnap or even kill a character, you're not putting anyone out of the game. The players are putting are putting them at risk when they try risky things, and, if you lose them, it's going to be hard to find a replacement with their skills, especially while on a mission. See what happens when your best surgeon gets captured in the field or your chief engineer gets killed by pirates.
And, perhaps if a character loses contact with the main group, the players shouldn't be able to see what they see or dictate their actions; they either do nothing or follow their last orders, or whatever the gm deems appropriate. Contact would mean having their personal comm radio on them, or just being on the ship, but, if for some reason you needed them be incognito or whatever, you could have them not using their comm, in which case they'd stop being directly controllable, and you'd have to send and receive any new communication or orders by other means. I don't know, it's just an idea to prevent metagaming.
But back to my mention of kidnapping: this game should probably involve less killing of player characters than most games, or at least intent to kill them on the part of NPCs. In some ways because this it's more realistic this way (most real life thieves would be a lot more willing to negotiate than most D&D bandits), and also because, as people with an aversion to killing, it will be a little harder for the characters to do things if every enemy they meet is always out for blood. This doesn't mean they'll necessarily be friendly, and since player combat won't be a focus, combat could be much more lethal and injuries more debilitating than usual, making surrender and parley much more agreeable options to players. And enemies should generally be willing to accept their surrender, because captured prisoners can be held for ransom, information, prisoner exchange, or to perform some service for the enemy, and also because most people are adverse to killing a helpless opponent.
Looking back at the post, you specifically call out space battles, and I suppose it wouldn't work so well with the setting you have, but at first I was imagining them operating on planets: having to land on the planet (harder on some more hostile worlds; some trickery may be needed), negotiate their way to the battlefield, set up a field hospital, and in some cases successfully extract patients back their ship for proper treatment (or even getting ship and patient away from the planet to a more advanced treatment facility). This might require a more advanced setting with FTL and human-habitable planets and a planetary defense system that prevents ships from just landing right on the battlefield. I don't know. But what I really liked about the whole doctors idea was that it encourages players to be clever and tactful and not try to solve their problems by going in all guns blazing.
So, basically, you'd have to figure out who are the top players and how the hell do you judge that, do the same for the GM, somehow convince them to use their time on this game, make a game all of them actually want to play, get them to migrate to the same place from their forums of choice...Hey, Mafia Championship did that!
Yeah, uh, good luck with that.
But Mafia is a game with explicit rules about how someone wins or loses a game. You can't "win" a roleplaying game.Well, it would be less about being good at winning and more about being well-known among the community and/or funny to watch play.
But Mafia is a game with explicit rules about how someone wins or loses a game. You can't "win" a roleplaying game.More importantly, it has a very small, insular community. I haven't been part of it in years and could still probably name half the most noteworthy players. Here? We've got a swarm of postmongering magical girl academy players, a host of wacky RTD players, several cabals of SG players of all stripes, the more serious game gaggles... even if you could figure out who's Best Known or whatever, the answer probably changes radically depending on your criteria and areas of interest.
I feel like the gimmicks required to make this more interesting to watch than a normal game would make it not worth the effort. You'd probably have to make their home forum a race/class style thing to give "Bob from Bay12" more meaning than "Bob from here, I guess, since he's playing."But Mafia is a game with explicit rules about how someone wins or loses a game. You can't "win" a roleplaying game.Well, it would be less about being good at winning and more about being well-known among the community and/or funny to watch play.
I'm looking for some generic fantasy poetry/music that's of decent quality. Anyone know of any?Lindsey Sterling does a lot of fast-paced violins? I got nothing if you're after lyrics.
On that note... how do people feel about a game that only takes place in the solar system? Other planets and such are pretty much a staple of sci-fi, but in the end all the action happens around planets and stations anyway, so changing a name from "Ares" to "Mars" doesn't seem like a big deal.I like space pancakes.
(http://i.imgur.com/7Br4QnF.png)Reminds me of the early xcom UFOs.
I was trying to think of what a 'realistic' spacecraft would look like while still retaining a sort of space opera feel would look like, and I got... pancakes. It's got a multi-purpose lander with an internal centrifuge, meant to be able to land on Mars, Ceres, or any moon and pick up a sizeable amount of patients or cargo while still acting as a home base in space. The habitat section is for critical patients, cargo, and basically offloading anything not needed in the hangar. It's much lighter because it doesn't need structure for atmospheric entry, fuel tanks, engines, landing gear, etc, and its power supply comes from the engine block.
On that note... how do people feel about a game that only takes place in the solar system? Other planets and such are pretty much a staple of sci-fi, but in the end all the action happens around planets and stations anyway, so changing a name from "Ares" to "Mars" doesn't seem like a big deal.
EDIT: Was impossible to read in darkling.
-snip-Did you pixel that?
I like space pancakes.
Uh, but anyway, I'm not a huge fan of solar system only because it feels a little limited. Sure, it's big, but it's still finite and relatively close. Opening up the rest of the galaxy, even if in a very hazardous, limited way, gives you literally infinite potential.
Another problem you need to worry about is something that's part of the nature of forum games in general. Mechanics focused games don't usually last that long here. There are a few exceptions (mafia being one of them), but most of the time they fail. Sadly though, I'm not an expert so I don't know exactly why this happens. Maybe one of the more experienced GMs can add something?
3. They're a bit of a waste for the medium. The ability to be flexible and just sort of do whatever is one of the great strengths of playing by post, both for players and GMs, and using an overly mechanical system tends to limit that quite a bit. You might notice FEF, one of the noteworthy examples of such, tends to be feature pretty heavy roleplaying, quite possibly to offset the "move to A6, attack" nature of the game otherwise.Another problem you need to worry about is something that's part of the nature of forum games in general. Mechanics focused games don't usually last that long here. There are a few exceptions (mafia being one of them), but most of the time they fail. Sadly though, I'm not an expert so I don't know exactly why this happens. Maybe one of the more experienced GMs can add something?
1. The players can't be arsed to invest themselves into making decisions when the rules are dense.
2. The GM really can't be arsed to keep making turns with a complex system they cobbled together and didn't actually playtest for legitimate usability.
Definitely interesting. Making a mechanically complex game like this does come with a few worries though. The first one I want to bring up is balance, it'll be a bit of a challenge fine-tuning the numbers to make the game perfectly balanced. Last thing you want is for either of the factions to be overpowered. Unstable Equilibrium (http://tvtropes.org/pmwiki/pmwiki.php/Main/UnstableEquilibrium) is also something you need to worry about.Why did you link to the forbidden site?! Whyyyyyyyyyyyyyyyy...
Another problem you need to worry about is something that's part of the nature of forum games in general. Mechanics focused games don't usually last that long here. There are a few exceptions (mafia being one of them), but most of the time they fail. Sadly though, I'm not an expert so I don't know exactly why this happens. Maybe one of the more experienced GMs can add something?
Would you prefer a format where players post all their proposals at once, and have them processed simultaneously(ideally at a fixed rate)?I feel like timezones would be an issue if you did this, though I'm not entirely clear on how it would work.
Alternatively, would you rather player's be able to propose at any time, but have those proposals have a defined end point(A time limit of sorts) by which the votes must be tallied.The turn-based system seemed to work pretty well.
How large a majority should be game require for proposals to be enacted. More than half? Two thirds? Three Forths? Unanimous?I'd say half/"positive" (if the support/oppose thing still exists) by default, with the option to make specific rules require a two-thirds/three-quarters/whatever-whatever majority to amend or repeal.
Definitely interesting. Making a mechanically complex game like this does come with a few worries though. The first one I want to bring up is balance, it'll be a bit of a challenge fine-tuning the numbers to make the game perfectly balanced. Last thing you want is for either of the factions to be overpowered. Unstable Equilibrium (http://tvtropes.org/pmwiki/pmwiki.php/Main/UnstableEquilibrium) is also something you need to worry about.
Another problem you need to worry about is something that's part of the nature of forum games in general. Mechanics focused games don't usually last that long here. There are a few exceptions (mafia being one of them), but most of the time they fail. Sadly though, I'm not an expert so I don't know exactly why this happens. Maybe one of the more experienced GMs can add something?
So I've got an idea for a strategy game. It's focused on underground tunnels, and fighting between Dwarves and Goblins. Maybe Kobolds, too.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXX..XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX.X....XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX...X..XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX..XX..XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX.XXXX..XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX.XXXXX.XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX.XXXXX.....XXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXX...XXXXXXXX..XXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXX..XXXXXXXXXX..XXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXX..XXXXXXXXXXX.XXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXX..XXXXXXXXXXX.XXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX.XXXXXXXXXXX....XXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXX.....XXXXXXXXXX.XX.XXXXXXXXXX.XXXXX..XXX
XXXXXX.........XXXXXXXX........................XXX
XXXXX..X.XXXX...........X......XXXXXXXXXX......XXX
XXXX....XXXXX.XXXXXXXXXXXXXX...XXXXXXXXXXX....XXXX
XXXX..XXXXXXX...XXXX....XXX....XXXXXXXXXXXX...XXXX
XXX..XXXXXXXX...XXXX...XXXXXX..XXXXXXXXX......XXXX
XX..XXXXXXXXX...XXXX...XXXXX.....XXXXX........XXXX
...XXXXXXXXX...XXXXXX..XXXXX.........X............
XXXXXXXXXXXXX..XXXXXX..XXXXXXX....XX...XXXXXXXXXXX
XXXXXXXXXXXX..XXXXXXX..XXXXXX..........XXXXXXXXXXX
XXXXXXXXXXXX..XXXXXX...XXXXX..XXX....XXXXXXXXXXXXX
XXXXXXXXXXXXX.XXXXXX...XXXXX..XXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX.XXX......XXXXXX.XXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX..XX.XXX..XXXXX..XXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX..XX.....XXXXX..XXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX..XX..XXXXXXXX.XXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXX.X....XXXXXX..XXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX......XXXXXXX..XXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXX......XXXXXXX.XXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXX..........XXXXXXXX.XXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXX.XX...X...XXXX...X.XXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXX.....XX........X...XXXXXXXXXXXXXXXXXXXXXXX
XXXXXXX.....XXX..XXXX..XXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXX.....XXX..XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXX..........XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Someone should make a game in setting of The Undamned. (https://www.reddit.com/r/HFY/comments/2xuqd4/the_undamned/) It's basically about souls of dead humans conquering the literal Hell from demons. Because when large portion of humans through all times enter into Hell, eventually few start slipping past cracks and get some non-torture time for themselves. Couple that with basically all free-minded individuals, scientists, other great minds and murderers you'll soon have rebellion in Hell. And once soul enters Hell, it can't leave or die in any permanent manner. Because eternal damnation is damn eternal.I'd join that.
It gives excellent opportunity to have mix of people from all ages. While one might not get to play the father of murder or other famous people, there's still very large pool of possibilities. The game probably involves about killing lots of demons, angels, crusaders and other Faithful from Heaven, but that's probably fine.
Someone should make a game in setting of The Undamned. (https://www.reddit.com/r/HFY/comments/2xuqd4/the_undamned/) It's basically about souls of dead humans conquering the literal Hell from demons. Because when large portion of humans through all times enter into Hell, eventually few start slipping past cracks and get some non-torture time for themselves. Couple that with basically all free-minded individuals, scientists, other great minds and murderers you'll soon have rebellion in Hell. And once soul enters Hell, it can't leave or die in any permanent manner. Because eternal damnation is damn eternal.should be fun to read at least would play if i had the time
It gives excellent opportunity to have mix of people from all ages. While one might not get to play the father of murder or other famous people, there's still very large pool of possibilities. The game probably involves about killing lots of demons, angels, crusaders and other Faithful from Heaven, but that's probably fine.
You ought to read Space Doctor.-snip-
I like that idea, it sounds interesting. I think it would be a good idea to focus heavily on world-building for a premise like that though. Since the game seems to be more centred around helping the world rather than helping ourselves, it needs to be something we can get emotionally invested in.
That's my two cents at least.
I need witch elements. So far I have fire, frost, death, dark, nature, and psymental.
I need witch elements. So far I have fire, frost, death, dark, nature, and psymental.
I need witch elements. So far I have fire, frost, death, dark, nature, and psymental.Blood, Swamp, Growth, Rot/Pestilence, Rage, Despair, Water, Earth, Mud, Illusions, Misfortune, Beasts, or Hair (http://www.d20pfsrd.com/classes/base-classes/witch/hexes---3rd-party-publishers/hexes/common-hexes/hex-prehensile-hair-su).
You might want to look at a game called convoy. It's basically that premise minus locational targeting and vehicle boarding. I should warn you though that it is a flawed game and I recommend you to look at it as more of a what not to do rather than what to do. You might get some good ideas from it regardless though as well as being aware of potential pitfalls.I'm aware of it. Really it's just FTL.
Spoiler: Small Mercies (click to show/hide)
Well, let me just say that this here was beautifully written. Draignean, I don't know how you do it but you have a gift! How good were you at writing essays?
Also, I'd be interested joining this.
So, I'm a little bit dusty, and I feel like I've become a bit of an unreliable GM due to my ever increasing number of unfinished projects.I have had one project and it died because I am an anxious wreck ._.
I got my degree, before I got engaged
Good to see you back, Draignean. Interested; how mechanics-lite are we talking here? Can you give some examples?
Oh, and:I got my degree, before I got engaged
Congrats!
So, I'm a little bit dusty, and I feel like I've become a bit of an unreliable GM due to my ever increasing number of unfinished projects. Still, now that I have my degree and my life has cooled down a bit, I find myself feeling the same old itch to run a game. Maybe I can make it work, maybe I can't, but before I really began grinding my gears on it I wanted to see if there was any interested in a small group based, mechanics lite, Fairly soft Sci-Fi, Space Opera RPG?
Thanks DH, and I'm honestly not sure at this point. I know I'm not writing up and balancing details stats on every gun/armor/utility item in existence. I'm probably going to eschew HP/MP/AP/FP in favor favor of descriptive statistics (wounds/fatigue, etc). Ideally, the only thing that a character has to determine how things are going to go is their character, their tools, and the choices they've made. A die roll of course comes in to determine how well or badly things go.
I'd like to have characters that, with a bit of play, I know well enough that a stat-block is unnecessary to tell me what they can and can not do. For example, this is one character from the example crew,
It'll be good to have you on board. I've already hit the 40K character limit while I'm still testing the OP in PMs to myself (I've probably sent myself more messages than everyone else combined) so I'm feeling pretty nostalgic at the moment.
I'm going to need to successfully reserve the post (or two) after mine. I'm not sure I've ever done that successfully...
I have had one project and it died because I am an anxious wreck ._.
So, I'm a little bit dusty, and I feel like I've become a bit of an unreliable GM due to my ever increasing number of unfinished projects. Still, now that I have my degree and my life has cooled down a bit, I find myself feeling the same old itch to run a game. Maybe I can make it work, maybe I can't, but before I really began grinding my gears on it I wanted to see if there was any interested in a small group based, mechanics lite, Fairly soft Sci-Fi, Space Opera RPG?
Seems like a nice enough idea. I remember the concept, too. I do like the alien-heavy thing about it.
Thanks DH, and I'm honestly not sure at this point. I know I'm not writing up and balancing details stats on every gun/armor/utility item in existence. I'm probably going to eschew HP/MP/AP/FP in favor favor of descriptive statistics (wounds/fatigue, etc). Ideally, the only thing that a character has to determine how things are going to go is their character, their tools, and the choices they've made. A die roll of course comes in to determine how well or badly things go.
I'd like to have characters that, with a bit of play, I know well enough that a stat-block is unnecessary to tell me what they can and can not do. For example, this is one character from the example crew,
I tried to do descriptive statistics in Life Begins At Death, it did not work. At all. I'd advise doing something simplified, but exact. Loose and ill-specified stuff just leads into mechanical grasping.
It'll be good to have you on board. I've already hit the 40K character limit while I'm still testing the OP in PMs to myself (I've probably sent myself more messages than everyone else combined) so I'm feeling pretty nostalgic at the moment.
I'm going to need to successfully reserve the post (or two) after mine. I'm not sure I've ever done that successfully...
Oh dear, a 40k character OP for a rules-lite space opera? Might want to cut that down. Like, a lot.
@Draignean:GIB CHARSHEET PLOXX
I am very interested in that game.
Oh. Uhh.
Hm. I suck at actually writing backstory. That notable quotes thing sounds like something I could get behind though.
I'll look into it, the problem is in simplification w/o loss of precision. If I do use stats, then how many? How to differentiate different types of skill? The question always leads me down a dark path of numbers and the endless unfolding of new complexities.
I'll look into it, the problem is in simplification w/o loss of precision. If I do use stats, then how many? How to differentiate different types of skill? The question always leads me down a dark path of numbers and the endless unfolding of new complexities.
When I started doing Our Salvation, I chose to do wounds like Sunless Sea did, where you only get one no matter how badly you get hit (barring special events like "being beaten into a near-unrecognizable pulp" putting you at 4), and set the max before death to 5.
You could go further and put down vague stats like Sunless Sea's as well, like Hearts (healing, bravery), Veils (sneakiness, intrigue), Pages (esoteric), Mirrors (perception, intellect), Iron (strength, toughness), and add their values as success chance to predetermined difficulties (percentile, can go into negatives). I went for a simpler system in my current game, where each character states a specialty that they get a +1 to rolls with - wouldn't recommend, however, since it hasn't really paid off in any particular way in about 1600 posts of game. You can also go with the classic kill-sneak-brain trio of stats, or expand it to kill-sneak-brain-face quartet if you think being hot is going to be helpful in this game. Or, like Apocalypse World, throw in another one for Cool - Hard - Hot - Sharp - Weird, wherein we come back to something like Sunless Sea - 5 vague stats covering 5 vague archetypal behaviors.
It's always better to have stats than to not have them, since stats are how the player mechanically communicates their character to the GM, and roll results are how the GM mechanically communicates back.
Alright. I feel it prudent to mention that my first idea ended up with a theoretical 27 skills before I realized I was backsliding terribly. So, that in my, here's my second, rather desperate cling to simplicity.
For actions not directly covered by an assurance, who the character is will also play a role in determining whether they get a bonus or not.
Thoughts?
Potentially useful idea here:
Think of a skill... say, Computer Programming.
With a bit of top-down design, you can separate that skill into several subskills, like Hacking, AI Programming, General Programming...
And you can separate those subskills into even more subskills...
What I'm saying is that you can let someone take a more general skill, like Computer Programming, but they will get less of a bonus to it than if they choose a more specialized skill.
This concept will be nice for my upcoming game system test, Mastery. But if you'd like to use it, go right ahead.
Have you considered just taking a system from an already successful game?
I think Shadowrun's (5th edition) system might work well for you.
The problem with general attributes (Intelligence, Charisma, Veils, Vitality, Poise, Finesse, whatever the name) is that they make no differentiation between someone skilled at different subgroups of skills that would naturally fall under the same attribute. Someone with high intelligence could be a doctor or a hacker, and without either the backstory or the skills to tell them apart, we can't know.
Player action success or failure will be determined on a basis of dieroll combined with whether or not I believe they could do it, and, of course, whether or not it makes a good story. Heuristics over algorithms in this instance, which naturally puts the burden of emphasizing story and scene over encounters on me.
I meant taking the core mechanics, rewriting/refluffing the races, traits, spells, programs, whatever technomancers use, and equipment as you see fit.Potentially useful idea here:
Think of a skill... say, Computer Programming.
With a bit of top-down design, you can separate that skill into several subskills, like Hacking, AI Programming, General Programming...
And you can separate those subskills into even more subskills...
What I'm saying is that you can let someone take a more general skill, like Computer Programming, but they will get less of a bonus to it than if they choose a more specialized skill.
This concept will be nice for my upcoming game system test, Mastery. But if you'd like to use it, go right ahead.
Precisely the point. Each one of those sub-categories can easily be broadened to include another three categories. What kind of AI? What do you mean by general programming? Each tier means something a bit different, splitting recursively in its refinement. Before long you're looking at O(N!) problem to define everything, and that never ends well. Ever. The original version of this game went with that approach, and ended up with well over 200 skills, each with multiple ranks. It was beautiful, and it was terrible.Have you considered just taking a system from an already successful game?
I think Shadowrun's (5th edition) system might work well for you.
I have, and Shadowrun would have been my go to, but honestly I'm looking for something lighter than that.
EDIT: Whew. Slightly More than 80k characters, but it looks alright.
Lighter refers to fewer and less complex rules. For instance, FATE is an example of a system that's a bit lighter than Shadowrun (at least, if 5th is anything like 4th), Risus clocks in at 4 pages for the entire rulebook, and on the flip side, Attack Vector Tactical and Starfleet Battles (though not RPGs) are about as "light" as neutron star. Refluffing the rules doesn't actually change how complex or simple they are, and though a rewrite can, it seems to me that to significantly pare down a game to that degree would be more difficult than finding a less complex ruleset to begin with.Oh, I thought that when he said "lighter", he was referring the tone of the setting, not the complexity and/or number of rules and game mechanics. Nevermind.
Precisely the point. Each one of those sub-categories can easily be broadened to include another three categories. What kind of AI? What do you mean by general programming? Each tier means something a bit different, splitting recursively in its refinement. Before long you're looking at O(N!) problem to define everything, and that never ends well. Ever. The original version of this game went with that approach, and ended up with well over 200 skills, each with multiple ranks. It was beautiful, and it was terrible.
Any game could make use of this, in various ways, but it may be little too complex to set up for non-programmer types.
By the way, why you use [split][join] instead of [if][endif]? I can see [split x] working in specific cases, but you really should merge [optional] and [split] for extended flexibility.
Edit: And maybe post an example result of that script?
Bryson Southers is a male human. His skin is olive, his silver dyed hair falls down to the middle of his back, and his eyes are hazel. He looks older than rocks. A single elegant glyph has been paint above his brow.
Bryson has an inborn affinity for the divine, healing, and stone. In the past Bryson was a fisher on the coast. Many wondrous and strange sights he has seen, but he never chased those phantoms, preferring instead the solid wood of his own boat to their illusory promises. Now Bryson leads his fellows, claiming sovereignty by right of strength and conviction.
At heart Bryson is a generous man. Bryson has never voluntarily trimmed his hair.
Everett Grizzle is a male half-orc. His skin is ebony, his hair shifts colors with his mood, and his eyes are milky and seemingly blind. He looks youthful. Several of his teeth have been replaced with pointed metal fangs. The crest of the Grizzle family is a an image of triangles in purple and blue, made from godsteel. He has spilled blood in its name, and would proudly do so again.
Everett has an inborn affinity for weapons. In the past Everett fought as a campaigner in the long wars. The blood he has spilled marks him still, but it doesn't define he is. Now Everett lives the life he has always lived. Destiny for Everett is split, and split again from there. The possibilities are myriad, and whether this means that he is inconsequential, or that he is one of the rare few with the complete freedom to choose their own fate, is yet to be seen.
At heart Everett is a tight-fisted man. Everett has sworn his soul to more gods than actually exist.
Rudolph Sieradzki is a male halfling. His skin is covered in fine scales, his golden brown hair has dozens of small charms braided through it, and his eyes glow with a powerful inner light. He looks older. Several of his teeth have been replaced with precious metals. The crest of the Sieradzki family is an image of a slit in violet and cyan, made from granite.
Rudolph has an inborn affinity for horses and earth. In the past Rudolph had a life, now all he has are twisted, broken memories. There is nothing left of the past to explain why the scent of meat makes his mouth tastes like it has been filled with ash, nothing but holes and dark voids that he isn't even sure he wants to explore. Now Rudolph, for better or worse, is very nearly retired from his old life. Perhaps it's time to find a new ambition, or perhaps it's time for him to simply take a break and enjoy what he has left.
At heart Rudolph is a wise man. He has a habit of blinking repeatedly when he's serious.
Hi guys. My first rpg thinking of doing here is this.So how's it actually played, and for what purpose? From what you've described here, it feels a little highbrow artsy and not quite so play-oriented.
Planet Sunshine: Unlike most RPGs. Your not a hero out to save the kingdom or world. Your not a nation in war. No. This is about manga.
Here, your a simple manga artist out to make a buck publishing your stories at a studio called Planet Sunshine. Which is shounen jump in this said world.
How is it rped: You play as the manga artist in say to day life. The stories they make are the unreal action stuff. And lastly we play the peanut gallery of fans and net trolls who comment on our work.
There is no real win all situation. But awards granted by votes and I roll dice to mix stuff up.
That's it. The other I am planning on is war game. To start things up.
Thoughts?
All of the above games sound like something I would attempt to play.^^^^^^^
2. What are characters expected to do in the game? I expect it's some sort of dungeoneering/adventuring guild, but I don't know for sure.2 - I guess they can do pretty much anything. Which is kinda my goal. Simply providing an interesting enough "canvas", will have players appear with their own designs or takes on it. In essence though, it is kind of a slice of life / fantasy sim game, with a possible economic & family focus. Well, if I can make the world "seem alive", there ought to be enough incentives to form such goals.
3. What do traits do? Do they give a bonus, or do they simply allow someone to do something at all? If so, what happens if a character wants to attempt something covered by a trait they don't possess?
1. Are Magic, Strength, & Charisma the only stats, or just examples? If so, that speaks to the sort of things characters are expected to do.
Perhaps rename stats "Magic aptitude", "Combat aptitude" and "Social aptitude". That way you they can act as bigger mental umbrella and shove larger number of various things under them.Right, that was kinda the plan - three stats to "sum up" a characters strengths and possibilities. While that cuts down on some possibilities, most of them will be covered by traits. Keeping it to those three stats, will make the game flow much easier. At least on the GM end - and since that is where most games fail, well~
Mechanically your idea is attractive, I have thought of similar branching system, but it turns out math is not your friend. Either you figure out all branching possibilites before starting the game and lock yourself into those, or ease the task and do it on fly potentially unbalancing the game. There's no easy way to victory. If you work out possibilities before the game, then I suggest you limit your system in depth, meaning any skill can branch out only few times but in multiple directions. That way you can keep number of specializations somewhat sane.
0
V
1<A<B
V
2<3<C<X<X
2<3<C<X<X
^
1<A<B
^
0
0>1<A<B
V
2<3<C<X<X
0>2<3<C<X<X
^
1<A<B
How about - snip -
Let's add more symbols. What you can do with these?
I like that you could technically make some kind of wicked-looking heiroglyph with that. If you had the time to replace letters and numbers with purpose-made glyphs, it could be really immersive.Make it Ogham Script then, for maximum headaches and broken keyboards.
1<G
^
0<F
Magical science.Yes please.
This creates a ball of sustained fire and launches it forward at speed of 100 m/sCode: (Fireball) [Select]0
V
1<A<B
V
2<3<C<X<X
So does this.Code: (Fireball) [Select]2<3<C<X<X
^
1<A<B
^
0
This continuosly creates fireballs and launches them forward at speed of 100 m/s, but since fire is not sustained, it won't have very long range.Code: (Flamethrower) [Select]0>1<A<B
V
2<3<C<X<X
This creates a ball of fire and launches it forward at speed of 100 m/s. "Launch forward" portion is "sustained", so I guess it accelerates at rate of 100 m/s2. Probably. At least until fire burns itself out.Code: (Flamejet) [Select]0>2<3<C<X<X
^
1<A<B
So in this syntax "A<B" means A is modified by B. > switches direction so what's on right is modified by what's on left. ^ means what's above is modified by what's below. V is its opposite.
Can you figure out what each symbol means? Can you modify this spell in any meaningful way?
Let's add more symbols. What you can do with these?
D - Caster/self
E - Size
F - Flesh
G - Cat
4 - Combine
F
V
1<0<1<D
^
0
Does this continuously duplicate the caster? I'm not sure.Part of me wants to have a Soul Eater forum game, where Meister players work together with their Soul Weapon player buddies and team up to get things done, save the world, funny hijinx, etc.You have not seen enough of FG&RP.
Part of me also recognizes that this is a horrible, awful concept for a forum game, and is doomed to die due to "WHY ISN'T MY PARTNER FRIGGING POSTING!?"
D > 4 < G
I am now a kitty!?So, you're telling me that you're using a befunge-esque* spell-programmer?
Befunge?!?!
Seriously...
*Okay, it's not nearly a tenth as bad as befunge, but that's what it kinda looks like.
I like that you could technically make some kind of wicked-looking heiroglyph with that. If you had the time to replace letters and numbers with purpose-made glyphs, it could be really immersive.
Let's add more symbols. What you can do with these?Spoiler: Like this? (click to show/hide)
Code: [Select]1<G
^
0<F
A rather unique spell devised by the spell-blade assassins of Snoogar (who devoutly believe that everything hideous must die so that adorableness can live) this spell is used to quietly dispose of bodies by transmuting dead tissue into cats. Once cast on a corpse, the spell continues until the body is consumed, generating a pile of adorable kittens in the process.
Surprise your friends and start the party with a bang by using this on the main course at tonight's dinner party! Kittens for everyone!
Well, that was fun. Back to work.
0
V
F>5<G
This would continuously transmute existing flesh into cats until there's no longer flesh to transmute. Though this brings question, is flesh being transmuted cats or are cats being transmuted into flesh? Well, cats are already flesh (and bones) so it makes more sense to move from board term to more precise term.Yes please.Code: (*flails at keyboard*) [Select]F
Does this continuously duplicate the caster? I'm not sure.
V
1<0<1<D
^
0
F
V
0>1<D
^
0
This creates new immortal chunks of caster's flesh as long as spell keeps going on. If we drop flesh then it would make immortal copies of caster. Immortal in sense they wouldn't need food or water to keep living.Code: (Kittyspell!) [Select]D > 4 < G
I am now a kitty!?
(I may or may not be doing this right :P)
Second concern is how to implement "basic" attacks.
0>1<F<D
^
0
Okay, which of 0 and 1 is which, anyway???D>5>G
I'm more looking for a way to model them in the game system, flavor text should cover a lot of "making two characters fight differently" but I'm not looking to make it a dice roll based system. In fact the only die roll I have planned right now is the initial one for PC power levels (which I'm thinking of nerfing the difference of said rolls to +/- 200 instead of 500 cuz jesus) which is mostly to give a little difference to the chars and possibly make them reconsider their builds if they get a really good or bad roll.Second concern is how to implement "basic" attacks.
I think the original manga, did a good job at that level though. If you think of the first ~three fighting tournaments, and how those were settled between the Ki fighters, you should be able to get a few ideas.
For example, the different schools, might give different kinds of "physical boosts" and abilities.
The turtle school, was pretty strenght & endurance based, and their first ki-attack, was close to being artillery
The crane school, was more offensive and technique-minded, filled with trickery and the first appearance of "sky-walking".
... did the series only have those two canon earth schools though? Well, even the first (young) picolo fight, was pretty low-tech, with only finger-lasers next to skywalking in my memory.
Code: (What about this?) [Select]0>1<F<D
Okay, which of 0 and 1 is which, anyway???
^
0
Also, I think having 5 take an input and make an output makes more sense than two inputs. E.G.Code: (Transmute caster...To cat!) [Select]D>5>G
Also, two types of Armies; fleshy mook Corps and mighty mechanized Mecha Corps. Mecha Corps stomp the fleshies, but fleshies are easily accessible while you gotta spend a while to get large number of Mecha Corps, necessiting a fine balance.Might just be me, but drones sound far more accessible than manpower. A "gunbot", would be an easy fix even now - and while jamming could be made into an issue, having mobile connectors, would solve much of it. (Or just make them more of an easy defence kind of thing? One, that could even be "teched-out" by the enemy at some point? The options, are there.)
I'm slightly confused, do you want to replace Mecha with Drones or add them besides grunts and mecha as third army type?
Also also also, I kinda want to add bioweapons to the system but I'm not sure how to balance it so its neither OP nor a scrappy add-on. That's certainly a thought up for consideration, though!
Scar their WW2 thing. Would be too cluttered and unwieldy at this point.Never before have I seen a post that needed a spoiler more. I'm not one to complain about this stuff normally (usually I just bitch about formatting in the forum games I GM) but for the love of god please fix it.
Can do basic Inferum stuff though. As my " Conwuest" stuff is on my computer. ( This being my phone.)
Avatars notes:Spoiler (click to show/hide)
There should be a button that has the radioactive symbol on it. Press it and it will add a spoiler. Or, if you wish do do it manually just type ['spoiler][/spoiler] but without the apostrophe
Well, if it's okay to step into Tyrant's spotlight...In.
I was planning on running a dungeon shopkeeper game based around a mysterious dungeon that lots of adventurers perish inside. The PC's are a group of people who decided (perhaps after braving the depths several times) that pushing to take it on all at once is too daunting a task. Instead, they've set out to open a store inside the dungeon, to help other adventurers push deeper into the dungeon while making a profit. I'm sure this idea's been done before, but if not, that's cool.
The idea is to have a group of players with varying goals. Some characters might just be out there to make a profit, and won't hold any reservations against stalking other adventurers, waiting for them to die, and looting their corpses. Other characters probably won't approve, so they might end up cooperating with NPCs or going on their own looting runs to supply shop material. I might try to enforce this dynamic by picking a mix of character archetypes at the beginning, since I want a bit more depth than a simple dungeon crawl and/or murder-fest.
Thoughts? Advice?
-snip-I'm a bit unsure how you want that "Dungeon Rest Camp" to play out. You also talk about NPC's, but your idea reads as if the players themselves are to establish that camp. So the first players are the pioneers of that camp, which will be slowly settled with npcs and facilities, if the players bring back enough resources to do so / sell the resources they don't need (to buy better stuff for themselves)?
Thoughts?
Mars is a planet so the regions wrap around as indicated by the arrows and polar regions are all stretched and adjacent on both ends.Presuming that every region, has the same "size", I like it. Imagine a nuke-silo on 30, and a ~2 tile outwards radius where they could strike. Now do the same for 1. Just like it would work in reality. Adds another layer of intuitive strategy to the game, without making the rules themselves more complicated.
I think just doing a reboot-type deal would be the best with Necromancy. Just do the same concept but with a new audience and the ability to implement any changes in setting or mechanics you wanted before.^ what I meant, but he said it better
Well going to give one last shot innMagnus arm. Otherwise posting other things. And yes my mind just scattered so it's multiples at once.Flavor and big pictures are important, but you might want to start narrowing down what the basic gameplay loops would look like. Even for Infernum, where you had a billion different stats mapped out, I didn't feel like I was getting a good sense of what the game would be like to watch or play.
Oh, man, NUKE. There's a name I haven't heard in a long time. Is this the first sign of the return of countless prominent old Bay12ers? A grand comeback tour of all the greats? I don't even remember who I'm talking about, that's how long it's been![/Kenobi Voice]
Is it wrong I'd like to see a crossover between Seaside Ghost and Drider? Am I going to hell?Not necessarily, though I am curious as to what a crossover would look like.
Im thinking of running an army race type game but setting it post ww2.
To be different and avoid every thing to be invented here syndrome, each country gets a sponsor in the form of NATO or the Warsaw pact which gives them new designs from time to time.
Two sides, Borduria the communist dictatorship armed by the Warsaw pact.
And Syldavia the well none communist dictatorship armed by NATO.
Any one have any ideas to add?
AonslsughtThe only thing slaughtered here seems to be spelling.
I like it. Where your sponsor gives you designs to test out as opposed to making up your own stuff.
Murder them all!!
I told you to kill them. You wouldn't be in this trouble if you did.
I would say focus on what the cool thing that is new and interesting that you're wanting to try to do.Eeh. That feels like it eliminates the point of making FGs for me. I like coming up with the systems and the ideas and just about everything else. Besides, there's not even many systems to use - if it's a suggestion game (which most of my FGs are), it's a SG. Not much else for it to be.
Then look at one of the most interesting forum games you enjoy here and and see if you can apply that idea to that system that is working really well here.
That new thing will be fun and perhaps it will help you do a thing after it that is even closer to your goal.
For video game example I remember some people not too long ago made some really high-quality Sonic fan games. They were really popular. Later on the team made their own game that had its own unique self created characters that used their own ideas to do new things.
Snipped stuffI actually think the goals thing backfired for me in a way in Prints. The intent was/is for a very sandbox-y game. Long term goals in the form of a list of people that you were supposed to get revenge on, and the idea was that this would provide a reason to the sandbox - get rich through crime/whatever to get closer to the goal. However, so far (though not that far), the player character has moved exclusively towards said goals instead of doing any sandbox-type things.
Goals are easy, but having them being visibly reachable is the hard part.
I actually think the goals thing backfired for me in a way in Prints. The intent was/is for a very sandbox-y game. Long term goals in the form of a list of people that you were supposed to get revenge on, and the idea was that this would provide a reason to the sandbox - get rich through crime/whatever to get closer to the goal. However, so far (though not that far), the player character has moved exclusively towards said goals instead of doing any sandbox-type things.message received chief. will do better
I don't like telling players what they're supposed to do (this post totally doesn't count!) because that just feels counteractive to forum games, but I personally feel like people are in a way just missing the point and meat of the game.
Lone Galaxy also has a goal, but it's straight-forward and not really the center of any problems there I feel.
Goals are easy, but having them being visibly reachable is the hard part.
Well, there's the MGSV-style gametelling. A support character tells the protagonist, "Okay so there's your goal over there. You can totally go do that thing by doing all the things on that checklist I gave you.
BUT ALSO
Here's a horse, a bag of empty gun clips, a noisemaker, some cardboard boxes and posters, and some freakishly efficient balloons. I'm sure you can figure something out, and remember to keep an eye out for blueprints, materials, and stray goats."
I have one suggestion game roughly planned (which I will never run) to make players as voices in the character's head, so I can answer each individually from context of the game. For example:TWoOtA uses that these days. A whole bunch of SGs even. Darkest Garden springs to mind.Quote from: Person 1Murder them all!!
No god damn way, I'm not a murderer! I won't give in to the dark side!
And few turns later:Quote from: Person 1I told you to kill them. You wouldn't be in this trouble if you did.
LALALALALAA! I'M NOT LISTENING!
Without trying this I can't be certain if it really works, if that's enough to give people the personal connection and desire to keep posting suggestions, but currently I'd like to think so.
Agh! I'm not trying to tell people reading my SGs what to do! It's a game! Do what you want!stuffmessage received chief. will do better
What do you mean by "theme" in this context? I'm having a bit of trouble parsing it from a more literary context to that of a FG.
I assume you mean something similar to a more overarching-type "setting", but I really can't be sure.
I don't like telling players what they're supposed to do (this post totally doesn't count!) because that just feels counteractive to forum games, but I personally feel like people are in a way just missing the point and meat of the game.I think he means that and also this thing you're talking about in the second quote. "You wake up in Hyrule, you are Ganondorf but also a magical girl" is the same setting but a different theme than "You wake up in Hyrule, Link is missing and Ganondorf has returned as a magical girl." It's what the game is about, essentially, and by extension why you should care about, be interested in, and partake of it.
...one-time bump.
Well, you're at the pub. What now?If so, I don't think it worked.
Yeah. Prints is possibly the worst starting FG I've done. The pick-a-year thing was a mistake, I agree. I was indecisive about the era and decided "You know what? What if the players decided?" and looking back at it, I shouldn't have done it. I also thought "modern times" was an obvious limitation but that is an assumption I really should have known better than to make.
The "overly specific knickknacks" thing is definitely a reoccurring problem in my games. It seems to be a catch-22: If I'm too vague about what the protagonist starts out with, people end up ignoring their vague possessions or are forced to just ask questions until they stumble upon what they have.
e.g. "You have some crime stuff!" "Do we have a pistol?" "You do have a pistol!" "Do we have a suit?" "No." "Do we have anything cool?" "Ask and I'll tell you!"
The way we handled inventory creation in Ashwood Cross was pretty simple; when the players opened their bag, I asked them what they'd find inside it, and picked my favorites. They can't pull out more from the bag now that it's open, though that mechanic might make a return for rewards later on. Also note; we did this after we created their character, and after they'd seen that they were in the entrance to a dark cave, but before any of the upcoming challenges were known. I didn't want them cheesing every challenge with an easy solution to every problem... I want them to have to be clever sometimes![...]Hee~ Knew it was something like this given one of my posts there! :3 (Also this kind of thing where you give freedom to players at more times than the rails, ends up with mutual hilarity, so that kind of thing where player/GM/character freedom all mix is a good spot)
@Solifuge
I am looking for interesting forum game worlds to invade with Forum Runner, and Ashwood Cross looks like a fine target.
Brief: Forum Runner is a contest between two players take on 2 week or less challenges within other games, best of 5 wins. Here's the thread (http://www.bay12forums.com/smf/index.php?topic=161420.msg7251652#msg7251652), my PM box is open.
And now you have a duffel bag in a duffel bag. Double durability lining! \o/
Also PTW this thread. :P
I'm...trying to find ways on how to remake and improve my RtD >_<
That dang Duffle Bag in a Duffle Bag bit. It was so dumb, but too good to pass up.That duffle bag thing can be your awesome hook y'know. ;3 As a player, we've no idea what you've got in your...*ahem*, bag o' GM tricks! :3
Did you have any questions about your RtD? Is this a Shattered Dreams reboot/continuation?
To be honest I'd say the best way to improve is to do
If you never actually run the game, you won't get better.
Even if it isn't perfect, a game can still be enjoyed. Just go for it.
The best game I ever ran on the forum is my first one, and I had just about zero planning for that.
The next few games had progressively more planning and become progressively worse.
To be honest I'd say the best way to improve is to do
If you never actually run the game, you won't get better.
Even if it isn't perfect, a game can still be enjoyed. Just go for it.
The best game I ever ran on the forum is my first one, and I had just about zero planning for that.
The next few games had progressively more planning and become progressively worse.
Do tellWell, each player must be in a faction.
Here's a scenario.There would be starting rules that prohibit that sort of thing.
Faction in power: new rule! Other factions cannot gain points or make other factions lose points.
If you're going to do this, you'll have to find some way to keep things moving and not become locked in place.
~~~
~~~
Here's an idea. Suppose you have some guy. He's worked for most of his life on one skill. Then he takes it a little bit further. If he's a doctor, suddenly he just preformed a surgery that not only restored his patient's eyesight, but also enhanced it to supernatural levels. If he's an actor, he convinced his audience that he actually was the character he was portraying. If he's a ninja, he just hid in plain sight.
This is Mastery, the ability to take a single skill to supernatural levels after decades of practice. And the guy who just achieved it? He's not alone. The world has many more other Masters alive, many of them part of the Guild of Masters, using their supernatural abilities to dominate the world and keep knowledge of Mastery from reaching public knowledge.
Here's a scenario.Your idea fascinates me.
Faction in power: new rule! Other factions cannot gain points or make other factions lose points.
If you're going to do this, you'll have to find some way to keep things moving and not become locked in place.
~~~
~~~
Here's an idea. Suppose you have some guy. He's worked for most of his life on one skill. Then he takes it a little bit further. If he's a doctor, suddenly he just preformed a surgery that not only restored his patient's eyesight, but also enhanced it to supernatural levels. If he's an actor, he convinced his audience that he actually was the character he was portraying. If he's a ninja, he just hid in plain sight.
This is Mastery, the ability to take a single skill to supernatural levels after decades of practice. And the guy who just achieved it? He's not alone. The world has many more other Masters alive, many of them part of the Guild of Masters, using their supernatural abilities to dominate the world and keep knowledge of Mastery from reaching public knowledge.
Are suggestion game posts particularly time-consuming?Depends, doesn't it. A suggestion game with short updates and (nearly) no planning or predetermined plot might take you 10 minutes a day. Medium updates and a little planning might take 30 minutes. Demonhood, with its 'excessively' long updates and a whole sub-game of status-tracking, takes me between an hour and two hours to update.
I'd really appreciate quick feedback from people about which game they think is the best based on either past experience with it or the blurbs I'm about to get. I'm not expecting someone to read through each one and give a detailed summary, here. It'd be great if I could get any feedback.
Seems like it could work. Might be a bit difficult to keep track of between pages though. Probably a good idea to put a timer on suggestions based on the first instance of that suggestion.This is the OP I have in mind:
So how would a deletion work? Would the rule "Remove rule X" linger around after rule x is deleted? Probably not, I'm sure the initial set of rules you come up with will be rigorous enough to avoid silliness like that.
When it comes to sets of rules I assume you mean sub rules ex: 1a, 1b, 1c, etc. Is that correct?
You guys have any advice on representing probability curves (probably isn't a real term) for different types of die rolls in a stats heavy homebrew system?
Or if that's too vague, a quick easy way to visualize the differences between using 1d6 and 2d3 for example.
possible outcomes for 1d6
| 1 | 2 | 3 | 4 | 5 | 6 |
# of dice 1 1 1 1 1 1
combinations
that achieve
this outcome
possible outcomes for 2d3
| 2 | 3 | 4 | 5 | 6 |
# of dice 1 2 3 2 1
combinations
that achieve
this outcome
As can be seen, when you use 2d3 rather than 1d6, 4's become more common. As a matter of fact, they appear 1 out of 3 times when you roll the dice rather than 1 out of 6 times with a regular d6. Anyway, now that I explained to you guys what my idea of a probability curve is and how dice affect it, now I can get to my question.
Do you guys have some advice for getting visual representations of these different possible combinations. Cause when you start experimenting with numbers like 1d6 + 1d12 + 5d8, it becomes a bit harder to do these calculations in your head.
Anyway, sorry for the bad description. I'm a bit sleep deprived.
You guys have any advice on representing probability curves (probably isn't a real term) for different types of die rolls in a stats heavy homebrew system?Is this something you want to do yourself from scratch, or are you just looking for the probability curves themselves for your own use? If the latter, this (http://www.anydice.com/) may be of some assistance to you. For example, 1d6+1d12+5d8 (http://anydice.com/program/a561).
Or if that's too vague, a quick easy way to visualize the differences between using 1d6 and 2d3 for example.
possible outcomes for 1d6
| 1 | 2 | 3 | 4 | 5 | 6 |
# of dice 1 1 1 1 1 1
combinations
that achieve
this outcome
possible outcomes for 2d3
| 2 | 3 | 4 | 5 | 6 |
# of dice 1 2 3 2 1
combinations
that achieve
this outcome
As can be seen, when you use 2d3 rather than 1d6, 4's become more common. As a matter of fact, they appear 1 out of 3 times when you roll the dice rather than 1 out of 6 times with a regular d6. Anyway, now that I explained to you guys what my idea of a probability curve is and how dice affect it, now I can get to my question.
Do you guys have some advice for getting visual representations of these different possible combinations. Cause when you start experimenting with numbers like 1d6 + 1d12 + 5d8, it becomes a bit harder to do these calculations in your head.
Anyway, sorry for the bad description. I'm a bit sleep deprived.
Is this something you want to do yourself from scratch, or are you just looking for the probability curves themselves for your own use? If the latter, this (http://www.anydice.com/) may be of some assistance to you. For example, 1d6+1d12+5d8 (http://anydice.com/program/a561).
Given name:
House: See details
Appearance: (optional)
Profiency: See details. You can have TWO.
Where you were working at when you got an AWESOME IDEA?: Stables, factory, coffee shop, hospital, somewhere else?
What you were working with when you got an AWESOME IDEA?: Perhaps polishing weapons, tuning engines, oiling cogs, cooking coffee, sniffing smokes, something else?
Name:
Species:
Class:
Appearance: (mostly optional)
Name:
Appearance: Humanoid enough to not raise too many questions.
Biography:
Speed: Ability to run for your life. Usain Bolt type deal.
Strength: Ability to lift weights and wrestle with gorilla (don't).
Agility: Body control, high stress mid air acrobatics with spear wielding fire monkeys and scaling smooth walls.
Senses: Ability to detect predators and prey makes difference between life and death.
Endurance: Amount of physical stress you can take before your lungs, heart and muscles give up.
Name of god: Something mortals can actually pronounce.
Appearance: Something humanoid, please, and decently sized. If you appear as a human, be human sized too.
Speciality: Gods are mighty beyond imagination, but every god has a speciality they excel in. The ultimate mastery, unparalleled. This stays true even in mortal realm. This is your vacation, so enjoy being pampered by your worshippers. Take it easy.
Name of your family: What are your children referred as.
Theme of your family: Optional. What kind of people you seek into your family? Humans, elves, werewolves? Blacksmiths, warriors or drunkards? Young or old? Men or women? It's important to attract likeminded individuals as they are most loyal to you. Do you appeal as a real family, nurturing bonds of trust between children? Do you take after military organization, attracting soldier type people? Or do you perhaps cloud minds of your children with your divine power and enslave them as toys they are? Do you play them like a playboy?
6. Fairytales
This game is about faeries. You know, those glittery tinkerbell types. But this one will rapidly turn very dark game. Despite of their appearances, these faeries are not fit for childrens' shows. The thing about these fearies is that primary color of their wings determine their special powers.
8. In shadow of Gods
Humans are living on skin of planet sized god, Gaia, who's wandering on primordial waters of creation, hunting and killing other giant gods with their own civilizations and ecosystems living on them. Intelligent species living on skin of their god have same shape as their god. Due their massive size, fights of gods last centuries, each punch and kick taking months to execute. Major thing for humans is to keep inhabitants of other gods from invading and steal resources while trying to steal their unique resources when bodies of gods make contact.
To make things even more interesting is the fact that drinking blood of gods can give one superpowers, based around nature of the god. This test earlier in this thread was to test the system for generating superpowers.
Inspired by webnovel Worms.
Quote6. Fairytales
This game is about faeries. You know, those glittery tinkerbell types. But this one will rapidly turn very dark game. Despite of their appearances, these faeries are not fit for childrens' shows. The thing about these fearies is that primary color of their wings determine their special powers.
I do love me some good children's-shows-turned-dark-fantasy.
((Y'know, that gives me an idea. Probably a bad one, though.
It's a combination of suggestion game and normal, PC per player game. The players would be shattered parts of some person's psyche, who could no longer act on their own. Players would possess an object in the world, while giving what remains of his consciousness directions (the suggestions), so that we could keep him safe until we found a way to get back in his mind. If a player is successful in defending the man, or he takes your suggestion, you become a bigger part of his psyche, gaining power (experience and levels) for your personal physical body.
I know this isn't the place to ask this sort of thing, but what do you guys think?))
So, not that I am for sure going to be doing this, but is there any interest in a PbP, newbie friendly, start from level 1, D&D 3.5 campaign?Meeeeeeee!
So, not that I am for sure going to be doing this, but is there any interest in a PbP, newbie friendly, start from level 1, D&D 3.5 campaign?What would it be about?
So, not that I am for sure going to be doing this, but is there any interest in a PbP, newbie friendly, start from level 1, D&D 3.5 campaign?
So, not that I am for sure going to be doing this, but is there any interest in a PbP, newbie friendly, start from level 1, D&D 3.5 campaign?
If you can use Roll20, I'd suggest doing it via text in that. PbP D&D is a pretty shaky proposition pacing-wise. It only very rarely works as far as I've seen, and it's much easier to make it a weekly thing.
In any case, do color me interested for 3.5. I don't play nearly enough of it for my liking.
So, not that I am for sure going to be doing this, but is there any interest in a PbP, newbie friendly, start from level 1, D&D 3.5 campaign?I'm also interested.
What would people say to a game where you're space criminals serving on a "canary squad" to earn reduced sentences?That's also interesting.
Yes I know I lifted that premise from Red Dwarf.
I've wondered about the potential of adapting 5e to sci fi for a while.
What would people say to a game where you're space criminals serving on a "canary squad" to earn reduced sentences?Sci-fi 5e? Sign me up.
Yes I know I lifted that premise from Red Dwarf.
I've wondered about the potential of adapting 5e to sci fi for a while.
What would people say to a game where you're space criminals serving on a "canary squad" to earn reduced sentences?
Yes I know I lifted that premise from Red Dwarf.
I've wondered about the potential of adapting 5e to sci fi for a while.
Yeah, depending on whether you're more interested in the idea of a 5e game in space or just a PbP D&D space game, OSR might work better for you since there's less emphasis on the action economy (so you can pretty easily take combat turns simultaneously). Regardless, Stars Without Number has some good system-agnostic rules for space games, and you can pick it up for free (http://www.drivethrurpg.com/product/86467/Stars-Without-Number-Free-Edition).What would people say to a game where you're space criminals serving on a "canary squad" to earn reduced sentences?
Yes I know I lifted that premise from Red Dwarf.
I've wondered about the potential of adapting 5e to sci fi for a while.
Einsteinian Roulette in 5th edition? Could be a fun experiment. I'd suggest you look into something like Stars Without Number or other OSR games to see how it's been done before with d20-esque systems, so as to not need to retread the same kind of ground again.
What would people say to a game where you're space criminals serving on a "canary squad" to earn reduced sentences?I would play it, but I have no experience with 5e
Yes I know I lifted that premise from Red Dwarf.
I've wondered about the potential of adapting 5e to sci fi for a while.
How do you people manage to run forum games for weeks, months, -years-, without just suddenly losing interest halfway through? I don't understand and I'm envious of it because it's really no fun that I can never actually finish anything that I start. ;-;
How do you people manage to run forum games for weeks, months, -years-, without just suddenly losing interest halfway through? I don't understand and I'm envious of it because it's really no fun that I can never actually finish anything that I start. ;-;When I ran my game, which did run for over a year, I did lose interest occasionally. I was lucky, because I was running from a premade campaign, so I always and something easy to do/post. My advice: plan ahead, take breaks when you need it, and keep yourself accountable.
(inb4 the answer is "well it just works for me" and it turns out that my brain is simply not compatible with any sort of long-term projects, at least not without medication/therapy)
Alright, with that mental handicap in mind, I've had this one setting in mind that I would like to use for...something, and a forum game could make for one such use. However, it has one problem that is pretty much inherent due to the theme (read down below) that could easily make it a pain to actually manage, and we all know how well I handle pretty much anything, but especially complicated things.Goddamn, did you do that art?
Not to mention that I have not a damn clue about what mechanical system to actually settle with (or go full-on narrative-only, in a classic Maks fashion) because while I spent an okay amount of time on this setting, it was never really within the context of a Bay12 forum game.
With this two-paragraph disclaimer out of the way, here's the primer for The Hundred Emperors, a setting of soft sci-fi coolness, badassery, and tricky quasi-politics.Spoiler: Spoiler because this also has a (dirty) logo, by yours truly. (click to show/hide)
For me, my less-planned games have been the ones to get farther, probably because I've got a bit of a perfectionist streak so the more I plan the more it has to adhere exactly to that plan. Although hyper-focus helps with the design part, like this (http://www.bay12forums.com/smf/index.php?topic=110287.msg4863481#msg4863481) or the absurdity that was this (http://www.bay12forums.com/smf/index.php?topic=132042.msg4714005#msg4714005).
suggestion game is a much better format
I meant for Video Game Forum Games, chuckles.Quotesuggestion game is a much better format
Resist!
Well my second attempt at adventure is not running smoothly.But yeah, it sounds cool. Trying to figure out the logistics of my own idea (as seen above), but yours sounds really interesting and also quite fun.
Thinking of jumping in on the SG front.
On a large, fictional world with one super continent and islands. Many different stories.Spoiler (click to show/hide)
Any of these sound good? The world setting has so much background may make a wiki page for it.
If anyone is interested.
We've all noticed your Nomics. While they're all well and good, people might be getting tired of them. Maybe try something different?Hmm.
Is it the drugs, or is this a great intro for a Zombie Apocalypse game?The first minute and a half and the second to last spoken line look waaaaaaaaaay more like the intro to a game than an actual whateveritactuallyis.
https://www.youtube.com/watch?v=M5PuNtcBh14&feature=youtu.be (https://www.youtube.com/watch?v=M5PuNtcBh14&feature=youtu.be)
It's good inspiration, but it becomes a little irrelevant to the disease itself around the second half. Make me wonder about an animal-based infection, giving the infected claws, gills, wings, bug eyes, etc. Could see the animal traits gained dependent on one's genes, making any sort of infected's bite being able to turn one into any type of infected.This could be kind of cool, but at that point I'd probably want to go with some kind of custom build-a-freak genemod overload type system. Why bother with rabbit legs at the cost of being targeted by fox-infs when you can use B1 Speed boosters at the cost of C-spread targeting pheromones and D-spread infection vulnerabilities?
Perhaps players could choose which infected they WOULD turn into, if they were infected, bringing benefits from the relevant genes, but causing certain stimuli or conditions to make one 'turn' faster or slower. Maybe it would affect how certain infected react to you. For example, one type of geneset could be Rabbit, whose infected version twists the legs and becomes fast, high-jumping zombies that can infiltrate anywhere with a small gap. A survivor with that gene set would gain boosts to speed and evasion, but would be a preferred target for Falcon, Fox, etc. geneset infected. Something like that.
Fair point. Maybe there would be a 'family' geneset, which would have room for specific amounts of certain sorts of genes. A rabbit might have 3 slots for Speed-type genes and 1 slot for Attack-types, but requiring 2 slots of hindering genes? Some genes might be exclusive to certain families, like the combination jump-and-speed-boosting legs being exclusive to Rabbit (or similar) genesets, or would take up less slots in them.It's good inspiration, but it becomes a little irrelevant to the disease itself around the second half. Make me wonder about an animal-based infection, giving the infected claws, gills, wings, bug eyes, etc. Could see the animal traits gained dependent on one's genes, making any sort of infected's bite being able to turn one into any type of infected.This could be kind of cool, but at that point I'd probably want to go with some kind of custom build-a-freak genemod overload type system. Why bother with rabbit legs at the cost of being targeted by fox-infs when you can use B1 Speed boosters at the cost of C-spread targeting pheromones and D-spread infection vulnerabilities?
Perhaps players could choose which infected they WOULD turn into, if they were infected, bringing benefits from the relevant genes, but causing certain stimuli or conditions to make one 'turn' faster or slower. Maybe it would affect how certain infected react to you. For example, one type of geneset could be Rabbit, whose infected version twists the legs and becomes fast, high-jumping zombies that can infiltrate anywhere with a small gap. A survivor with that gene set would gain boosts to speed and evasion, but would be a preferred target for Falcon, Fox, etc. geneset infected. Something like that.
What's the problem?
Give it a try. Think of it as a game eternally in alpha development hell.
Interested enough.
What about ranged weapons such as crossbows? Does the cool-down count for reloading?
How does range work? Do you have an advantage, if you have a pike and they have a dagger?
Maybe you should consider a triagonal or hexagonal grid?
Would any of you guys be interested in participating in Darkness Redeemed: Necromechanic 3 if Shadestyle started it here, or should he look for another forum?Why are you asking instead of Shadestyle?
I asked of my own initiative before he did, and we just left my post up instead of making a new one.Would any of you guys be interested in participating in Darkness Redeemed: Necromechanic 3 if Shadestyle started it here, or should he look for another forum?Why are you asking instead of Shadestyle?
Mages mages mages magesNo, like that colony builder thing you were an omnibold in, only hopefully better designed. Rather than combining Arcane+Earth or Arcane+Arcane buttons/elements to produce a laser, you use your skill in Destruction to project something and your skill in some kind of energy manipulation to make that something said energy, then specify you're projecting said energy in the form of a solid beam. And, of course, roll a [1], point-blanking yourself with it instead.
Magicka-style?
I might like the magic game. The floating-island part reminds me of an idea I had.Sounds pretty similar, except I'd been thinking more jumping ship for better islands than breaking chunks off to build up yours. Players hate leaving absolutely anything behind, though, so maybe that'd be a better idea.
If the game goes on long enough, maybe you could make the players have multiple islands? Probably 2 or 3 max, but it opens up some possibilities, such as having a fortified island for defence, a weaponised island for offensive maneauvers, and a developed island for rest/research/testing/practice/etc.I'd rather just make islands large and varied enough that you can have fortresses, farming valleys, some kind of siege tower, and so forth on the same island.
What if each player had their own, small island that they are bound to? Or, maybe just a fragment of a shared island? They can revive as long as their fragment of the island is safe, but if it gets destroyed, so are they. On the other side of the coin, getting stronger makes your piece of the island bigger, more powerful(useful structures, abilities, etc), and vice versa; adding to your island makes you stronger based on the attributes of the island. Someone with a forest island may have an ability to make plants grow, whether as wooden spikes for attack or a sturdy stump for defense. If a dryad appeared on the island, they might be able to summon them briefly in battle. Something like that.Too abstract for my tastes. Among other things, it badly messes with anything you'd want to do to "your" patch of land yourself, because that's largely your xp's job.
I thought that *I* was the one who played the omnibold...Mages mages mages magesNo, like that colony builder thing you were an omnibold in, only hopefully better designed. Rather than combining Arcane+Earth or Arcane+Arcane buttons/elements to produce a laser, you use your skill in Destruction to project something and your skill in some kind of energy manipulation to make that something said energy, then specify you're projecting said energy in the form of a solid beam. And, of course, roll a [1], point-blanking yourself with it instead.
Magicka-style?I might like the magic game. The floating-island part reminds me of an idea I had.Sounds pretty similar, except I'd been thinking more jumping ship for better islands than breaking chunks off to build up yours. Players hate leaving absolutely anything behind, though, so maybe that'd be a better idea.
I've been considering making a game based off the game Oxygen not Included. Still thinking about some of the kinks to iron out, but the idea is growing on me. Anyone interested?Never played, so I can't have much of an opinion.
I thought that *I* was the one who played the omnibold...
Yeah, I was confused by that.Whoops.
So, I was looking at Spamwarlord, and then decided to try and come up with another Spamgame.What are spamgames, anyway? I see them all over, but I can't figure out what makes them spam.
In Your Image: Mad scientist Roger.With just this it's hard to have an opinion on most of them. Like, "Outer space adventure," really? That could be soooooo many different things.
Project Fate: Your super people hunted by government.
Aegis: Your nets humans via government surgery to defeat monsters threatening humanity.
Black Isle: Straight up horror game. On a mission exploring a newly discovered island. Bad things happen.
Spam Command: Goant monsters attack humanity. Your in charge of dealing with it. Managing resources and crew and research and projects. To bring the big buggers down.
Space Frontiers: Outer space adventure.
Myth: Truth of the Gods: A sci di take on mythology as the events happen on Earth rift as dinosaurs died out and before the ice age came about.
What are spamgames, anyway? I see them all over, but I can't figure out what makes them spam.
What are spamgames, anyway? I see them all over, but I can't figure out what makes them spam.
They seem to be SGs with really short fast updates that railroad players into making picks from one of several multiple choice options. I've just gotten into them myself.
Ssssooooo.... I've been gone a while... I guess... and I'm back, mostly, not quite the same person but mostly the same. Older?
And I have had a game idea.
Mechanical Core of the game
You have four "limbs", which can perform actions simutaneously. Right-Arm, Left-Arm, Stance, and Spellwork. The actions which can be performed by these limbs all share the following traits:Further more, many moves (not all) have the following:Spoiler (click to show/hide)Rules/FAQSpoiler (click to show/hide)Character SheetSpoiler (click to show/hide)Spoiler (click to show/hide)
Equipment(WIP, will probably be moved to a google doc for final version)
Armor: Nudity/near Nudity (WIP)Armor: Iron-Studded Leather (WIP)Spoiler (click to show/hide)Weapon: Rapier (WIP)Spoiler (click to show/hide)Spoiler (click to show/hide)
Ssssooooo.... I've been gone a while... I guess... and I'm back, mostly, not quite the same person but mostly the same. Older?
And I have had a game idea.
Mechanical Core of the game
You have four "limbs", which can perform actions simutaneously. Right-Arm, Left-Arm, Stance, and Spellwork. The actions which can be performed by these limbs all share the following traits:Further more, many moves (not all) have the following:Spoiler (click to show/hide)Rules/FAQSpoiler (click to show/hide)Character SheetSpoiler (click to show/hide)Spoiler (click to show/hide)
Equipment(WIP, will probably be moved to a google doc for final version)
Armor: Nudity/near Nudity (WIP)Armor: Iron-Studded Leather (WIP)Spoiler (click to show/hide)Weapon: Rapier (WIP)Spoiler (click to show/hide)Spoiler (click to show/hide)
Link to thread I tried my war/ arms deal. They were not keen on it.
You and me should get together some time and make a baby. The most mechanically complex baby ever conceived.Someone should sig this.
Here's a few pitches I plan on eventually doing something with:All three concepts sound really interesting for sure, but the werewolf one piqued my interest the most. I'm not exactly sure why though. Maybe the idea of not having a character antagonist, but rather the werewolfism affliction, makes it stand out from the other two. Well actually, I guess for sure the duality of aiding the werewolf dudes live normalish lives and action/drama of something going awry is very appealing. It sounds like the police ideal to serve and protect combined with werewolves, but at the same time the game can take on plenty of other themes and tones. (I don't want to narrowcast the idea or anything, just went on a bit of a slight tangent.)
A galactic criminal is hiding out on modern-day Earth, the government sends a number of agents in Earthling disguise to hunt them down. Possibly done in rounds, with the criminal having a different secret project each time. Players have the liberty of designing their operative and method of disguise.
Demons lurk inside the internet, and a chosen few fight them by combining video games with a certain spell to create avatars. Each demon has their own MO and methods for defeating it. Possibly the same setting as that spirits game I once tried to run.
Ambiguous large 1st world country. In times past, werewolves used to be shoved into asylums, but the government has been taking a more progressive approach. They are allowed to live in the general population, but under close supervision. Each werewolf is assigned a case worker who helps them live safely and secretly, and who is charged with "cleaning up" in the event their assignee is compromised.
I bet Draig says that to all the other girls, too.
I have a strong urge to apply hugs to Draignean right now.
I have a strong urge to apply hugs to Draignean right now.Someday, he'll make a forum game so complex, it has rules for hug circumference and arm grip. Wait until then.
Someday, he'll make a forum game so complex, it has rules for hug circumference and arm grip. Wait until then.*DING* That's hugwang!
Here's a few pitches I plan on eventually doing something with:All three concepts sound really interesting for sure, but the werewolf one piqued my interest the most. I'm not exactly sure why though. Maybe the idea of not having a character antagonist, but rather the werewolfism affliction, makes it stand out from the other two. Well actually, I guess for sure the duality of aiding the werewolf dudes live normalish lives and action/drama of something going awry is very appealing. It sounds like the police ideal to serve and protect combined with werewolves, but at the same time the game can take on plenty of other themes and tones. (I don't want to narrowcast the idea or anything, just went on a bit of a slight tangent.)
A galactic criminal is hiding out on modern-day Earth, the government sends a number of agents in Earthling disguise to hunt them down. Possibly done in rounds, with the criminal having a different secret project each time. Players have the liberty of designing their operative and method of disguise.
Demons lurk inside the internet, and a chosen few fight them by combining video games with a certain spell to create avatars. Each demon has their own MO and methods for defeating it. Possibly the same setting as that spirits game I once tried to run.
Ambiguous large 1st world country. In times past, werewolves used to be shoved into asylums, but the government has been taking a more progressive approach. They are allowed to live in the general population, but under close supervision. Each werewolf is assigned a case worker who helps them live safely and secretly, and who is charged with "cleaning up" in the event their assignee is compromised.
Have any thoughts on whether they'd be roleplaying or suggestion games? If roleplaying, I could see the first and second ones easily being competitive games with opposing sides and the third one possibly being either mission-based and focused on clean-ups or having players choose between taking the role of a case worker or a werewolf.
Maybe you could have groups of three per werewolf: have one player as the werewolf's human side, another as the werewolf's animal side, and another player as the agent.I don't think splitting one character between two people in a non-SG is a good idea.
How about each player plays a werewolf AND an agent? Doesn't have to be the agent of themselves.
But it's not one character? It's the humn, and the wolf.Maybe you could have groups of three per werewolf: have one player as the werewolf's human side, another as the werewolf's animal side, and another player as the agent.I don't think splitting one character between two people in a non-SG is a good idea.
Especially since they'd probably vie for control over the body and have conflicting goals.But it's not one character? It's the humn, and the wolf.Maybe you could have groups of three per werewolf: have one player as the werewolf's human side, another as the werewolf's animal side, and another player as the agent.I don't think splitting one character between two people in a non-SG is a good idea.
For bonus points, human-side and wolf-side can talk to eachother.
How about the players control their werewolf while they're human, and the agent while they're wolfin' out? Also, who ever said it had to just be werewolves? What about dryads, liches, harpies, skeletons, etc?How about each player plays a werewolf AND an agent? Doesn't have to be the agent of themselves.
Could be a thing, though I don't know if separate pairs would be interacting with each other as much as the werewolves interact with their social workers, so it might not allow for as much RP activity.
Because that's more "Area 51/MiB" stuff and less analogous to helping people live with a disability?How about the players control their werewolf while they're human, and the agent while they're wolfin' out? Also, who ever said it had to just be werewolves? What about dryads, liches, harpies, skeletons, etc?How about each player plays a werewolf AND an agent? Doesn't have to be the agent of themselves.
Could be a thing, though I don't know if separate pairs would be interacting with each other as much as the werewolves interact with their social workers, so it might not allow for as much RP activity.
Is there any good tile-based map creator anyone can recommend?Tiled (http://www.mapeditor.org/), maybe?
At the moment I'm toying with a game that involves an XCOM-like base-building mechanic. I did something like that before, but it was through judicious use of select, layers, and the fill tool in paint, which is not something I want to go through again. All the stuff I've found so far is clearly meant for things such as D&D. I could theoretically use them for the base-building, but the goal is to just display a simple map of large tiles, where each tile represents a large amount of space. Some rooms take up one tile, some take up two, and the rare room may even have some kind of funky shape. And the programs I've found don't really do to well with my intentions, apparently.
Is there any good tile-based map creator anyone can recommend?Not sure if doing your maps in ascii is something you'd go for, but Rexpaint (http://www.gridsagegames.com/rexpaint/index.html) might be worth a look either way.
Xechnoraph
Visually robotic spiders with bladed limbs, research reveals them to shelter a cybernetic core. Most likely a xeno of lesser intelligence, converted for combat use.
Comes equipped with xeno-blade alloy mkII (new), xeno shields mkI (old), unobtanium batteries mkI (old) and xeno cybernetics (new)
I have been doing statistical research about what kind of games I'm good at. As GM, I mean. I have pretty good idea already, but that's my subjective opinion. Empirical research is needed to confirm that.I'm surprised that so few people voted for The Mind. It was such a good concept and it had an amazing twist (despite me messing it up slightly).
So here's a straw poll link (https://strawpoll.com/fx71gwf). Pick what you think are my three best games.
Links to all my games are here (http://www.bay12forums.com/smf/index.php?topic=161105.msg7231780#msg7231780). You'll notice few games missing from the poll, but that's because I consider those to be failures by all metrics. Didn't like them, didn't last long and so on.
So instead of wasting time and effort in future designing and running games I suck, I can focus where I'm already good at and produce better games.
I'm surprised that so few people voted for The Mind. It was such a good concept and it had an amazing twist (despite me messing it up slightly).
I don't think that I caught the end of Roll to Create a Supersoldier. How'd it end/turn out?
Perplixiconlikes are always interesting.QFT
A 1-20 Gaussian distribution with Anydice (http://anydice.com/program/b29a)Thanks for the find dude. It looks rather handy.
That occurred to me as I waited for my post to post... I apologise for the lack of constructively critical feedback ;)
If you fail biology, you might forget that the heart is on the body's LEFT side, not the center, and stab a vampire in the wrong place.Eh, I'm sorry to burst your bubble, but the heart is actually in the center. People only say it's in the left side because it's slightly to the left. The offset is very small though so for most intents and purposes, you want to stab basically in the center.
If you fail biology, you might forget that the heart is on the body's LEFT side, not the center, and stab a vampire in the wrong place.Eh, I'm sorry to burst your bubble, but the heart is actually in the center. People only say it's in the left side because it's slightly to the left. The offset is very small though so for most intents and purposes, you want to stab basically in the center.
Here's a picture to show what I mean. (Though it's unfortunately an artist's rendition so you might not be as convinced)Spoiler (click to show/hide)
Here's a handy radiograph! (Warning, it contains breast shadow, so ye of innocent mind turn your gaze away)Showing such a scandalous image on a public forum? Have you no shame?!
Here's a handy radiograph! (Warning, it contains breast shadow, so ye of innocent mind turn your gaze away)Showing such a scandalous image on a public forum? Have you no shame?!
If that's the case, then failing in biology would mean you try to stake a vampire TOO far to the left. If I made that mistake, then it must be particularly reasonable.If you fail biology, you might forget that the heart is on the body's LEFT side, not the center, and stab a vampire in the wrong place.Eh, I'm sorry to burst your bubble, but the heart is actually in the center. People only say it's in the left side because it's slightly to the left. The offset is very small though so for most intents and purposes, you want to stab basically in the center.
If that's the case, then failing in biology would mean you try to stake a vampire TOO far to the left. If I made that mistake, then it must be particularly reasonable.It doesn't come up a lot in media, but every anime I've ever seen it be relevant in seems to place it squarely within the left side of the chest.
The first one sounds good, but a combination of the first two ideas might be interesting: Everyone has an aspect, and they're trying to spread its dominance throughout the world, putting their aspects upon other things while also being able to add others' aspects to part of their own forces to get stronger.So, kind of like the Zerg? +1 to this, regardless of the answer to my (rhetorical?) question.
Hm. I can work with this.The first one sounds good, but a combination of the first two ideas might be interesting: Everyone has an aspect, and they're trying to spread its dominance throughout the world, putting their aspects upon other things while also being able to add others' aspects to part of their own forces to get stronger.So, kind of like the Zerg? +1 to this, regardless of the answer to my (rhetorical?) question.
Culinary race has my vote.That said, I'll also work on this on the side, given it's my personal preference.
I'm not entirely familiar with them. What I was thinking of was something like this: Aspects can be found in limited quantities in the environment, or in infinite, slowly yet constantly regenerating amounts around some hub or core of the Aspect. The energy, etc. provided by Hubs would make them natural centers of society, causing big, important cities, usually capitals, to be built around them to make use of/protect them. Cores could be 'infected' with other aspects, provided that the Core of that aspect is accessible, allowing the infected Core to be controlled by the infecting Core while strengthening the latter.The first one sounds good, but a combination of the first two ideas might be interesting: Everyone has an aspect, and they're trying to spread its dominance throughout the world, putting their aspects upon other things while also being able to add others' aspects to part of their own forces to get stronger.So, kind of like the Zerg? +1 to this, regardless of the answer to my (rhetorical?) question.
Had one more idea.Ok, I have no idea what this means. WAAAAGH seems like something that would be said in rage. So, an arms race based on rage. Or a rage-inducing arms race. Is WAAAAGH an acronym?
WAAAAGH Race.
Ohey, on the topic of Arms Races, what do people think of an Interplanetary Arms Race?
One system, 2 colonies, and 7 planets between them in 3 lines. (Lane 2 only has 2 planets as well as the only non-colony habitable planet).
The background is that Earth sent sleeper colony ships to a system a fairly small amount of years before the game starts. Both sides, representing one of the two colonies, start with the exact same things and same terrain. There's a lore reason for this - both colonies were part of the same expedition and haven't had time to develop a unique technology set or culture.
So people just start out with a crappy unarmored space suit, expensive interplanetary transport craft, crappier pistol, and an expensive large radio beacon for interplanetary communication that they can't even bring to new planets. And some also crappy Kevlar armor, but that's extremely expensive and only limited to habitable planets. (So either the one planet in Lane 2 or the colonies themselves).
I've changed a few mechanics from the regular Arms Race "ruleset":
- Less abstraction of military assets - Each colony has 5 "units" very roughly representing a battalion and accompanying support+logistic structures. Units can be sent to different planets.
- Different Expense system - When rolling for expense (designs roll for Effectiveness, Expense, and Bugs like in Wands Race + probably other games too), you just get a d5 plus some modifiers based on what you're trying to do. The end expense level is the number of Units that can be equipped with that design. So if your Death Ray has an Expense Level of 2, only 2 units can have it equipped. The actual distribution in a single equipped Unit is just "reasonable". If you give a unit tanks, they're going to have a detachment of tanks in their Unit; not everyone gets a tank. Etc.
- Transport - In addition to lanes (weird for taking place in a solar system, but whatever), equipment (designs) and Units must be transported via interplanetary craft. Spacecraft have a CU level representing their total cargo capacity. Units weigh 2 CU, Resources weigh 3 CU, and designs have variable CU costs.
- Research Points - Instead of separate Design/Revision phases, there's one "Research Phase" in which each Colony gets 100 Research Points. A Design costs 75 RP and a Revision 25 RP. Research points can be saved between turns up to a total of 200. In the Strategy phase people can also choose to spend 10 RP to give a Unit some special orders.
And as far as I know, the entire thing's ready for posting. To be 100% honest, I'm not sure if I can completely handle the commitment but worst case scenario I'll either hand it off or people won't be interested anyways. I mostly wanted to get some feedback to the systems before I posted it.
So; thoughts?
(@Ocean: See the Warhammer 40k orcs.)
But seriously, you should consider where new restaurants could be made (both on a specific-building level and city-district level), multiple resturaunts in different areas for different tastes (selling French cuisine AND American burgers & fries in the same place would be awkward), and price modulation.I've already considered several of those angles.
You may want Ethnicity to influence the relative Skill level. Some cooks are more experiences in cooking certain types of food, so it should be easier for them to cook foods of their own Ethnicity specialty. Also, how would you handle Fusion foods? Prep time may occasionally need to be put in two parts, for when a food takes differing amounts of time preparing the night before and actually making. Also, Appearence should matter, especially in food competitions.But seriously, you should consider where new restaurants could be made (both on a specific-building level and city-district level), multiple resturaunts in different areas for different tastes (selling French cuisine AND American burgers & fries in the same place would be awkward), and price modulation.I've already considered several of those angles.Spoiler: If food was an Object... (click to show/hide)
Could there be other small groups that found/acknowledge magic on their own? Will there be a pre-set way that magic works? To what degree can we choose the type of magic we found? Will there be several options as to who the first character is?
That definitely seems awesome. I've always loved the kind of design/development games (which is very evident in games I've ran/participated in) and if stuff like your Supersoldier RtD is any indicator, something like that from you would be great.
I kinda wanna make "alternate 1940" Era of Diesel* game with 14 players (Greece, Yugoslavia, Romania, Denmark, Finland, Sweden, Czechoslovakia, Turkey, Spain, Italy, Germany, UK, France, USSR).
Can we get 14 reliable players on this site tho :vc
Call USSR or Germany
-snip-
Has there been any games featuring necromancy in modern times?
Modern-modern times.I have a feeling it'd be essentially Resident Evil.
What would a necromancer do today? Youtube pranks involving zombies? Corporate espionage employing spirits and ghosts? I started wondering about that after reading some grimoires (http://imgur.com/gallery/ivhiv). As you said, it is intriguing concept.
Modern-modern times.
What would a necromancer do today? Youtube pranks involving zombies? Corporate espionage employing spirits and ghosts? I started wondering about that after reading some grimoires (http://imgur.com/gallery/ivhiv). As you said, it is intriguing concept.
Like the "recycled labor" in unsounded?Precisely so. Except more geared to the oil industry.
Several? That's 32 very good questions.COVEN does, albeit not as the main focus of the game.
Back to my original question, the answer appears to be "No, there hasn't been any games featuring necromancy in modern times".
This is something that has been stewing in my mind ever since I read the original way back.Oh, yeah. I remember that.
There was a prediction by Harold Camping that the rapture would occur on May 21, 2011. When it didn't, one Bay12er had an interesting idea. How about I start a thread, and rp as if it actually DID happen?
So on May 22, this happened. (http://www.bay12forums.com/smf/index.php?topic=85144.0)
Things were slow at first, but eventually it grew into something amazing. Wizards! Chaos! People dying a lot! War! The other three horsemen! SPESS! Multiple player factions! Conquering hell! Eldritch Horrors! Godmodding! (Unfortunate, but inevitable.)
In other words, it was practically the distilled essense of Bay12 in thread form. I found it fascinating, but didn't end up participating because rp wasn't exactly my forte. Still isn't now, but I'm a lot better than before.
Many things have changed both irl and on these forums after 6 years, and I feel like it'd be neat if we did it all over again. Of course, it might be a good idea to lay some ground rules first though eh? So, is anyone interested?
There's even a fairly convenient date coming up. The total solar eclipse that's going to happen over the usa has people worried apparently. We don't really need real world justification though.
So what kinds of things from that game do you want to keep and what do you want to get rid of for a future game?My answer to the first question is "basically everything". There's very little that I'd like to remove, save perhaps the way things went a bit overboard near the end. The shonen powerscaling of both enemies and allies detracted from things somewhat. I'd like it to be a slow burn, where we don't have godly superpowers after 3 days of play. A bit more slice of life, a bit less slice and dice.
One thing that I think bugged me at the time was how all of us where so far apart irl that it took us a while to meet up in game (it looks like I invented a companion after a while NPC so that I wouldn't be alone travelling there).That was definitely an an issue. Honestly, ragnarok was the one that really got things going in that area, and it was a good thing they did. We might just have to accept that at least one player has to be able to teleport. However, I have an... idea of sorts.
On the other hand, there's no reason in a freeform forum-based rpg that characters really need to meet up, and it's an interesting alternative to have a sort have reports of what's happening in different places around the world, which in retrospect kind of reminds me of how Igynpadca (http://www.bay12forums.com/smf/index.php?topic=104495.0) works (even though that game came later).
In general, most people followed the "Yes, and..." style of play, which is probably the best way to go about things. If people don't like what a player is doing, they can just ignore them to avoid giving them power.If a powermoding player (one giving vast amounts of power for little reason at all, not completely godmoding) is ignored, chances are they'll try to get their attention. Probably by putting themselves in other players' faces and getting more powerful, etc. Something needs to limit or stop players who take this path, but the presence of some form of GM can make the game lose its' apparent freedoms. Such a system would need to be in the innate rules or setting of the game, like the Amala network think you mentioned. Perhaps something along the line of increases in power pulling the strengthened closer to some alternate plane of existence, where they aren't able to affect the real, original plane as much. Smaller, or slower, increases of power have minimal pull and the player gets 100% in the real plane quickly (unnoticeably), while the more sudden rises in power can trap the empowered for long amount of time, unless they willingly sacrifice amounts of their own power to get back sooner. A little wordy to explain, but does the concept sound good enough?
There still seems like a lot of stuff to work on. Stats seem OK, though a little small, and you haven't mentioned how progression will work. Finishers are rather generic, so there should be specific finishers characters could have that alter finisher strength in certain conditions, or possibly "finishers" that are harder to kill the enemy with, but provide a buff/debuff against them that turns the remaining battle in your favor. Weapons system could work, but the positioning part of it should account for more; shape/nature of the area, target's ability to react and move away, and maybe how positioning within the area affects damage, etc.
Speaking of which, that's the biggest problem; Positioning. It is a mathematical nightmare. For players moving around a stationary point, it's OK, since you often have to recalculate distance between any 2 points to locate all sorts of things. For players moving around Eachother, there's so many ways their relation to other players has to be recalculated, and numbers'll get so specific that you have to round at some point. Don't forget whether you're measuring tangent velocity with degrees or distance per second. Then there's trying to convey it all clearly to players.
DivideByZero, I'm pretty sure that, in a hexagonal grid, there's a specific way to determine tangental motion. In neither image of yours, your "tangental" motion wouldn't actually just be tangental. It may be a little hard for me to explain without images of my own, so I'll just paint a picture in your mind. Imagine one time on the grid, and mark all tiles adjacent to it. Call this a "circle" of radius 1, based on how all "points" on it (marked tiles) are 1 tile away from the center tile. Then, move all tiles 1 tile away from it. The west tile goes west, the northeast tile goes northeast, and so on. These now make the point of a circle of radius 2. And so on. Any tile between two neighboring points on the circle is an "edge" of the circle. Points on the circle are obtained by moving the radius amount of tiles in one of the six directions, while edges involve moving the total amount of the radius in two adjacent directions (nearest directions clockwise and counterclockwise). If a character is on a point of a circle, moving directly toward the center is non-tangental (let's call it direct speed/motion)forward motion, adjacent directions are tangental, and all others are direct away backward. If on the edge of a circle, moving toward a point on the circle would be tangental motion, while all others would be direct motion.
Yeah, confusing. Here's another way of putting it; Imagine a line going from the moving character going in each direction. If the center is on one of those lines, moving directly toward it on the line is direct forward motion, the adjacent directions are tangental, and the others are direct backward. If the center, instead, is between two of those lines, then those directions are direct forward, and the two directions adjacent to them (and not themselves) are tangental. Is that clearer?
Anyway, I think it's rather limiting to have most AoEs need to be skills. There are several simple ways to classify them, which can be used by weapons. As examples: Sphere X (target tile and all tiles up to X away from it), Ring X (target tile and all tiles exactly X away from it), Line X / X-Y (Target tile, X tiles in one direction from it, and Y tiles in the opposite direction), Ray X (all tiles X away from user in a certain direction), WideRay X / X-Y (All tiles X away from user in certain direction, as well as all non-user tiles adjacent to them except in that specified direction for the first Y tiles).
Speaking of such, this makes me wonder if if it would be a good idea to have a game that runs like Igynpadca, but, instead of being based on a fictional video game, it takes place in a fantasy world (or it could be sci-fi or whatever) where the players' characters have access to some sort of magical messenger board where they can talk with each other about their adventures and possibly meet up (I believe a thing like this actually exists in-game in the lore of Shadowrun, btw). Would people be interested in such a thing?Just to let you know, I just made a game (http://www.bay12forums.com/smf/index.php?topic=165265.0) based on this idea I had earlier in the thread.
There will be 7 phases a turn. The first is mission statement in which one can take part in up to six missions, doing so yields lots of results, but spreads you thin.Arms Race already takes days to over a week just to complete a single turn. Exploding the game into seven phases is going to make it take a real year to complete an in-game year. If anything people should be looking for ways to expedite Arms Race so it plays faster. That's just me though.
Second is design phase, in true Sensei fashion.
Third is revise anything the player feels needs it.
Fourth is sending which units you want on said missions and equipped with said gear.
Fifth is Tactics phase, where you use budget of Command points and resource points to do (or not do) things in upcoming conflict. That can make big changes, but can have negative backlash.
Sixth is actual combat. Die rolls and tactics used.
Seventh is results. Getting points depending on job done and units upgrade via experience.
Then repeat said cycle until it's done.
There is also the Randomized roll chart I made, for starting gear and units. As well as all seven enemies you will be facing in time.
You the players do pick "some" starter things though like specialty gear and preferred tactics and your home world.
As well as your commander character's attitude (That affects things.)
So how does that sound?
And this is not player vs player. It's forum vs GM enemies/npcs. (But they can improve too, or maybe not. As they get rolls too.)
After thinking about Pantheon for a bit, I'm considering running a god game where players only use cards. Basic idea follows.This seems like a good idea.Feedback?Spoiler: Basic Idea inside (click to show/hide)
Feedback?A lot of the fun in card games is the frenetic guessing and tactical deployment regarding what you have/might have versus what your opponent has/might have. If that's not the case, for instance if it's just freeform doing whatever because you can, I suspect you'll lose a lot of the point and it'll just be a faff-about god game with obnoxious restrictions.
Thing I learned today: "Frenetic" is a word.Feedback?A lot of the fun in card games is the frenetic guessing and tactical deployment regarding what you have/might have versus what your opponent has/might have. If that's not the case, for instance if it's just freeform doing whatever because you can, I suspect you'll lose a lot of the point and it'll just be a faff-about god game with obnoxious restrictions.
A lot of the fun in card games is also building and testing out your deck, gaining and adding new cards, building new decks totally different from that other deck, and so on. If you toss that out, I suspect you'll similarly lose a lot of the depth and appeal.
I'd be hesitant to let things cancel other things out. It can be good/essential for gameplay, such as the way creatures can murder each other, but overdone it tends to make things less interesting rather than more, as when each player just sort of sacrifices their creatures to murder the enemy's creatures instantly, resulting in a mostly empty board for most of the game.
I'd pay special mind to the purpose behind power levels and targeting and the like. There can be perfectly valid reasons for one player to draw Curse I and another Curse II, but it can also become obnoxiously fiddly and arbitrary. There are similarly valid reasons to let Curse affect only very specific targets, literally anything, anything if you can justify it, and so on, but it's another area that's prone to just sort of accidentally defining the nature of the game in strange ways.
Well no computer so no game submission today. But I have decided one only one for and three game style systems.
1: Listed above. Start out at blank/default so true arms race.
2: The randomized for enemy implies for starting gear, tech and units. After intro it's a arms race affair.
3: No Arms race elements at all. All units availed at start with corresponding gear. No research. You just try to do best as a legit Commander/ tactics choices. (So would not be Arms race. More super militant SG sort of deal.)
After thinking about Pantheon for a bit, I'm considering running a god game where players only use cards. Basic idea follows.
Oh I would love that. Team work for better results but everyone submits something so like two nations having it out and they hire mad scientist cabals?Something like that.
Speaking of arms race, did I ever share here my idea of a culture race?
Basically, the idea is that you start with two teams with identical stone age technology, and players work at developing not only military technology, but the art and beliefs and traditions and suchlike that define their civilization.
To encourage players to focus on things other than military development, there could be a way to win the game other than military conquest (like in Civilization) and/or teams would get an extra design phase (and possibly revision) that can't be used for making weapons (or there could be multiple design categories and design phases, but you couldn't do the same design type more that once).
Also, since the idea was inspired by Wands Race, and how the two teams had wildly divergent cultures by the end, I was thinking that there could be a magic component, possibly something rudimentary to start with, and maybe with no discernible cause, just a few people with powers that it's up to the players to determine the source of (maybe it's innate, maybe it's bestowed by gods or spirits, maybe caused by some runes they found, etc.)
I don't know about the best way to handle mechanics, and I probably wouldn't have the time to run it myself, but I figured I might as well put the idea out there.
Obviously I would let players design their own races. If it weren't for customization, forum games would be inferior to video games in every way.There's also the relatively cheap cost, the ease of multiplayer, the innate method of communication with others that can foster a different kind of community...
Hmm... For some reason I am now thinking of a "magical girl" themed version of Blood Bowl. That's what the people in this forum want right?pls no
Two ideas right now.Would these both be suggestion games? If so, I like the sound of a Twilight 2000 SG with simpler rules.
1: A free form space adventure, the basic idea is your a spaceship captain.
2: I really whant to try Twilght 2000 (https://en.wikipedia.org/wiki/Twilight_2000) as a setting (in short WWIII happen and NATO fought the Warsaw Pact followed by a (limited) nuclear war)
But i not really keen on most of the rules as there clunky.
Im thinking of a D6 roll
A sand box kingdom game set in Pangaea ( Fantasy Conan style Stone Age with fantasy things and prehistoric life forms.)Ooh.
I like to play this.A sand box kingdom game set in Pangaea ( Fantasy Conan style Stone Age with fantasy things and prehistoric life forms.)Ooh.
Thinking of following:Both of these interest me.
A sand box kingdom game set in Pangaea ( Fantasy Conan style Stone Age with fantasy things and prehistoric life forms.)
A couple SG adventures or a attempt at a group adventure. Thinking military/super powers. Like a Weapon X Affair. ( In one case just as bad, in other cases are the good guys.)
Pangaea: One super continent with thirty islands on edges with north and South Pole. Technology level is Stone Age with capacity for smith work. No cities or towns yet. Just nomads/Stone Age people trying to survive to get enough numbers to make towns, which become cities, which become nations.Sounds neat, but I'd advise caution with transitions or split focuses. A game about nomadic tribes and also nations runs the risk of mutating strangely and/or doing each section poorly.
Also fantasy creatures, magic, and prehistoric crittersexist.
Anime themed rpgSounds interesting, but it'll depend a lot on the execution. There's a ton of ways to do anime and a ton of ways to do a roguelike.
Tower of Fate: A tower appears. People go in and battle/ explore attempting to reach the top. Rogue like with anime themes and no perma death due to plot.
What if someone mixed arms race with Fire Emblem? Like improving weapons... Would that work?
What if someone mixed arms race with Fire Emblem? Like improving weapons... Would that work?What you could do is mix the Fire Emblem battle system with an arms race interim, in an arena type fashion- each team gets a chance to develop weapons for the gladiatorial combat, then goes up against the other team.
Looking for feedback on this game (http://www.bay12forums.com/smf/index.php?topic=168739.0). I have one excited player returning, I have had no other hits. Why do you think that is?I think it might be the complexity. I was interested in the first game in its series due to how easy it was to play(especially with regards to card design), but then everything got more complicated and all of a sudden I need to upload an image...
Thanks, I'll offer to upload images...Looking for feedback on this game (http://www.bay12forums.com/smf/index.php?topic=168739.0). I have one excited player returning, I have had no other hits. Why do you think that is?I think it might be the complexity. I was interested in the first game in its series due to how easy it was to play(especially with regards to card design), but then everything got more complicated and all of a sudden I need to upload an image...
What issues?
- What sorts of game decisions shouldn't I put up to a vote? I tend to prefer putting issues up for voting, but I understand this can lead to mob justice, and this isn't intended to be a game of Mafia :P
Generally speaking, straight negations suck. They're boring. Try to get more creative than a straight negation, and consider just disallowing things that have to be or necessitate negations from others.
- Right now, actions are parceled out once a turn, and negating an effect requires approximately double the actions used to cause the effect. Should I use a different ratio than 2:1? A different system?
Grok was angry, so he instantly wiped out all of Mok's followers with hellfire. They're dead now.
Grok was angry, so he turned all of Mok's followers to stone. Mok oiled them up so they could move again, and they got to liking their new stony hides. They grew fat off all the oil, though. They're ogres now.
Grok was angry, so he began turning Mok's followers to stone. Mok heard of this and decided to play a trick on Grok, by carving stone statues of his followers and leaving them in his path. When Grok tried to turn these followers to stone, they came to life instead, and because they were born of stone to begin with could not be turned back. Grok was so mad when he figured out how he'd been tricked that he taught the stone-followers how to fight with their bare hands, which being born from stone were far harder than those of their fleshy companions. They even began worshiping Grok as thanks, and beating up Mok's other followers when they didn't get their way. Mok's followers have a weird stonepriest heretic caste thing now, it's pretty complicated.
Yeesh, no good answer for that one.
- How do I deal with player-player vendettas so they don't take up all of the unwilling target's time?
No. You can try by breaking them down into their component parts and asking what effects that chunk has, but gamewide freeform stuff is by its nature rather far-reaching and hard to quantify. The really obvious stuff like "I kill everything everywhere" is fairly easy to break down and price, but adding infinite knowledge obelisks everywhere or inventing star magic is fairly hard to compare to local actions, especially if players can come along and modify them further later on.
- Is there a good way to balance freeform whole game-scale effects? I feel like they add a nice reward for those interested in writing them up and let players' actions have lasting consequences, but I'm not too good at actually assigning numbers to their costs and what not
Can go either way. I'd probably go the Elder Scrolls route of having optional quest objectives- could be antagonists, opportunities, friendly NPCs, anything- to grab people's attention if they're bored or looking for an edge, but make it mild enough that they can keep doing their own thing with each other if they prefer.
- Spoiler (select to show): [I've deliberately been avoiding putting in over-arching NPC antagonists to keep the focus on the players. Is this a good idea? I know Paranoia, for example, partially counteracts the vendettas by having bigger trouble to shoot.]
What issues?
- What sorts of game decisions shouldn't I put up to a vote? I tend to prefer putting issues up for voting, but I understand this can lead to mob justice, and this isn't intended to be a game of Mafia :P
This was one of the more straightorward patches, thanksGenerally speaking, straight negations suck. They're boring. Try to get more creative than a straight negation, and consider just disallowing things that have to be or necessitate negations from others.
- Right now, actions are parceled out once a turn, and negating an effect requires approximately double the actions used to cause the effect. Should I use a different ratio than 2:1? A different system?
--snip--
I guess there's no escaping solving the OOC issues first after all. Thanks for the mechanical suggestions all the same; maybe they'll work as preventative measures?Yeesh, no good answer for that one.
- How do I deal with player-player vendettas so they don't take up all of the unwilling target's time?
If at all possible, just talk to the players in question, because this sounds like it might be a meta issue more than an in game issue.--snip--
I have come up with yet another game concept. What do you guys think about an RPG style game where instead of creating a new character... You submit a character that you used to play as in a different game that is no longer running, and explore a land made up of the shattered pieces of long dead forum games!
Have fun balancing it.
Arms race, where the job of the players is to create the most and greatest limbs with which to wield weapons. At some point, one side creates Shiva and becomes death, destroyer of worlds.
Eheheh...
Mutant Race. In which people may actually do catgirls.
How could I possibly make this more attractive to players?Hey I'm putting this here as to avoid any kind of discussion derailing your thread. Basically I would suggest just totally pulling out all those massive walls of text and not deleting them just putting them on your computer for you to look at. Just literally have the same game but just a very minimal introduction description and decision to get the ball rolling.
I took your advice! Hopefully it has a good effect.How could I possibly make this more attractive to players?Hey I'm putting this here as to avoid any kind of discussion derailing your thread. Basically I would suggest just totally pulling out all those massive walls of text and not deleting them just putting them on your computer for you to look at. Just literally have the same game but just a very minimal introduction description and decision to get the ball rolling.
Spreadsheet Souls? Calcborne? Dark Frame?
Anyway, what do random people think is best as far as how many items players get to pick at character creation? How many options is too many options?I feel like 2-3 major decisions is probably the best, else it starts getting fiddly or building into larger decisions anyway ("I'll take life regen for all 16 choices," "these three items give me a good crit healer build, these three would let me tank really well but take up a slot I need for my mobility shenanigans").
How cruel is this?I think this is very cruel to the GM, as poking through your inbox for actions sounds obnoxious.
This is monstrously evil, but will probably make everyone very interested in arranging the perfect spirit bomb pinball combo.Spoiler: Deathball (click to show/hide)
Unrelated to anything, I miss Small Mercies.Spoiler (click to show/hide)
I hate it honestly. I feel like FG and Rp has become saturated with spam and arms race games. What happened to the original creations people used to make?
I hate it honestly. I feel like FG and Rp has become saturated with spam and arms race games. What happened to the original creations people used to make?You mean the ones with poorly conceived mechanics? That's how I remember FGnRP. But at least people were trying stuff, I guess, but my point is that all of my games were based on original mechanics and most had an original story, but that didn't make them good.
/me raises paw.Well, to be fair, you did base those games off of a Steam release indie title known as Kingdom. As you imitate that game to flatter, so too do others imitate you to flatter. It's a circle, my friend.
Why the heck are all those various unrelated suggestion games using 'spam' prefix? Most of them have more than one character design option or don't even use 'one of few' choice options, and updates are both lengthy and come about rarely - basically antithesis of spam progression!
This is siphoning away muh fame and fabulousness! Dis is outrage! V:<
Well, to be fair, you did base those games off of a Steam release indie title known as Kingdom. As you imitate that game to flatter, so too do others imitate you to flatter. It's a circle, my friend.
I hate it honestly. I feel like FG and Rp has become saturated with spam and arms race games. What happened to the original creations people used to make?
I hate it honestly. I feel like FG and Rp has become saturated with spam and arms race games. What happened to the original creations people used to make?I agree. As for what happened to the original content? People either ...
Say what you will, but at least SPAMKINGDOM's made more people actually invest a token amount of thought into the mechanics and pacing of their suggestion games, myself included, even if the thought in question is how much of Haspen's work they want to shamelessly rip off.Not really.
I actually enjoyed the early SPAM clones. Spamwarlord, and your game were both unique twists on a great concept. It’s just that I have grown kind of tired of it. I personally have foreseen 5 SPAM games to their conclusion and it would be nice to do something different.I hate it honestly. I feel like FG and Rp has become saturated with spam and arms race games. What happened to the original creations people used to make?
Say what you will, but at least SPAMKINGDOM's made more people actually invest a token amount of thought into the mechanics and pacing of their suggestion games, myself included, even if the thought in question is how much of Haspen's work they want to shamelessly rip off.
EDIT: Also (https://www.youtube.com/watch?v=anwy2MPT5RE)
I hate it honestly. I feel like FG and Rp has become saturated with spam and arms race games. What happened to the original creations people used to make?You mean the ones with poorly conceived mechanics? That's how I remember FGnRP. But at least people were trying stuff, I guess, but my point is that all of my games were based on original mechanics and most had an original story, but that didn't make them good.
The number one failing of a game is lack of interest. SPAM and Arms Race consistently garner interest. Maybe people should look for a lesson there and try to make something new out of it instead of complaining that something is too popular.
Both of you have great points. The old model was flawed. Things were bound to crack eventually.I hate it honestly. I feel like FG and Rp has become saturated with spam and arms race games. What happened to the original creations people used to make?I agree. As for what happened to the original content? People either ...
1) Joked/meme'd them into oblivion, thus changing the thread from whatever SG it was into another "bay12 thinks it's funny when it really isn't" game.
2) Ignored them in favour of the aforementioned OR some cringy fandom threads.
And those who have created the original stuff have left for greener pastures, so . . . GG in that area.
Ah well, it’s not like I’m doing nothing. Though I’ve only been working on it sporadically, my RtD is coming along quite nicely. I’ll probably run something slightly simpler in the meantime, but one day it will see the light of day.
Is that OP image photoshop or paint? It's dope af.Ah well, it’s not like I’m doing nothing. Though I’ve only been working on it sporadically, my RtD is coming along quite nicely. I’ll probably run something slightly simpler in the meantime, but one day it will see the light of day.
I know this feeling, except I just launched the thing I've been putting off launching. Link for the interested. (http://www.bay12forums.com/smf/index.php?topic=170181.0)
Is that OP image photoshop or paint? It's dope af.Ah well, it’s not like I’m doing nothing. Though I’ve only been working on it sporadically, my RtD is coming along quite nicely. I’ll probably run something slightly simpler in the meantime, but one day it will see the light of day.
I know this feeling, except I just launched the thing I've been putting off launching. Link for the interested. (http://www.bay12forums.com/smf/index.php?topic=170181.0)
AR have lots of posts and activity, a slower SG can go days, weeks without any post activity.Well, the thing about flavors is that there often are a lot because not everyone likes the same ones, or maybe people sometimes want something different. I know I personally wasn't too interested in the original Arms Race setting, but I very much enjoyed Wands Race, and that just comes down to personal preference. (btw, I don't watch the board too closely. Have there been any magic-based or at least pre-industrial era Arms Races since then?) On the other hand, I do get your point about them crowding each other out, which makes it harder to find ones you like, though I feel like this would be better solved by some improvements in organization rather than saying people shouldn't make such games.
Still i feel that AR tend to crowed them selves out, one AR is a novelty worth playing, 6 is pick a flavor i know i haven posted regularly in half the ones i've started playing..
btw, I don't watch the board too closely. Have there been any magic-based or at least pre-industrial era Arms Races since then?)
I'd consider steampunk an industrial-era concept, even if it isn't technically that in-setting, but I guess what I liked about Wands Race was that it was very much a blank slate as far as culture and technology went. We were very much able to develop our nations cultures as we saw fit, and had technology that worked very differently because we were able to create very different assumptions about how things worked in-game.btw, I don't watch the board too closely. Have there been any magic-based or at least pre-industrial era Arms Races since then?)
I have an Arms-Race that's both. Starting tech was based of the Cinder Spires books, so Steampunk with the ability to grow crystals that do some pretty magical shit.
How are you going to balance the superior tech of 40k against the tech of Star Wars? Otherwise I like the idea a lot.Well does 40k really have better tech?
So, thoughts, comments, ideas? I've been tinkering with these kinds of management systems for a while, and this is one I could see myself enjoying running for a while.System's too complex for me to grasp without chewing on it a while, so I'd recommend including some hearty examples. I don't think I'd be able to comment on the specifics without running a few trials.
So, thoughts, comments, ideas? I've been tinkering with these kinds of management systems for a while, and this is one I could see myself enjoying running for a while.System's too complex for me to grasp without chewing on it a while, so I'd recommend including some hearty examples. I don't think I'd be able to comment on the specifics without running a few trials.
I'm curious about the focus and longterm flow of the game. I get from the mechanics that they're centered on play-by-play decisionmaking and consequences (I think?), but I'm curious if that's what the game is mainly about and what happens in between. How do we recruit/train/manage our players? Do they whine at us about not getting enough screentime and demand higher pay, or act as mostly interchangeable pegs? What's the format for arranging matches, and how does that lead into the big leagues but presumably not quickly?
In magic, your level in the corresponding category of magic determines the number of sides on your die.
Lv. 0 uses a d4
Lv. 1 uses a d6
Lv. 2 uses a d8
Lv. 3 uses a d10
Lv. 4 uses a d12
At Lv. 5 and up, you get extra dice to roll. You can use these on the same action or you can split your actions.
Lv. 5 gets a d12 and a d6
Lv. 6 gets a d12 and a d8
Lv. 7 gets a d12 and a d10
Lv. 8 gets 2d12
...and so on.
A human body is an incredibly complex blueprint, and mothers typically spend years designing and perfecting the blueprints of their sons and daughters.One funky setting you're making. I would be very interested in playing once it comes to fruition.
Have you ever wanted to be an amoral arms smuggler? How about an alien? Do you also want to give people superpowers? Now you can do all three, in Caveman's Arsenal. Superpower smuggling has never been so much fun!I wanna play.
Really, the only way they could threaten you is if you accidentally make them too powerful with your serums, so you can only blame yourself.Haha, what are the odds of that!
Would it lean more towards roleplay, or more towards rolls and actions?
Not as fond of mundane alt history, but I'm sure interesting things can be done with it.
Magitech and vile sorcery, for the most part.Not as fond of mundane alt history, but I'm sure interesting things can be done with it.
What would you prefer, out of curiosity? What’s lacking in ’mundane’ alt history? I sorta question the term in this case, since we’re talking two centuries of Mad Science! in the mix.
[b]I advise making your civilization somewhat unique from your generic medieval empire. I am not strict at all on themes, so go make your kingdom whatever you want it to be themed after. Hell, you can make a fucking ROBLOX-themed civilization for all I care. (Don't worry, I won't judge you for that, I actually play ROBLOX every now and then.)[/b]
Hello and welcome to Land Wars, a forum based grand strategy game! In it, players create fictional high-fantasy nations and send their armies after other players in an effort to conquer the world, or failing that, each other. It's a ton of fun.
If you're new, welcome, and read on; it may be a lot but I promise the game is less complicated than it sounds and it's absolutely worth it.
[spoiler=MASSIVE wall of text detailing gameplay and civilization mechanics]So, to start off: your kingdom (kingdom is just a traditional name, you can be a republic or hivemind or queendom or something) will need a theme. This is just to give the other players an idea of what your civilization is based off. Your theme can be absolutely anything and is encouraged to have a theme that will stand out; Some players pick high fantasy races like dwarves, elves and orcs. Others base theirs off historical civilizations like rome, the vikings, or native americans. Still others just do broad, general ideas, like primitive steampunk (emphasis on primitive, this is meant to be roughly late middle ages/early renaissance in terms of game balance), undead, demons from hell, or a wizard's guild. If you want, you could roll with an empire based off of or even ripped straight out of a video game, book, or movie-something like the lord of the rings, game of thrones, mario, or skyrim. Multiple people have even picked minecraft as their theme, and some people even run silly/joke themes like My Little Pony or sentient strawberries. Whatever your theme is, just bear in mind that the technology level should be around high fantasy or late 16th century or balanced for that range-so a primitive steampunk theme would be fine as long as you build up to it and you're not using gatling guns from day 1 or whatever. I will allow sci-fi theming, but keep in mind fancy cyberpunkified muskets are just as effective as standard medieval muskets. So go nuts, as long as it would make sense gameplay wise.
Now, once you've got an idea for a kingdom in your head, there are a few things you need to do.
[b]Maps[/b]
First off, you need a map of your kingdom. The only requirement is that it's [b]exactly[/b] 500 by 500 pixels. It doesn't have to be good or anything close to decent. Seriously, most maps are made in five minutes in MS Paint or the like. [url=http://i.imgur.com/RyJvzhj.png] Here's[/url] an example. Adjust the example if you're gonna use it as necessary so it makes sense your theme-a tribe of desert warriors wouldn't live in the frozen north, etc.
If you need inspiration for a map layout, go find a map in your house of an area roughly town-sized, and base it off that. Remember, since the scale will be 50 pixels per mile, try and base it off of a 10 mile by 10 mile region.
All player maps will be edited into one, giant map of the continent the game takes place on, so you know who your neighbors are. Late joiners will appear at a location that has similar terrain to what their map shows.
For map scale, it should be roughly 50 pixels for 1 mile, so a single kingdom map should be roughly 10 square miles.
[b]Troops[/b]
Troops are the guys that do your fighting. You begin with four different kinds of troops (and can get more kinds in projects, but more on that later). Troops don't necessarily have to fall under the infantry/archer/cavalry trio: feel free to have wizards, war dogs, skittle gunslingers, giant spiders or whatever, as long as they're balanced. In your daily kingdom updates, each troop should have a short description of its capabilities, equipment, backstory if you want to add lore to your kingdom, and its strengths and weaknesses. Each description should be a couple sentences minimum, and please don't write any longer than a paragraph. Feel free to add an image detailing what the unit looks like if you want.
Here are some example troops to give you a general idea:
[quote]
[b]Peasant archers:[/b] Lowborns trained with the longbow and equipped with minimal armor. They excel at dealing damage over great distance and can fire further than shortbows, but they're not very good in melee and quite vulnerable to cavalry charges.
[b]Dwarf warriors:[/b] Mighty, bearded fighters wielding an axe in one hand and a shield in the other. They also come with thick plate armor. They're quite strong, and their thick armor gives them good survivability. However, like all dwarves, they're slow and can easily be outrun.
[b]Hoplites:[/b]The standard warrior unit of the Greeks, equipped with a spear and shield. Fights in tight group formations, and is quite good against cavalry and on the defense, but struggles to lead aggressive charges.
[b]Riders of Rohan:[/b]Cavalry from the legendary kingdom of Rohan. Obviously much faster than ground infantry, and can devastate the enemy when charging, but attacking on horseback is quite awkward on defense, and they're vulnerable to spears, polearms and the like.
[b]Clerics[/b]: battle-priests skilled in the art of healing magic. They can heal the wounds of other troops in battle, but have no melee skills whatsoever.
[b]Waddle dees:[/b] The grunts of king deedee's army. Lacking weapons, they just kinda punch their opposition, which is more effective than it sounds. Their lack of vital organs and inability to feel pain means they can fight for a long time, but they're quite unskilled and will die easily to a well-trained warrior (like kirby).
[b]Trebuchets:[/b]A big wooden contraption capable of launching massive stones into the enemy and/or his buildings. While quite good in a siege, as it can fire over walls, they're pretty inaccurate even for siege weapons and will generally miss infantry in an open field. Furthermore, they're expensive-building one Trebuchet is equal to recruiting 50 regular troops.
[/quote]
Hopefully you have some troops in mind with those examples. If you're stuck, feel free to look through old land wars games to see what people came up with.
As a side note, I'm not considering "sub-units", or units that could be considered the same as an existing unit with different equipment (but still similar enough to the original one) as different ones.
[b]Heroes[/b]
A hero is one unit that's significantly more powerful than the average dude. They can be a powerful wizard, a legendary king who inspires his troops, a super-skilled warrior, the royal guard (hero units can be multiple individuals, just don't get crazy) a dragon, Legolas, Gimli, Jon Snow, Bowser, a giant, the vampire queen, a particularly powerful catapult, Julius Caesar, Moby Dick, Fenrir, or anything you can come up with.
Like troops, you should give your heroes a short description of their capabilities and backstory, if applicable.
"Miniheroes", or units which are way more powerful than the average rank and file mook, but not powerful enough to be a hero in itself, like for example, heavily armored machine gunners (If the game even gets to the point where machine guns are available, but just an example.), would be better suited as really high cost troops, and not heroes.
[b]Supplies[/b]
A supply is anything unique that your kingdom has at its disposal for war. Basically anything magical or technologically advanced or just unique that your kingdom can use. Whether it's a natural resource (like mythril or super strong wood) a battle supply (like armor, gunpowder, or weapons enchanted with fire magic) or a legendary artifact (like Excalibur or the One Ring). A supply can be whatever you'd like to come up with.
Again, in your update (more on this later) you should describe your supplies in a paragraph or less. Your starting supplies are automatically mass-produced, meaning you have a virtually infinite number of them (unless it's a unique weapon or something like that.)
[b]Projects[/b]
Projects are arguably the most important aspect of land wars. Each day, you get two project points that you can allocate to improve your kingdom in some way-be it forging new weapons, building new buildings, training your troops to do something, recruiting a hero, or anything you can come up with. Obviously, doing something like inventing muskets would probably take decades if not centuries in real life, but for the sake of gameplay, it's shortened into days. Use this [b]official[/b] guideline in order to see how long everything takes:
[quote]
(Cost with Industry focus is in parentheses)
Recruit a hero: 2 points (1)
Build a fortress: 6 points (4)
Train units to do something (fight stealthily, use bombs, etc.): 2 points (1)
Mass produce something: 3 points (2)
Reverse engineer a foreign item received in trade: 2 points (1) (Free if you get blueprints for it)
Train a new type of unit: 2 points (1) (Upgrading already existing units with better weapons (like giving your soldiers double barreled shotguns to replace blunderbusses) will not count as a new type of unit. What does count as a new unit is any particular unit with some form of differentiation from already existing units, like giving them different training, different weapons, etc.)
[/quote]
You can spend more or less project points if you like, but that will affect the quality of your results. If you spend ten days training your troops to fight on boats, you can be damn sure you'll be the best sailors in the world. If, on the other hand, you build a fort in two days, it's probably made of manure and not worth defending as even a ruined building with half of it destroyed with no fortifications would be better.
One more thing: you can spend two project points on one thing, as long as you don't mind forgoing your other project.
[b]Focuses[/b]
At the start of the game, you pick from one of the three below:
[b]Force:[/b] You have a militaristic society, or maybe just a surplus of warm bodies. You may recruit a hundred extra troops (Units that cost more to train are counted as multiple troops) each day.
[b]Industry:[/b] Your kingdom is full of hard workers, intelligent scientists, and the like. All projects cost 3/4 of their original speed (rounded down).
[b]Legacy:[/b] Your kingdom is a mighty empire, well established in history, and is quite powerful. You start with 15 completed project points and 1000 extra troops. However, unlike the other focuses, you have no long term bonus.
Right, now that's all the mechanical stuff.
Each day, you should post an update in this thread. The update should contain all the information above condensed into the following format provided at the bottom of this post.
To join the game, you must PM me your day 0 update. For the start of the game (day 0) you should have one hero, two supplies, 2000 troops, and zero spent project points (so no completed projects without the Legacy focus). Once you get the seal of approval, you may post your kingdom in the thread.
Note that your troops per day and projects per day change based on how many kingdoms you own. Here's the official guideline:
1 kingdom = 2 projects, 200 troops
2 kingdoms = 3 projects, 300 troops
3 kingdoms = 4 projects, 400 troops
4 kingdoms = 5 projects, 500 troops
After five kingdoms, you don't get any more benefits (although at that point +you've basically gotten powerful enough to just eradicate anyone who doesn't want to join an alliance with you)
Each day, you recruit troops and do projects. When you finish a project, indicate what exactly it did. you finished your baconator project, you should say "project complete" and then give a description of what it adds to your kingdom. Your "information" spoiler should be edited to reflect the new info as well. If you're in a battle and have poison arrows and you don't put it in the supplies and/or troops section, the battle judge will mod the battle as if they weren't there.
"Hey, 0cra, all this kingdombuilding is cool and all, but what about the actual war part?"-someone
Glad you asked! With that, let's move on to the two biggest parts of Land Wars: War and Diplomacy.
[b]Diplomacy:[/b]
You may interact with kingdoms in two ways. The first is through letters, which must be posted in the thread at the end of your update. These can be about anything. Maybe you want to establish a non-aggression pact, or maybe you want to trade, or maybe you want to call the enemy king a fuckface. Whatever the reason, you post a quick letter, like so:
[quote=Letter to King Ragnar of the Vikings]
Greetings, your beardedness. We may not see eye to eye with your warrior culture, but we have no bad blood between us. As such, we propose a non-aggression pact between us. Furthermore, if you are interested, we would like to trade some of our healing potions for your mighty direwolves. What say you?
[/quote]
You're kinda expected to be somewhat in character for the letters. You don't need to follow ancient diplomatic tradition or whatever, just don't say "Hey 0cra, non-aggression pact?" or something like that.
The other way is through PMs. Obviously I have no control of what you send here so don't bother being in character unless you want to. Generally speaking, PMs, Skype, Discord and the like would be used for plotting joint attacks on enemy civilizations or other things you don't want other people to know about. Doing simple things like non-aggression pacts or alliances in PMs, while not forbidden, is heavily frowned upon. If you want to trade, please do it in the thread so I know why the dwarves suddenly started using elven longbows.
Quick note on trade: how many of each supply each person gives is up to the negotiators. However, you can't mass produce foreign items until you reverse engineer them, which requires a separate project to mass producing. If you trade for/steal the blueprints for the item, you don't need to reverse engineer.
[size=24pt][u][b]War![/b][/u][/size]
Alright, so let's suppose you want to fight someone! There are three different ways of duking it out. The first, and by far the most common, is invading. To do this, you would post in the thread separately from your update, and it would include the following:
-Who you are attacking
-What your objectives are (nine times out of ten this would be "take an enemy city" but you can burn their farms or steal their supplies if you'd like. The effects of such will be determined by the war mod)
-The troops you or your allies commit to the battle
-The supplies you or your allies commit to the battle
-The attacking strategy
The strategy is the most important part. Basically, you split this up into five phases. Each phase you describe what troops you're committing to that part of the plan, and what they're doing.
As soon as possible, the defending kingdom will write up a counter strategy. When doing so, the defender should try to avoid metagaming, i.e. they should pretend not to know what the attacker is doing (apart from obvious maneuvers like cavalry going around the side). Defenders can call upon their allies to help them-though there is no guarantee that they will arrive in time if they live on the other side of the continent or across hard to get around terrain.
Try to hit the "goldilocks" range for word counts; you should post more than "my raiders attack" but less than something people would spam "TL;DR" over.
Once both attack and defense are posted, I will determine the outcome of the battle. This isn't a RTD-all battles will be an impartial, informed decision based on the strategy and capabilities of each side. Once this is done, the battle judge write it up, post the battle in the thread, and determine who won.
[url=http://s7.zetaboards.com/Nuzlocke_Forum/single/?p=9445551&t=9266755]Here[/url] is a good example of an attack, the [url=http://s7.zetaboards.com/Nuzlocke_Forum/single/?p=9446698&t=9266755]defense, [/url] and the war mod's [url=http://s7.zetaboards.com/Nuzlocke_Forum/topic/9266755/?author=3113142]response.[/url]
The other two types of battles are stealth attacks and duels. Stealth attacks are when small groups of troops enter a kingdom and attempt to carry out a mission-assassinate the general, steal a legendary sword, blow up the city walls, whatever. You can't take cities in a stealth attack, for obvious reasons. How many times have empires successfully claimed cities via stealth missions? (Spoiler alert: None.)
Because metagaming would so rampant in stealth missions, when attempting to carry one out, all you post in the thread is who you are attacking. The strategy, troops you're committing, and objectives must be PM'd to me, whereupon the defender will PM as much information as they think is relevant to their kingdom--the layout of their cities, where items are kept, where the general is, where patrols go, etc. If the king, all troops, and all items are kept in an impenetrable bunker of immovable object-unstoppable force alloy with no hope of infiltration or something like that I reserve the right to call bullshit and determine these things using my best judgement. Once I have all the information, I'll post the results of the incursion in the thread.
The third type of battle is a duel. In this, two or more kingdoms agree to fight with a certain number of troops on neutral ground. This can be for whatever reason--roleplay, rights to a conquered city, a duel between two warriors, or whatever you want. All involved sides will post their troops being committed but PM their strategies to me.
Alrighty, now I know you're probably thinking "holy fuck TL;DR" but there's just a couple more things to be aware of:
[list]
[*]For the sake of balance, no looting items off the corpses of enemy troops.
[*]Spies are not allowed.
[*]There's no actual mechanics in terms of diplomacy. A non-aggression pact or alliance can be broken with no penalty--in theory. In practice, doing so will generally cause every other player to hate you and consequently attack you.
[*]You may attempt to intercept and raid enemy trade going to other nations. Consequently, you may also guard your trade convoys with troops.
[*]You may have a maximum of 30,000 troops.
[*]You may have a maximum of 3 heroes at a time. You can recruit 6 heroes over the course of the entire game (so if you have 3 heroes and they die, and you recruit 3 more and they die, you don't get any more.)
[*][b]You are expected to be active.[/b] Obviously if you have real life issues that's fine as long as you communicate with the group. However, dropping off the face of the earth with no warning means that all your kingdom's members are dropped inside the Habbo Hotel pool and left to fend their own against an endless army of stingrays with aids and make it up for grabs by your neighbors. Hopefully they'll fight over it. We do so love our wars here in Land Wars. If you missed any days before I kick you for inactivity, you'll be able to cover them in your post under seperate update spoilers for missed days.
[*]You don't get the benefits for controlling a kingdom until you do a 5 day project to "annex" it. This project cannot be double timed. After this project, you get the extra project slot and 100 troops per day. You also get to fuck around in the archives and grab information on any technology, training methods, or equipment production methods in case you didn't destroy the information you'd want to use for copying their tech.
[*]No changing war strategies. (unless a major event was unaccounted for, such as an obvious super weapon which you did not know about being used)
[*]No technology that's out of reason. Think medieval-times or maybe even steampunk-ish at best with some magic mixed in; not Star Wars or Avatar.
[*]If armies work together in attack or defense, they must be united under one strategy.
[*]It is understood that troops patrol kingdoms and territorial borders even if unstated in updates or logs, unless the player in question states that they're off guard duty.
[*]No using out of game knowledge (army A does project A, Army B doesn't know about project A, yet makes a strategy as if they know about it)
[*]You MUST list all completed projects in your updates. (very important, otherwise it's hard to tell what you have and have not done)
[*]No mass-teleportation.
[*]A limited number of prisoners are allowed but may only be used for information. I, and whoever owned the original troops will discuss what you can find out.
[*]Recruiting units does NOT count as a project.
[*]You may work together on structures and split the days between participating armies.
[*]It's generally assumed that kingdoms have a rough idea of the capabilities of their neighbor's troops, supplies, and completed projects. Projects in progress are secret until the owner reveals his results.
[*][b]If for whatever reason your civilization is in conditions that are inhospitable to a unmodified human with medieval technology, I'll call bullshit and make it so that they magically are not affected by it whatsoever. Toxic air? Free gasmasks! Floating islands? Free jetpacks! Underwater? Free Scuba Gear![/b]
[*]After you annex an unfortunate civilization that you've conquered, or have gotten units from friendlier nations, you can produce them after you get a project to learn how to train them yourself, provided you can mass produce the unit's key supplies.
[*]I won't mind if you make a civilization of robots, just know that you'll start with steam-powered robotics.
[*]The game will end when either A: There's only one alliance left (either because everyone allied with eachother or killed eachother), B: When someone decides to make their civilization create a mess that fucks over the ingame world beyond repair, or C: The players decide to rebel against the GM by making it hard to maintain a game designed for low GM maintenance.
[/list]
So, that's the long and short of it! I know that this seems like a lot of information, but that's just because I like to say in ten words what could be done in five. It's really not that complicated.[/spoiler]
You can now put your pitchforks with "TL;DR" engraved onto them down, the wall of text just ended.
If you want to join, PM your day 0 update! The deadline to do so is [b]September 1st[/b], after which point the game will start.
(Replace the placeholder fields with something else.)
[code]
[spoiler=Day X]
[b]General Info[/b]:
Civilization Name:
Theme: Mundanity
Day 0
Capital: Townton
Acquired Kingdoms: None
[spoiler=Information]
[b]Map(s)[/b]:
A picture of the map of the kingdom and any acquired kingdoms would go here, along with a description of the map and any other necessary material.[/spoiler]
[b]Troops & Heroes[/b]:
[i]Troops[/i]:
A description of each unit type would go here.
[i]Heroes[/i]:
A description of each of your heroes & their capabilities would go here.
[b]Supplies:[/b]
[i]Foreign[/i]:
A description of each supply you've acquired through trades and other outside acquisition would go here.
[i]Domestic[/i]:
A description of each supply indigenous to your kingdom would go here.
[b]Projects[/b]:
Descriptions of any notable completed projects that aren't really self-explanatory ("mass produce healing potions" for example) go here. This would be the best place for projects that involve building a fortress/structure or any project that requires additional explanation.[/spoiler]
[b]Other[/b]:
Players can choose to leave this area blank. This is an optional space where people can put things such as the history of the kingdom, anything roleplay or in-character related, or it can just be a few random notes about your army and kingdom.
[hr]
Troops:
1000 Footmen
1000 Buffalo Soldiers
Total: 2000
Recruitment:
100 Footmen
100 Buffalo Soldiers
Total: 200
Supplies:
Starbucks-Coffee Cannon
Baconators
Projects:
Mass produce Baconators (0/3)
Recruit Commander Blanche McNorman (0/2)
Completed Projects:
None.
(if this list gets extensive, I advise using some form of spreadsheet to quickly categorize it, since this site doesn't support dual layer spoilers.. It should always be clear how many days it took to complete a past project.)
Log: this is just where you put your thoughts for the day, typically in-character stuff from your kingdom's leader(s). Feel free to put OOC stuff outside.[/spoiler][code]
[spoiler=Day X]
[b]General Info[/b]:
Civilization Name:
Theme: Mundanity
Day 0
Capital: Townton
Acquired Kingdoms: None
[spoiler=Information]
[b]Map(s)[/b]:
A picture of the map of the kingdom and any acquired kingdoms would go here, along with a description of the map and any other necessary material.[/spoiler]
[b]Troops & Heroes[/b]:
[i]Troops[/i]:
A description of each unit type would go here.
[i]Heroes[/i]:
A description of each of your heroes & their capabilities would go here.
[b]Supplies:[/b]
[i]Foreign[/i]:
A description of each supply you've acquired through trades and other outside acquisition would go here.
[i]Domestic[/i]:
A description of each supply indigenous to your kingdom would go here.
[b]Projects[/b]:
Descriptions of any notable completed projects that aren't really self-explanatory ("mass produce healing potions" for example) go here. This would be the best place for projects that involve building a fortress/structure or any project that requires additional explanation.[/spoiler]
[b]Other[/b]:
Players can choose to leave this area blank. This is an optional space where people can put things such as the history of the kingdom, anything roleplay or in-character related, or it can just be a few random notes about your army and kingdom.
[hr]
Troops:
1000 Footmen
1000 Buffalo Soldiers
Total: 2000
Recruitment:
100 Footmen
100 Buffalo Soldiers
Total: 200
Supplies:
Starbucks-Coffee Cannon
Baconators
Projects:
Mass produce Baconators (0/3)
Recruit Commander Blanche McNorman (0/2)
Completed Projects:
None.
(if this list gets extensive, I advise using some form of spreadsheet to quickly categorize it, since this site doesn't support dual layer spoilers.. It should always be clear how many days it took to complete a past project.)
Log: this is just where you put your thoughts for the day, typically in-character stuff from your kingdom's leader(s). Feel free to put OOC stuff outside.[/spoiler]
Sounds fun. Will there be crises that people will have to work together on, or will the players create their own conflicts?Both, I have a few ideas for environmental challenges as well as other tribes for the players to deal with.
https://images.app.goo.gl/HBFf7cvWbR2mg4tV6
If someone can help map things with a A-Z chart going up/down and left to right. Would be in business.
Got a ton more of space stuff to throw in here.
Keep in mind, it is not one hundred percent me. I got inspiration from another forum.
But still awesome idea.
Probability based calculations for simulating gun fighting:I'm interested in what you're doing here. It looks like the basis for maybe a text-based game simulation. What's the scale of the gun fight you imagine this simulating?
-snip-
I'm thinking of running a strategy game (maybe along the lines of Countries @ War), and I'm wondering if someone knows where I can find an Earth map divided into regions of roughly equal size.There are many hexmaps, if that's your thing
I suspect the need has passed in the last 10 months.I'm thinking of running a strategy game (maybe along the lines of Countries @ War), and I'm wondering if someone knows where I can find an Earth map divided into regions of roughly equal size.There are many hexmaps, if that's your thing
I've had this idea for a roleplay heavy game in my head for too long. Is there enough interest to start it?yes please, sounds wonderful, I’ll play it
Does it need any changes? I haven't played a mechanics-free roleplay game that's entirely fluff, let alone hosted one.
Brief blurb: An empire roleplay over eras of time, where we go through the evolution of different magical systems, starting from the earliest epochs with the equivalent of tribal rain dances, and figure out the intermediate steps between that and magic spaceships.Spoiler (click to show/hide)
So my ideas of late have end up being to close to RL, a twilight 2000 game with a ragged band in a nuke war post apocalypse? too close to home.I'm not sure I agree with your perception of RL at all.
A Stalker focused SG? nope that's out, we got to the the Russian army play that in RL.
But i have an idea, President Urist.
A suggestion game where you are President Urist, the ruler of new a micro country as the cold war rages an you try to lead a nation to peace prosperity an sobriety.
Every forum ever has a festering pro clique, elitist environment once you look closely enough.
I also lightly disagree. A GM's job is first and foremost to facilitate fun for all the players (and themselves). Even if someone isn't "disobedient" or "bad" they can still have a negative impact on the game as a whole for any number of other reasons. While obviously just blacklisting people for shits and giggles isn't great, "I don't like you", "we don't get along", "you and x can't play nice together", and "you cannot/have not/will not be able to positively add to the game" are all perfectly fine reasons to use when telling someone you're not gonna let them in. Provided you, you know, actually tell them.
That's not bullying, that's curating. There's a thin line there, and it can get crossed easy, but there's a line nonetheless.
Yeah, there are definitely a few people I would not under any circumstances want to play with or allow into a game I'm running. Roseheart, I think, thinks he's one of them, but actually isn't.Every forum ever has a festering pro clique, elitist environment once you look closely enough.
Fixed that for you. Also, just out of curiosity, could you point me to the offending games? I'm curious to see how it was handled.
I also lightly disagree. A GM's job is first and foremost to facilitate fun for all the players (and themselves). Even if someone isn't "disobedient" or "bad" they can still have a negative impact on the game as a whole for any number of other reasons. While obviously just blacklisting people for shits and giggles isn't great, "I don't like you", "we don't get along", "you and x can't play nice together", and "you cannot/have not/will not be able to positively add to the game" are all perfectly fine reasons to use when telling someone you're not gonna let them in. Provided you, you know, actually tell them.
That's not bullying, that's curating. There's a thin line there, and it can get crossed easy, but there's a line nonetheless.
Exclusion happens on every online space, I'm not very present on FG but from my observations in GD, ostracism and selectiveness does occur in this forum, altough I don't think it's coming from a place of malice for most cases. It is natural that within the forum in-groups form and certain people (new users and users with a repeated history of behaviour that is considered innapropriate) won't be part of it.Oh, GD people and FG people don't have that much overlap. GD people can be assholes, sure.
Since this is apparently a discussion we're having, I wanted to add my two cents. I am pointedly avoiding any discussions of cliques, and instead wanted to focus on this.
I only read a bit about the study, but now I see what you mean, now that I've taken a closer look ::) It's gone now.Aw, you didn't have to delete it. It was a good case study in how you have to really look at the actual data and claims being made.
Also, just out of curiosity, could you point me to the offending games? I'm curious to see how it was handled.
No Paper, I'm not going to call someone out.Also, just out of curiosity, could you point me to the offending games? I'm curious to see how it was handled.
That’s cool but you got some links for the last thing you shouted into the room before promptly leaving?
-snip-As a veteran GM on this section who's had to deal with more than his fair share of drama from players who turned out to be massive issues leading directly to trashfires, I wholeheartedly agree. A GM has a duty to his players to curate his players if he feels that letting someone in would be more detrimental than not. If a player already proves to be an issue even during selection, then you're ultimately going to cause more problems letting them in and making your players uncomfortable than putting your foot down and telling him "No".
Why has no one made a pvp FEoF with two threads like an Arms Race?It's not impossible, but the main draw of FeF (as far as I can tell) is character driven interaction within an excessively crunchy tactical RPG— PvP would be a bit more difficult to draw out those kinds of interactions, and it's slow enough processing fights on a forum without wrangling two teams.
Why has no one made a pvp FEoF with two threads like an Arms Race?It's not impossible, but the main draw of FeF (as far as I can tell) is character driven interaction within an excessively crunchy tactical RPG— PvP would be a bit more difficult to draw out those kinds of interactions, and it's slow enough processing fights on a forum without wrangling two teams.
Not saying it couldn't be done though.
As a veteran GM on this section who's had to deal with more than his fair share of drama from players who turned out to be massive issues leading directly to trashfires, I wholeheartedly agree. A GM has a duty to his players to curate his players if he feels that letting someone in would be more detrimental than not. If a player already proves to be an issue even during selection, then you're ultimately going to cause more problems letting them in and making your players uncomfortable than putting your foot down and telling him "No".
That's what a clique is, going into a public space and forming segregated groups.That's insane. To dislike someone is a natural right of all human beings. Nobody should be expected to justify his dislike to the god of forum non-discrimination.
If there is a problem then it should be escalated. I think it would be worthwhile (and humorous in most cases) having to be accountable to a higher authority why you* practiced exclusionary behavior. We might actually wait more than 0.02 seconds before slapping the eject button, and become kind of...idk...cohesive community.
*hypothetical person escalating complaint
Again, please provide proof that the issue you’re trying to make a hill to die on even exists.
It's not impossible, but the main draw of FeF (as far as I can tell) is character driven interaction within an excessively crunchy tactical RPG— PvP would be a bit more difficult to draw out those kinds of interactions, and it's slow enough processing fights on a forum without wrangling two teams.It's been tried before, on another forum, and rather conclusively cratered. Very few FEF players are actually interested in doing PVP, and even if they are, you have to have people willing and able to run two simultaneous games of a very intensive genre consistently, and two sets of players willing and able to play consistently. It's a huge ask.
Not saying it couldn't be done though.
What was it called?It's not impossible, but the main draw of FeF (as far as I can tell) is character driven interaction within an excessively crunchy tactical RPG— PvP would be a bit more difficult to draw out those kinds of interactions, and it's slow enough processing fights on a forum without wrangling two teams.It's been tried before, on another forum, and rather conclusively cratered. Very few FEF players are actually interested in doing PVP, and even if they are, you have to have people willing and able to run two simultaneous games of a very intensive genre consistently, and two sets of players willing and able to play consistently. It's a huge ask.
Not saying it couldn't be done though.
Is there a flipside that could be taken to an extreme? Of course.
But in actual practice, I just feel like there's a lot of pointing and yelling CRING! (See Above Post.)
Hell, the forum almost went a whole year without anyone getting banned.This actually proves the strength of the system. Most of the bans aren't even on FGRP, they're over on GD over the political threads.
That is, until, someone didn't react well to being 'excluded' from a forum game.
I don't know where I'm going with this line of thought
But since were still on it, which is all well and good, the issue is camouflage. A lot of it has been socially engineered to be swept under the rug easier.I was trying to avoid this whole discussion. But... are you seriously saying that player applications are bullying?
Player "applications".
I was trying to avoid this whole discussion. But... are you seriously saying that player applications are bullying?"Bullying Enabling", Yeah!
I'm gonna be real, this sounds like someone grousing about not getting accepted into games and then painting it as criticism of bullying to give it a veneer of legitimacy. If I'm wrong, feel free to enlighten me, but I'm not about to hurl accusations at my fellow GMs for engaging in discriminatory practices if the one person making that accusation refuses to provide evidence.That's the wild thing - to the best of my knowledge, nobody excludes Roseheart from anything. I've seen him get into games. I've seen him get into games and then back out immediately, too. It does sound like someone grousing about not getting accepted into games, but it's not even coming from anything.
-snip-Not entirely true; I can confirm at least that he DID get himself excluded from a FEF over trying to co-opt (read; steal) someone else's application to that game on this very forum, which is what I believe he is partially referring to. However, aside from that, I cannot think of a single game that he HAS gotten himself excluded from, which further begs the question; where are the other examples, and what did he do leading up to those?
Unless a case can be made for disobedience or bad behavior, excluding sign ups for a game should be listed in the forum guidelines under bullying. Bay 12 FG&RP has a festering pro clique, elitist environment. If you want to play with just your friends, you shouldn't post your game on a public forum.I don't feel this way anymore.
I believe Rosheart is saying that player applications are a tool that could potentially give a malicious GM “plausible deniability” if they wanted to deliberately exclude certain players.Correct, that is how the tool is misused and used beneficially.
Perhaps, but player applications provide too many benefits to deliberately throw away for that reason. You only see those on serious games that demand players be actually committed to their games and characters. Many bay12 games expect you to treat them like a joke, so we have to make sure the player is actually capable of switching gears to more serious play before letting them in. Otherwise they can kill the game outright.
I'm gonna be real, this sounds like someone grousing about not getting accepted into games and then painting it as criticism of bullying to give it a veneer of legitimacy.
That's the wild thing - to the best of my knowledge, nobody excludes Roseheart from anything. I've seen him get into games. I've seen him get into games and then back out immediately, too. It does sound like someone grousing about not getting accepted into games, but it's not even coming from anything.
"Hey guys, look how socially awkward THAT guy is!"
RoseHeart my man you seem to be trying to find problems where there aren't any.
Z plays tons of games of all kindsAs opposed to the rest of us who...?
Not entirely true; I can confirm at least that he DID get himself excluded from a FEF over trying to co-opt (read; steal) someone else's application to that game on this very forum, which is what I believe he is partially referring to.What's this?
Might you say that he belongs to a sort of "elite", whose opinions are more important to you than those of the rabble?RoseHeart my man you seem to be trying to find problems where there aren't any.
This was the only post that maybe made me want to re-evaluate the issue. Z plays tons of games of all kinds, and if he felt the need to come in here and challenge my assumption, then it makes me want to too.
Lack of personal attacks in their debate toolbox.Z plays tons of games of all kindsAs opposed to the rest of us who...?
Might you say that he belongs to a sort of "elite", whose opinions are more important to you than those of the rabble?
I have not, to my knowledge, made any personal attacks against you. However, I have an acerbic personality and it is difficult to predict what someone will take personally. Certainly, it has not been my intention so far.Lack of personal attacks in their debate toolbox.Z plays tons of games of all kindsAs opposed to the rest of us who...?
To be clear, I was attempting to get you to understand your hypocrisy. You berate everyone on this board by claiming they are elitists who only interact within their own circles, yet you freely admit that you don't consider the opinions of anyone outside of a chosen few.Might you say that he belongs to a sort of "elite", whose opinions are more important to you than those of the rabble?
That's this. (http://www.bay12forums.com/smf/index.php?topic=174479.msg8011119#msg8011119) Page 2ff. It's been a few years so I won't blame you for not remembering.Not entirely true; I can confirm at least that he DID get himself excluded from a FEF over trying to co-opt (read; steal) someone else's application to that game on this very forum, which is what I believe he is partially referring to.What's this?
I'm still willing to accept the initial co-opting/stealing as a case of misunderstanding.Why would anyone assume malicious intent? How did that become the narrative.
Subject: I mean this in the nicest way possible
You need to get off b12, and probably other forums, and really work on yourself. This is not be saying “leave, run away and never return”. This is me saying b12 clearly isn’t beneficial to your mental state if it takes you three years to come to terms with a situation in which you were the belligerent. I can see why you refused to share the source of your woes - the only person it threw under a bus was you.
Could the community be better? Of course, everything has room for improvement. But your actively toxic mindset with regards to the FG&RP community is entirely misplaced. You’re making statements based solely on your own limited experience and, instead of acknowledging that maybe you’re just seeing things through roseheart-colored glasses, you double down on your stance when people state otherwise. From my own personal experience, I’d say when someone gets to that point in a community they need to remove themselves for a period of time and recalibrate.
You clearly have an issue with a victim complex that you desperately need to address, and I hope you can find the help you pretty obviously need.
The discussion that happened afterwards though was the kicker that led to your exclusion from that specific game because you've shown unwillingness to read the game's rulebook by excuse of autism.It's not a mild diagnosis, I get government assistance for it. I need to reread unfamiliar material many, many times. Otherwise I don't even remember what I just read. (having a summary or simplified model helps. It's like, my mind is too zoomed in on the details, can't see the forest through the trees)
That's not even a traditional hallmark of autism though? It might be found in conjunction with autism but it's not part of the diagnostic criteria, so it wouldn't be thought of as "caused by autism" or even "an especially severe case of autism". Other people with even exceptionally severe cases of autism would not necessarily (even more than likely, I think) have that particular experience.The discussion that happened afterwards though was the kicker that led to your exclusion from that specific game because you've shown unwillingness to read the game's rulebook by excuse of autism.It's not a mild diagnosis, I get government assistance for it. I need to reread unfamiliar material many, many times. Otherwise I don't even remember what I just read.
I used to think I could just tell people about it and they'd make compromises to be accommodating.
Now days, I don't really bring it up. I just talk about the symptoms: "that's too dense for me to process" "I'm forgetful / easily distracted"
As for more topic-relevant things, I've been thinking for a while how to utilize the Fight! 2nd Edition TRPG into a forum game format. I'm a huge sucker for fighting games and I love Fight! for emulating exactly that, but precisely because of that it's very demanding mechanically. The best solution I've came up with so far is running everything in the "Dramatic Combat" subsystem, which basically turns the mechanics from "Street Fighter the Game" to "Street Fighter the OVA/Animation" AKA things are more dynamic and Fire Balls and Dragon Punches are emotional highlights instead of a common tool.I think this is a sensible approach. Free-form action is definitely more suited to forum play, rather than blow-by-blow mechanical exchanges. When I've run RPGs here, I tend to chunk together all of a player's general intention into a single resolution and report. The more back and forth there is, the longer action resolution takes and the more likely a game is to fail.
Unless a case can be made for disobedience or bad behavior, excluding sign ups for a game should be listed in the forum guidelines under bullying. Bay 12 FG&RP has a festering pro clique, elitist environment. If you want to play with just your friends, you shouldn't post your game on a public forum.
Fixed that for you. Also, just out of curiosity, could you point me to the offending games? I'm curious to see how it was handled.
This is the largest section on bay 12 (by on average more than 10 times!), only place that comes kinda close is general discussion(other games, a distant third...) ...what the hell are we doing here? lol
Are there any true Forum Game websites? It always seems an offshoot of a videogame or other interest.
That’s cool but you got some links for the last thing you shouted into the room before promptly leaving?
No Paper, I'm not going to call someone out.
Wasn't one of your games, you're fine.
Narrator: There we’re no links.
Why has no one made a pvp FEoF with two threads like an Arms Race?
Again, please provide proof that the issue you’re trying to make a hill to die on even exists.
No.
But I'd be willing to discuss random cases a host volunteered.
What was it called?It's not impossible, but the main draw of FeF (as far as I can tell) is character driven interaction within an excessively crunchy tactical RPG— PvP would be a bit more difficult to draw out those kinds of interactions, and it's slow enough processing fights on a forum without wrangling two teams.It's been tried before, on another forum, and rather conclusively cratered. Very few FEF players are actually interested in doing PVP, and even if they are, you have to have people willing and able to run two simultaneous games of a very intensive genre consistently, and two sets of players willing and able to play consistently. It's a huge ask.
Not saying it couldn't be done though.
Of course, roseheart could finally elaborate and prove me wrong. But I doubt it. If the only instance people brought up to support the “people being refused entry into games” is someone who was toxic enough that they got banned for the way they responded then we definitely don’t have the problem this dude is trying to paint.
As for more topic-relevant things, I've been thinking for a while how to utilize the Fight! 2nd Edition TRPG into a forum game format. I'm a huge sucker for fighting games and I love Fight! for emulating exactly that, but precisely because of that it's very demanding mechanically. The best solution I've came up with so far is running everything in the "Dramatic Combat" subsystem, which basically turns the mechanics from "Street Fighter the Game" to "Street Fighter the OVA/Animation" AKA things are more dynamic and Fire Balls and Dragon Punches are emotional highlights instead of a common tool.
Characters in this game are all Fighters. There is no “zero-to-hero” progression here; the Fighters start the game as the most powerful martial artists in the setting and are only really challenged by another one of their own.
A Fighter is made up of three Basic Qualities: Strength, Speed, and Stamina. These are rated between -1 and 2, with an average Fighter rated as 0. This small range allows players to realize traditional fighting game archetypes more easily. Fighters are further defined by their Qualities, Weaknesses, Combat Skills, and Narrative Skills.
However, the most important aspect of any Fighter is their move list: the unique Special Moves that define that character’s abilities in combat. Fight! uses a robust effects-based system to enable players to define each Special Move as its own distinctive attack or utility power. If you have seen it in a fighting video game, it can be created in Fight!
While characters start as vastly powerful combatants, they still accumulate Glory through combat and other adventures, allowing them to further advance in Power Level, gaining new moves, Super Moves, and Combat Bonuses to help fine-tune the character’s individual fighting style.
As for more topic-relevant things, I've been thinking for a while how to utilize the Fight! 2nd Edition TRPG into a forum game format. I'm a huge sucker for fighting games and I love Fight! for emulating exactly that, but precisely because of that it's very demanding mechanically. The best solution I've came up with so far is running everything in the "Dramatic Combat" subsystem, which basically turns the mechanics from "Street Fighter the Game" to "Street Fighter the OVA/Animation" AKA things are more dynamic and Fire Balls and Dragon Punches are emotional highlights instead of a common tool.I think this is a sensible approach. Free-form action is definitely more suited to forum play, rather than blow-by-blow mechanical exchanges. When I've run RPGs here, I tend to chunk together all of a player's general intention into a single resolution and report. The more back and forth there is, the longer action resolution takes and the more likely a game is to fail.
Yeah just conveniently leave out the times you said you actually would provide evidence or discuss the issue, or other people asking you to back up your claims. You can reframe the conversation as much as you want but anyone can just go back a couple pages and see you’re full of shit here.There's no purpose to continuing to argue about this. I can understand your frustration, but the best thing for everyone here would be to just stop.
That, I can't agree with.Yeah just conveniently leave out the times you said you actually would provide evidence or discuss the issue, or other people asking you to back up your claims. You can reframe the conversation as much as you want but anyone can just go back a couple pages and see you’re full of shit here.There's no purpose to continuing to argue about this. I can understand your frustration, but the best thing for everyone here would be to just stop.
I've definitely seen this problem in RTD. I was adding a debuff for how many subactions there were. But it made my head spin. I just said fuck it, and drew a line at one action.
Yeah just conveniently leave out the times you said you actually would provide evidencehuh
or discuss the issueYes, when asked about it.
Roll to Dodge, in general, is a simple and versatile framework - but it doesn't work for a lot of things. Having a mechanically 'crunchy' game with RTD goes against the spirit of the system, and while you can beat it into submission with enough house rules (1d6 is very swingy, for instance, so a better dice system would go a long way) at that point why not just do something custom instead of killing the RTD framework, stuffing it, and nailing it on display?Yeah I definitely agree here. It's best to pick mechanics which best express what you want the game to be about and don't make action processing a nightmare.
I've definitely seen this problem in RTD. I was adding a debuff for how many subactions there were. But it made my head spin. I just said fuck it, and drew a line at one action.
Roll to Dodge, in general, is a simple and versatile framework - but it doesn't work for a lot of things. Having a mechanically 'crunchy' game with RTD goes against the spirit of the system, and while you can beat it into submission with enough house rules (1d6 is very swingy, for instance, so a better dice system would go a long way) at that point why not just do something custom instead of killing the RTD framework, stuffing it, and nailing it on display?
Yeah just conveniently leave out the times you said you actually would provide evidence or discuss the issue, or other people asking you to back up your claims. You can reframe the conversation as much as you want but anyone can just go back a couple pages and see you’re full of shit here.There's no purpose to continuing to argue about this. I can understand your frustration, but the best thing for everyone here would be to just stop.
Yeah I definitely agree here. It's best to pick mechanics which best express what you want the game to be about and don't make action processing a nightmare.
bullshit claimsFortunately, someone else provided one of the instances.
I disagree, Paper. And you should try to be ok with that. I did feel there was an issue. Now? That depends if anyone else feels that way, in a month in a half, seems like, not.The problem with this is that you haven't actually said "I was wrong and I'm sorry for accusing people", you've essentially just said "well I still think it's bullying but I don't want to listen to anyone else disagree anymore". Naturally, that's going to make people disagree harder because they want to be heard, and it contributes to the sense that you will just do this all over again the next time.
For instance, a Discord game I'm fond of uses an RTD-inspired 2d6 system, yet the game gets very dramatic at times. Of course, it's also pure chaos at times - someone the other day compared it to a sixty-car pileup that keeps getting added to - but the chaos makes it fun!
intentionally divisiveI'm sorry if you feel that way Paper. That's not my intention.
Paper, you're the one in my threads. You're the one who calls my games "minimal effort".
Dude can’t even keep his own arguments in lineIf they're brought up a month later.
-snip-I disagree, but for a different reason.
Paper, you're the one in my threads.
That's what a clique is, going into a public space and forming segregated groups.hmmmm
I did present it as a general unsubstantiated claim, which can be countered or supported by others' experience.
From 2d6?
As he just made clear, he doesn't respect our opinionsWhen it's the same 3 or 4 people objecting to every opinion I make, it does kind of begin to sound like white noise.
That being said, my own contribution to the discussion will be that I'm frankly surprised we've stopped running PbP DnD campaigns here.I've never seen a PBP D&D game last. The reasons as I see them:
not backing down when presented with evidence looks worse. It makes it look like you're just trying to be bellergent.The only evidence presented was proving my point. At least regarding my own experience. Had even characterized me as a thief of a character sheet, rather than the benefit of the doubt it was a misunderstanding.
The problem with this is that you haven't actually said "I was wrong and I'm sorry for accusing people"My experience is true for me, the lack of anyone sharing similar feelings isn't "proof".
I remember when I wanted to do a PbP GURPS game. Looking back, that was ill-advised - GURPS is crunchy enough that doing it play-by-post would be like waiting for a glacier to carry you across the Atlantic.I see. I'm surprised FEF has survived so long with that kinda thing stopping other, more popular games from hitting it off.
I see. I'm surprised FEF has survived so long with that kinda thing stopping other, more popular games from hitting it off.
....granted, I'm also the one running a lot of the FEFs nowadays, but we're getting that community drive to move stuff off now that we have an actual calculator to do things.
I've thought about trying FEF many times, but I'm not sure I am capable of the time commitment. What would you say it takes to get into it?I remember when I wanted to do a PbP GURPS game. Looking back, that was ill-advised - GURPS is crunchy enough that doing it play-by-post would be like waiting for a glacier to carry you across the Atlantic.I see. I'm surprised FEF has survived so long with that kinda thing stopping other, more popular games from hitting it off.
....granted, I'm also the one running a lot of the FEFs nowadays, but we're getting that community drive to move stuff off now that we have an actual calculator to do things.
If I were feeling petty, I would copy a list of the forum bans and point out how many of them were from FG&RP, but I don't have any particular desire to extend this argument for any longer than is strictly necessary. If you're not willing to listen, why should I waste time talking to you instead of designing my new roleplay, updating Vestals of the Waves, or, hell, even playing video games?There was actually one attempt, back at the dawn of time, to run a live session of FEF on Maptools.
One person does not a pattern make. Follow Occam's Razor: is there a big exclusionary culture that everyone is a part of, or do you need to step back for a bit before you damage your reputation even further than already? I know which one is simpler.I see. I'm surprised FEF has survived so long with that kinda thing stopping other, more popular games from hitting it off.
....granted, I'm also the one running a lot of the FEFs nowadays, but we're getting that community drive to move stuff off now that we have an actual calculator to do things.
FEF has a huge community around it sustaining it. I can't tell you how it got to that point - you've been in the community for a lot longer than I - but I suspect the reason that no other game has gotten to that point is that there aren't enough people willing to launch something. GURPS, to use that example, is fairly niche among TTRPGs - and chargen has a Hell of a learning curve, so it almost demands that the GM is around to help. That sort of closeness just isn't possible with PbP, so you would almost certainly need to communicate off-site (i.e. Discord) and at that point why not just skip the middleman and run your game there?
Were there any experiments running FEF, or something like it, in real-time? I suspect since the system is not designed for that it won't work well, which makes it much harder to lose players to offsite games.
excellent, someone to convert to the cultI've thought about trying FEF many times, but I'm not sure I am capable of the time commitment. What would you say it takes to get into it?I remember when I wanted to do a PbP GURPS game. Looking back, that was ill-advised - GURPS is crunchy enough that doing it play-by-post would be like waiting for a glacier to carry you across the Atlantic.I see. I'm surprised FEF has survived so long with that kinda thing stopping other, more popular games from hitting it off.
....granted, I'm also the one running a lot of the FEFs nowadays, but we're getting that community drive to move stuff off now that we have an actual calculator to do things.
I mean, ahem, with regards to time commitment, it's actually significantly heavier on the GM's side than it is on the player's side. Essentially, as a player, you only need to post at your convenience, maybe check in once or twice a week during fights (as fights are processed GM-side). I would recommend taking some time just to roleplay with your fellow players (both for roleplay reasons and also to get your support levels up) and also checking in on the thread to make sure you haven't been left behind, but for players it's actually pretty light with time commitment.Maybe time commitment isn't exactly what I mean. The part where I wouldn't be expected to be around every day definitely helps, because I'm often not here or not really able to invest much effort on a given day, but the fact that the games can run for years also makes me chary. I would feel bad about not fully seeing an... adventure, or whatever you'd call it, through, and I'm not sure I could avoid it.
Now as a GM it takes a buttload of time and I am verydumbsmart for taking on four of them at once.
In roseheart’s, uh, defense, the “what’s this?” was him trying to state that he had provided evidence of the problem when it was someone else who made the post and he himself made no effort to do so.No, SirAton was right.
I think that above all is cancerous behavior and we really shouldn’t just let him propagate it.
The problem with this is that you haven't actually said "I was wrong and I'm sorry for accusing people"
-snip-Ah, yeah, if that's what you mean then it can be a commitment for the long run, yeah. The fastest a campaign has run was about....a year and a half (one of my own FEFs, actually, Whereabouts of Drink and Coin).
Now as a GM it takes a buttload of time and I am verydumbsmart for taking on four of them at once.
Nah, for real. If I had half the aptitude you seem to have for AR (from what I hear) I'd be twice as productive.Now as a GM it takes a buttload of time and I am verydumbsmart for taking on four of them at once.
I do this with arms races. We're part of a prettystupidexclusive bigbrained club. But making things is addicting, and having people enjoy the things you make even moreso.
I've thought about trying FEF many times, but I'm not sure I am capable of the time commitment. What would you say it takes to get into it?I remember when I wanted to do a PbP GURPS game. Looking back, that was ill-advised - GURPS is crunchy enough that doing it play-by-post would be like waiting for a glacier to carry you across the Atlantic.I see. I'm surprised FEF has survived so long with that kinda thing stopping other, more popular games from hitting it off.
....granted, I'm also the one running a lot of the FEFs nowadays, but we're getting that community drive to move stuff off now that we have an actual calculator to do things.
Nah, for real. If I had half the aptitude you seem to have for AR (from what I hear) I'd be twice as productive.
Well, it's really a combination of factors. I'd say that the major ones are the GM's willingness to roll with pretty much anything, as well as the roleplay of the players (I am probably the biggest culprit here since I love torturing my characters ;)) and premise of the game itself (which also gets pretty dark at times). Although fighting used to be central, it's not so much anymore, and sometimes fights are even resolved narratively.
There's actually two components to any game system: How the dice resolve mechanics (which I will call "hard task resolution") and how whoever is in charge - usually the GM - resolves actions ("soft task resolution"). The balance between each of these resolution mechanics does a great deal in determining how gritty and "crunchy" the game feels. In this case, I would say it is this game's reliance on soft resolution in addition to the fairly minimal hard resolution (2d6 et al) that creates the authentic brand of chaos that is the game's trademark.
I get that approach. I prefer to buff in favour of my players rather than nerf, and a retroactive change just changes the rules of engagement, which is never good for the players. You don't want them thinking you'll whisk something away from them as and when convenient; I've been on the receiving end of that and I actually quit that game as a result.To be fair Elf, your players probably don't do dumb decisions multiple turns in a row, necessitating the Royalty of their side to exact their frustrations on the design team.
Not yet, give it time and we'll get corpsewalling soon enough.I get that approach. I prefer to buff in favour of my players rather than nerf, and a retroactive change just changes the rules of engagement, which is never good for the players. You don't want them thinking you'll whisk something away from them as and when convenient; I've been on the receiving end of that and I actually quit that game as a result.To be fair Elf, your players probably don't do dumb decisions multiple turns in a row, necessitating the Royalty of their side to exact their frustrations on the design team.
That's mostly ElfCollaborator :PI learned from the best :P
For me, if your character is decent, a paragraph of bio is enough.
Anyway I have always wondered if that FEF was as complicated as it looked just scrolling through a thread, but the main reason I've never tried to join one of those games is because of all the complex backgrounds I see in the sheets of other people and I suck at making backgrounds.The backgrounds from characters can only be as complex as the introduction to a game is and elf loves his worldbuilding, probably a bit too much, plus elf likes to experiment with mechanics leading to some of his games developing complexity creep. Compare this to my current game (http://www.bay12forums.com/smf/index.php?topic=179804.0) where setting infos are rather sparse and that sparse-ness is reflected on some characters. Tric's Artair and Chev's Rhian got accepted and are definitely on the shorter side regarding their backgrounds.
I still find it strange that RoseHeart sees my opinion as more important than those of others, because if you ask me I'd say my opinion wasn't worth shit.
While I slightly don't appreciate having my games low-key trashed like that (:P) I will say I don't mind a shorter background if the writing is tight enough. In fact in general I'll accept shorter sheets if I can figure out what it is I can do with your character than not, and I feel this is generally the truth for most FEF GMs.Anyway I have always wondered if that FEF was as complicated as it looked just scrolling through a thread, but the main reason I've never tried to join one of those games is because of all the complex backgrounds I see in the sheets of other people and I suck at making backgrounds.The backgrounds from characters can only be as complex as the introduction to a game is and elf loves his worldbuilding, probably a bit too much, plus elf likes to experiment with mechanics leading to some of his games developing complexity creep. Compare this to my current game (http://www.bay12forums.com/smf/index.php?topic=179804.0) where setting infos are rather sparse and that sparse-ness is reflected on some characters. Tric's Artair and Chev's Rhian got accepted and are definitely on the shorter side regarding their backgrounds.
tbf it helps to be on the FEF server because it's easy to ask questions and bounce ideas around there. But generally I'm okay with short backgrounds as long as there's something that I could potentially use as a hook. There never was a Marchioness Brand before, but Tric introduced her and I can and possibly will use her in the campaign at some point.
The evolution of arms races is another good example of that, and I make a point of trying out at least one new mechanic in an new game I start up.That's pretty smart. My next iteration of a game I'm planning will do the opposite, which is risky. Several key things will be expanded. Solo to teams, from 3 to 6 players, and a new terrain mechanic.
Do all the FEF games require you to be on Discord?Well, not in theory, but in practice the community has decamped to Discord nowadays, and we keep all of our discussions over there for reasons earlier events in this thread might explain :P
Let's get to how this format would work.
Players will control multiple species in battle royale and there will be niches and habitats. But these niches and habitats will be simple and to the point, and the number of them will be strictly limited. No tokens. No web of intricate dependancies. You say, you roll, and get it, with a seldom bonus/penalty attached.
I have already thought of the setting, and how it works. I just want to hear your thoughts.
Let's get to how this format would work.
Players will control multiple species in battle royale and there will be niches and habitats. But these niches and habitats will be simple and to the point, and the number of them will be strictly limited. No tokens. No web of intricate dependancies. You say, you roll, and get it, with a seldom bonus/penalty attached.
I have already thought of the setting, and how it works. I just want to hear your thoughts.
You highlighted well in your post that an end goal is crucial for a game to reach completion. What would be the goal in the game you have in mind?
Is there a time limit? A specific objective to attain? A win/lose condition? A plot driven by player actions?
From a mechanical standpoint, why wouldn't you make an omnivore? Unless there's a defined benefit to a narrow diet, how is it even a choice?The way the Evolution boardgame gets around this is to have herbivore be the default and then the ability to digest other stuff be gained from additional traits (which compete for space with other traits you might want). If Magma wants Omnivore to be a choice from the start, it could be balanced out in a different way. For example, maybe carnivores need to feed less and herbivores have access to more plentiful but food (after all, omnivores can't usually digest grass and leaves to the same extent dedicated herbivores can).