Bay 12 Games Forum

Finally... => Roll To Dodge => Forum Games and Roleplaying => Einsteinian Roulette => Topic started by: piecewise on February 05, 2018, 12:11:23 am

Title: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: piecewise on February 05, 2018, 12:11:23 am
Hello, I would like some feedback on what system I should make and publish next. I'd also like a nice public platform here for people to scream at me about getting it done because I have a bad habit of getting 70% done and then moving on to another project.

Maze
A game about being a lab rat, inspired by things like the Secret of NIMH and The mouse utopia experiments. Play as mice and rats trapped in bizarre and incomprehensible situations! Try to survive each test! Gain powers or detrimental mutations via the capricious hand of the unknowable beings called "Scientists" and live on through your offspring. Maybe even escape someday. Maybe.

[Unnamed Racing game]

Inspired in equal parts by Fury Road and Red Line, a game about over the top battle racing. Broken into two distinct parts: the build up to the race and the race itself.

Revolver: Blood and Neon
This ruleset exists already and can be found here
https://docs.google.com/document/d/1D5XCel0CXE_0INdY3rW4NHK8Q07e-hXWU6avkO9zF88/edit?usp=sharing
Basically, it just needs to be overhauled so someone other than me can run it. Maps, enemy examples, various things.

Ouroboropolis
A second shot at turning this setting into a playable game. This time without lego limb feature creep! IF you don't know what Ouro is, look up "Tokyo Souls" and thats kind of a loose approximation.

The Glowing King
Wild West pulp post nuclear setting (think New Vegas) crossed with Afro Samurai style quest to reach the Throne and become the glowing king. Some setting stuff done already, many years ago. Before Nuclear throne came out, I'll have you know.

Poison
A game about doing drugs to gain superpowers and visit other worlds. The drugs let you survive the things you've gotten into, but they're also slowly killing you. Find a way out. Think Yume Nikki but with more mutation and chance of horrible death.


Bathysphere

Deep sea exploration and salvage! Steal treasures from the deep, keep your salvage company from going bankrupt, don't get consumed by the horrors below.

Battle Royale
More a challenge to myself than anything. Figure out a way to translate that increasingly popular trope of the large scale island battle royale into a playable game without it being terrible or clunky or slow.

Colossal
The elder gods have come to earth. Go stab them in the eye.  Built around my attempts to turn the Shadow of the Colossus style tiny fighter vs various levels of giant enemy into a workable game.

Mainspring

The world has been overrun by a fleshhorror known as the Wyrm. It has transformed the land to flesh and spawns monsters of horrible proportion and form. Mankind makes their living in floating cities, manipulating flesh and hunting the monsters for the rare and strange materials in them.

Heavy
A game about piloting mechs with mechanical focus on making the mechs feel like something you're piloting rather than just another character you play as. Ever seen  Armored Trooper VOTOMS?

WWII in Space
The Last Jedi started with bombers dropping bombs in space. And at that point I said fuck it; I want to see them go whole hog. Rocket powered b-29 bombers with FTL drives doing bombing runs on space harbors and their space aircraft carriers. Laser Machine guns. Space Nazis. Fuck it.

CULT

A game about trying to obtain otherworldly knowledge and bring your particular god into the waking world while also not being arrested, shot, driven mad, or generally harassed by all the annoying normies who don't want their faces eaten by elder things. Makes use of major arcana and unconventional mechanics.

Tactical Breach Wizards
Its this: www.pentadact.com/2018-02-02-pitch-tactical-breach-wizards/ but as a table top game. I put this here to mess with Sy.


I'll update this with more as I think of more.  Ask questions or generally scream at me below
Title: Re: Screamlords
Post by: syvarris on February 05, 2018, 12:20:41 am
...You can't just add something specifically to mess with me and then expect me to choose anything else.  I want tactical breach wizards!  Or, failing that, Colossal.
Title: Re: Screamlords
Post by: MidnightJaguar on February 05, 2018, 12:22:11 am
Mainspring or WWII in space, Glowing King is also cool.
Title: Re: Screamlords
Post by: Egan_BW on February 05, 2018, 12:23:41 am
Now, let's see...

The things I'm interesting in are:
Ouroboropolis
Mainspring
WWII in Space
Tactical Breach Wizards

Random.org says: Tactical Breach Wizards!

...As for me, there's no contest. Mainspring. I remember the rules for designing your own airship, too. ;D
Title: Re: Screamlords
Post by: NAV on February 05, 2018, 12:50:45 am
Bathysphere
Unnamed racing game
WWII in space
Title: Re: Screamlords
Post by: Shadowclaw777 on February 05, 2018, 12:56:57 am
Tactical Breach Wizards? What the fuck is that Rainbow Six Siege but with wizards and magic?... uhh fuck yeah!

WWII In Space
[Unknown Racing Game]
Colossal
Bathysphere
Title: Re: Screamlords
Post by: Parisbre56 on February 05, 2018, 01:05:44 am
When I saw the title my first thought was "Oh, piecewise is running a Dragon Ball game now?"
Title: Re: Screamlords
Post by: Tiruin on February 05, 2018, 01:52:03 am
Tactical Breach Wizards? What the fuck is that Rainbow Six Siege but with wizards and magic?... uhh fuck yeah!
I can imagine a staff wielding mage, replacing the crystal tip with another crystal (which makes a synonymous 'charging' or reloading sound [much like a controlled release of gaseous pressure]), and then pointing it at a door to blast it open.


Tactical Breach Wizards
WWII in Space

And, um, I guess this is good enough!
Title: Re: Screamlords
Post by: Secheral on February 05, 2018, 02:01:50 am
Tactical breach wizards
Title: Re: Screamlords
Post by: King Zultan on February 05, 2018, 04:16:27 am
Maze
[Unknown racing game]
Bathysphere
WWII in space
Cult
Title: Re: Screamlords
Post by: Imic on February 05, 2018, 07:04:08 am
WORLD WAR TWO...IN SPACE!!!
(adding "Of doom" at the end is entirely optional)
Title: Re: Screamlords
Post by: Ozarck on February 05, 2018, 08:09:23 am
Mainspring, Cult, Collosal are all good.

Ouroboropolis is my fave of the list though, even without simplifying it.

I still like the one you had offered back when you were first developing Oro, about the little creatures whose stats were all in their limbs and stuff.
Title: Re: Screamlords
Post by: Doomblade187 on February 05, 2018, 08:11:05 am
Ourobopolis, Blood and Neon, Mainspring.
Title: Re: Screamlords
Post by: randomgenericusername on February 05, 2018, 08:17:49 am
I would love to see a tabletop version of Battle Royale.
Title: Re: Screamlords
Post by: Radio Controlled on February 05, 2018, 09:19:34 am
Is this exclusively about what system you'll make and publish, or is this also to gauge interest for the next game you'd run yourself on bay12?
Title: Re: Screamlords
Post by: Nikitian on February 05, 2018, 11:21:14 am
Heavy, hands down. Because mechs and actual piloting!

(And personally, Tactical Breach Wizards sounds like Yet Another ER/Perplexicon/Chalice, and I suppose we've had plenty of them to date.)
Title: Re: Screamlords
Post by: piecewise on February 05, 2018, 11:29:10 am
Is this exclusively about what system you'll make and publish, or is this also to gauge interest for the next game you'd run yourself on bay12?
Bit of both, really. Mostly because I'll probably be running at least a short test game of anything I put out.

WWII in space and TBW seem to be our major picks at the moment.
Title: Re: Screamlords
Post by: Radio Controlled on February 05, 2018, 12:01:36 pm
Hmm, one thing that makes deciding harder is that some of these ideas are little more than a setting idea or a pitch, while others give you more of an idea of how the game itself would look mechanically (and as we saw with DIG, a great setting or pitch can be torpedoed if the mechanics and game flow don't match up).

That said, I think I'd prefer Oro out of all of these, both for the setting and the game pitch as it was originally. Wasn't a fan of the feature/limb creep, but if that's fixed then I'm all for it.

Then, in order:
bathysphere ("DIG: slightly more damp edition")
Heavy, but depending on the setting, aka why are you fighting. If it's just an arena game then meh.
WW2 in spess ("ER: slightly more fascist stomping edition")
Colossal, due to the setting, but I dunno if SotC translates well into forum format.
Title: Re: Screamlords
Post by: Illgeo on February 05, 2018, 12:43:16 pm
In order:
Colossal.
Bathysphere.
Battle Royale
,
I'd say
Title: Re: Screamlords
Post by: Questorhank on February 05, 2018, 01:26:25 pm
Tactical Breach Wizards
WW2 in Space
Title: Re: Screamlords
Post by: piecewise on February 05, 2018, 01:48:23 pm
TBW and WWIInS seems to be the choices right now.

Think I'll poke TBW first, mechanically, to see what I can come up with.
Title: Re: Screamlords
Post by: Devastator on February 05, 2018, 01:53:06 pm
I'd like Heavy, but with supertanks and not mechs.  Or Revolver, as that was fun.
Title: Re: Screamlords
Post by: Pancaek on February 05, 2018, 03:41:08 pm
WW2 in space
Tactical Breach Wizards
CULT

in that order for me
Title: Re: Screamlords
Post by: piecewise on February 05, 2018, 06:17:23 pm
Current rankings:

Maze 1
[Unnamed Racing game] 3
Revolver: Blood and Neon 1
Ouroboropolis 3
The Glowing King 1
Poison 0
Bathysphere 5
Battle Royale 2
Colossal 5
Mainspring 4
Heavy 3
WWII in Space 10
CULT 3
Tactical Breach Wizards 7
Title: Re: Screamlords
Post by: Doomblade187 on February 05, 2018, 06:55:43 pm
We actually have 2 at least for revolver, me and Devastator voted for it.
Title: Re: Screamlords
Post by: piecewise on February 05, 2018, 07:55:35 pm
So, thinking about Wizard Tactics, I've come up with a few fundamental game play concepts that will influence everything else.

1. Movement and actions
So there are basically three ways to handle this.  The first, as seen in things like the original Xcom and Divinity 2, is Action points. Basically, every action, power, and movement would have a cost and you could do as much or as many as you wanted so long as you could pay it. The second, as seen in the recent Xcom and a lot of other more contemporary tactics games, is the idea of having 1 move and then an action or two moves with no action, or an action alone. The last is the Fire emblem or advance wars style where you move once, and then attack or just attack.

I would go for action points.

2. Classes
So in the original xcom, if memory serves, you don't have any kind of classes or restrictions. Anyone could use any weapon or item and no one had any special abilities.  Divinity 2 is...kind of like that where any character can use any spell or weapon or item if they have the right stats or skills or attributes or whatever. There's a lot of freedom in that, but everyone also feels very interchangeable if they're not specialized or have some sort of defining trait. The alternative is to have set classes with set abilities, items, weapons, etc that they and only they can use. It means you're more restricted on how you can act, but it also means that each unit has one thing they're good at and can contribute in a meaningful way.

I'd go for Classes.

3. Micromanaging
Original Xcom and Divinity 2 have a LOT of micromanaging. Managing each armor piece, each magazine, each gun, each grenade, each item, etc. Meanwhile the recent xcom, and a lot of tactical games, don't bother with that sort of thing. Guns just have infinite ammo, though they need to be reloaded every so often, and items are generally very few and are replaced automatically upon mission end.

I prefer minimal micromanaging.


4. Permadeath
All the Xcoms and Fire emblem have permadeath, at least in terms of units being able to be used. Divinity 2 has death but it can be undone by resurrection spells and scrolls, and some tactics games just have characters "Faint" and get brought back upon the level ending.

I prefer permadeath

Title: Re: Screamlords
Post by: Caellath on February 05, 2018, 07:58:54 pm
Oh hey. This time I'm around and might actually join a game.

Tactical Breach Wizards
Heavy
Poison.
Title: Re: Screamlords
Post by: The Lupanian on February 05, 2018, 08:59:39 pm
Just my Opinion here. I think move'n'shoot would be better if you're planning to do a lot of other complex mechanics. Action points don't add much to the game, and are tedious. Additionally, you can still have a tactical strategy based game with a more streamlined system.

As far as Classes VS A La Carte, could you implement a skill system? Like, you have about a dozen magic stats (Projectile, Spray, Touch, Fire, Animate, Ect.) And do each one go up to three, then all the spells and items have prerequisites, and the player has a limited number of spell slots. Low level spell, like a simple attack spell, only require a single level in one skill. Then higher level spells would require either higher levels, higher variety, or both. Players could use experience to upgrade skills. New items and spells can either be bought, or found. That would also have the effect of players trading and interacting, as not everyone will be able to use everything they find. Which could be good or bad, depending on how you look at it.
Title: Re: Screamlords
Post by: piecewise on February 05, 2018, 10:43:43 pm
In terms of WWIInS I've got a bit thought out already

One of the biggest things about this setting and pulp science fantasy in general is that you have to apply the rules of an understandable world to space. And part of that means making space MUCH MUCH smaller. Making space a place where you can reasonably move around without it taking months, years, decades or lifetimes is a very important for that sort of careless adventure feeling. Being able to bop around to different planets and see them clearly from the planet you're on is fun.

Second, you need a form of FTL. Even if you can move between planets in days and stars in weeks, you don't want to have to take that long most times. And to me I like the idea of FTL travel that isn't 100% safe and isn't instant. Nothing as horrendous as the Warp, but more like the sea voyages of old. They usually went ok but occasionally you might hit a storm or a sea monster.

To that end, I have the Primrose drive.

Spoiler: Rambling (click to show/hide)

Power sources are another thing. In science fiction power sources are a big consideration but in science fantasy its pretty much a nonissue. No one in star wars ever talked about running out of fuel or having no battery for their light saber. Because petty shit like that is not cohesive to adventuring.  But I think you should still at least have some explanation of what the power source is, if it ever comes up. Oh and of course it has to be explosive.

Spoiler: Power source Rambling (click to show/hide)

Finally, a list of standard fantasy tech and what is and isn't in the setting.

Spoiler (click to show/hide)
Title: Re: Screamlords
Post by: piecewise on February 05, 2018, 11:37:05 pm
Just my Opinion here. I think move'n'shoot would be better if you're planning to do a lot of other complex mechanics. Action points don't add much to the game, and are tedious. Additionally, you can still have a tactical strategy based game with a more streamlined system.

As far as Classes VS A La Carte, could you implement a skill system? Like, you have about a dozen magic stats (Projectile, Spray, Touch, Fire, Animate, Ect.) And do each one go up to three, then all the spells and items have prerequisites, and the player has a limited number of spell slots. Low level spell, like a simple attack spell, only require a single level in one skill. Then higher level spells would require either higher levels, higher variety, or both. Players could use experience to upgrade skills. New items and spells can either be bought, or found. That would also have the effect of players trading and interacting, as not everyone will be able to use everything they find. Which could be good or bad, depending on how you look at it.
The problem with stat trees like that is that it
1. Becomes exponentially harder to balance
2. Removes the need for teamwork to use complex ability/magic setups.
Title: Re: Screamlords
Post by: NAV on February 06, 2018, 01:03:32 am
Fuck yeah Outlaw Star
Title: Re: Screamlords
Post by: Parisbre56 on February 06, 2018, 04:19:10 am
I agree that APs probably add too much bookkeeping to be worth it, at least as implemented in the original X-COM. Something simpler would be better.

Or, if you need the extra granularity, maybe have APs but have them be much more limited. Maybe the slowest unit gets 2AP and the fastest with all the speed upgrades gets 5AP, a mix of the two systems.

I like the idea that Reactors are powered by Primrose Space. It lead to all sorts of opportunities for the GM. "Oh, that mechanic that was sleeping next to the reactor, lately he's been having those strange dreams..." or "There's been those strange noises around the Reactor section and some objects have gone missing."

Depending on how far you are willing to go with it, you could have pirates lying in wait in Primrose Space near the edge of a dangerous Dive, waiting for a ship with a small reactor signature to attempt to Dive so they can board it. Maybe a ship is lying in wait, looking for an enemy Reactor signature so that it can throw torpedoes at it and then run away. Maybe said ship can see in Primrose Space through some sort of sensors that work similarly to a Reactor and so it unloads a barrage of devestating Depth Charges or Primrose Space Disruptors, forcing the other ship to Surface.

Though it does raise the question of how the Reactor works during a Dive. I guess maybe being in Primrose Space is the same as using it or maybe it even results in more power being available. Or maybe it's just space magic and I shouldn't think too hard about it.
Title: Re: Screamlords
Post by: piecewise on February 06, 2018, 10:13:32 am
I agree that APs probably add too much bookkeeping to be worth it, at least as implemented in the original X-COM. Something simpler would be better.

Or, if you need the extra granularity, maybe have APs but have them be much more limited. Maybe the slowest unit gets 2AP and the fastest with all the speed upgrades gets 5AP, a mix of the two systems.

I like the idea that Reactors are powered by Primrose Space. It lead to all sorts of opportunities for the GM. "Oh, that mechanic that was sleeping next to the reactor, lately he's been having those strange dreams..." or "There's been those strange noises around the Reactor section and some objects have gone missing."

Depending on how far you are willing to go with it, you could have pirates lying in wait in Primrose Space near the edge of a dangerous Dive, waiting for a ship with a small reactor signature to attempt to Dive so they can board it. Maybe a ship is lying in wait, looking for an enemy Reactor signature so that it can throw torpedoes at it and then run away. Maybe said ship can see in Primrose Space through some sort of sensors that work similarly to a Reactor and so it unloads a barrage of devestating Depth Charges or Primrose Space Disruptors, forcing the other ship to Surface.

Though it does raise the question of how the Reactor works during a Dive. I guess maybe being in Primrose Space is the same as using it or maybe it even results in more power being available. Or maybe it's just space magic and I shouldn't think too hard about it.
The AP system I was considering was similar to the one in divinity 2. The max AP you can have in divinity is 6. Attacks cost 1, moving a certain distance costs 1, some abilities cost 2, etc.  Its not a complex system, nothing like Xcom's.
Title: Re: Screamlords
Post by: piecewise on February 06, 2018, 01:31:05 pm
Here are the TBW units I've thought of so far. Still thinking on a few more hybrids.

Basic units

Mage: Focuses medium to long range, direct damage and debuff spells. Weapon is a staff, bolt action, crystal ammo. Type of spell dictated by ammo used, can custom arrange crystals in magazine to combo different spell types.  Slow movement speed.

Warlock: Melee and close combat specialized. Uses gauntlets/brass knuckles which load runes like bullets, releasing a spell or effect on impact. Cloak to negate/help protect from ranged attacks. High movement speed.

Druid: Support and area effect/denial specialized. Uses RPG style totem that fires small fetishes or other ritual objects. Spells focus mostly on healing or buffing allies, and either slowing or preventing enemy movement/ inflicting debuffs or tick damage. High health but limited direct damage options.

Wizard: Jack of all trades, but master of none. Able to fight at any range and has mild support capacities. Wields tablet carbine; resembles p90 with slot for magical tablet to be inserted like a magazine. Rapid fire magic bolts, tablets burn out and crumble to dust.  Uses flask grenades for other abilities, shatter on impact and effect small area.

Cleric: Heavy weapons and demotions focused. Wields oversized ballistic mace; flanged grenade launcher tubes on the head while the shaft holds a miniature rocket launcher. All ammo is blessed and deals extra damage to unholy enemies. Attacks are slow but do splash damage and the Cleric is tough.

Advanced units
Archmage: Dedicated long range specialist, sniper. Focuses on dealing lots of damage to single targets from far away. Carries a Wandcaster, basically an oversized crossbow/ballista that fires magic wands/staffs like arrows. Slow movement speed, cannot move and attack in the same turn, must set their weapon up.

Enchanter: Dedicated close range specialist with no ranged attacks. Wields Staff pile bunkers on both arms, which forcibly drives sharpened staffs into targets and injects magic. Magic type can be changed by swapping out staffs. Staffs for both direct damage magic and powerful debuffs.

Shaman: Dedicated support and area denial specialist. Wields magic instruments that cause effects so long as they are being played. Spells each have a certain number of turns they are active, but if the shaman remains in place, playing the song, the spells can be kept going indefinitely. Only unit capable of resurrecting fallen units, though doing so is difficult.

Invoker: All rounder, able to use many skills and magics but nothing advanced or specialized. Wields crystal fed gatling gun; ammo belts can be switched out to invoke different effects. Large cones of fire, can focus on enemies or allies depending on effect. Wields gun as a hammer in close range.

Paladin: A living tank in heavy armor, with a reliquary great shield and recoilless rifle lance. Very slow but hits hard and focuses mostly on buffing units in their proximity while drawing attacks towards themselves. Can drop shield and go full DEUS VULT, increasing speed greatly but losing many of their support abilities in the process.

Hybrid units

Pyromancer: Hybrid of ranged damage and support, particularly area denial. Wields a contained demon, a hellspawn trapped in a container with a nozzle and sprayer to vent its wrath as a weapon. The type of demon can be swapped out to change broad properties of the weapon. Pyromancer wields personal flame magic as well and can burn away status effects or enrage allies to increase their damage.

Kinetomancer: Hybrid all range attack focused unit. Wields kinetic force manipulation gauntlets. Enhances the power of their blows and allows them to throw or punch debris as powerful ranged attacks. Can easily move into and out of combat and shield others with their abilities.

Demonologist: Melee support hybrid; able to summon allied units and use powerful AoE attacks. Wields a grimoire and constant stream of summoned demonic melee weapons. Rush tactics, overwhelming force with little defense, able to pull targets in towards them. Different summons have different properties, able to act as ranged, melee or support characters with various abilities.
Title: Re: Screamlords
Post by: piecewise on February 08, 2018, 05:01:11 pm
I've been thinking about something as I poke through the mechanics and wondering: Do you guys want a straight tactical game?

I ask because there's this thing, this divide between RPG and Video game that is dangerous. Dangerous in that what you do or expect to be able to do in an rpg and what you do and expect to be able to do in an video game are two different sets of ideas. In a video game you move a character around and it has set actions it can perform. In Xcom there's no option to wrestle the gun out of a muton's hands, for instance, while something like that might be possible in an rpg.

So do you want a real Tactical game like the one that post was showing, where each character has specific actions they can do and nothing else, or do you want a more free form game where you can do kind of what you want within the rules?
Title: Re: Screamlords: Important questions
Post by: Egan_BW on February 08, 2018, 05:04:51 pm
If I wanted a pure tactics game... someone is literally making that right now, that's where we got the idea. If we're gonna RPG, let's RPG.
It doesn't even need to be tactical, I just like the flavor of breach wizards.
Title: Re: Screamlords: Important questions
Post by: Pancaek on February 08, 2018, 05:23:02 pm
I, too, lean heavily towards RPG. When it comes to the sort of games we play here, mechanics just don't make the game for me. It's the rpg stuff that does. If I want rigid mechanics and tactical depth, I might as well play a boardgame/video game instead.
Title: Re: Screamlords: Important questions
Post by: Doomblade187 on February 08, 2018, 05:37:52 pm
Given that you're already running two RPGs, I think a tactical game would also be easier to GM.

I would think.
Title: Re: Screamlords: Important questions
Post by: Devastator on February 08, 2018, 06:13:16 pm
I would vastly prefer a tactical game to a RPG.  In many RPGs most players sit around and do nothing each update.  A tactical game features much more action.
Title: Re: Screamlords: Important questions
Post by: piecewise on February 08, 2018, 07:18:38 pm
Two for each. Marvelous
Title: Re: Screamlords: Important questions
Post by: Caellath on February 08, 2018, 07:27:52 pm
RPG.
Title: Re: Screamlords: Important questions
Post by: The Lupanian on February 09, 2018, 09:53:55 pm
I always prefer RPGs in forum games. However, I don't play often, and I haven't been playing too long, so whatever.
Title: Re: Screamlords: Important questions
Post by: Shadowclaw777 on February 11, 2018, 08:38:50 am
Quote from: From Piecewise
In Xcom there's no option to wrestle the gun out of a muton's hand
At least in NewCom, the Mutons are eight-footed steroid-junkie gorilla brutes, even the most athletic of man utilizing the strength of exoskeletons and whatnot, would probably get their arms ripped off trying to do that. Maybe for the mechs though

Anyways, fine RPG is preferred I guess.
Title: Re: Screamlords: Important questions
Post by: Egan_BW on February 11, 2018, 03:52:35 pm
There's probably an OpenXcom mod for that. Or at least, if there isn't there should be, because CQC is fun.
Title: Re: Screamlords: Important questions
Post by: Parisbre56 on February 12, 2018, 04:19:13 am
Quote from: From Piecewise
In Xcom there's no option to wrestle the gun out of a muton's hand
At least in NewCom, the Mutons are eight-footed steroid-junkie gorilla brutes, even the most athletic of man utilizing the strength of exoskeletons and whatnot, would probably get their arms ripped off trying to do that. Maybe for the mechs though
Title: Re: Screamlords: Important questions
Post by: piecewise on February 15, 2018, 11:10:41 am
Doing a test on IRC tonight of a basic proof of concept of tactical breach wizards.

irc://irc.darkmyst.org/#einsteinianroulette, For those that don't know.

I've basically just filled out a few classes and set it up as a standard Tactical game to see how that handles. If it works I'll make the options available more...soft, to make it more RPG like.
Title: Re: Screamlords: IRC test tonight
Post by: piecewise on February 22, 2018, 04:30:37 pm
I've cobbled together a system for space dogfights. Testing it tonight in IRC.
Title: Re: Screamlords: IRC test tonight
Post by: syvarris on February 22, 2018, 11:15:02 pm
You should really link the doc in-thread, rather than in IRC, so people can read and prepare in advance.

Maybe also mention the tests earlier in advance, since that'll get more people than just us IRC lurkers.
Title: Re: Screamlords: IRC test tonight
Post by: Caellath on February 25, 2018, 10:24:19 am
Yeah, I don't even visit IRC anymore because Discord is my new hiding place.

Maybe piecewise should create a Bonezone Discord for all things piecewise and skeleton porn. Those kind of mingle together.
Title: Re: Screamlords: IRC test tonight
Post by: Ozarck on February 25, 2018, 01:19:01 pm
Fun fact, 'porn' comes from the Greek word meaning 'flesh.' SO you just suggested PW should "put some clothes on."
Title: Re: Screamlords: IRC test tonight
Post by: Devastator on February 25, 2018, 02:03:16 pm
Aww.. I wouldn't get to chat with a discord channel, as I don't want stuff I talk about with you guys to be linked to me and logged permanently.
Title: Re: Screamlords: IRC test tonight
Post by: syvarris on February 25, 2018, 05:51:03 pm
https://abbradar.net/erlogs/

That said Discord is annoying and inferior to IRC.  It puts far too much into cosmetics and convenience rather than effectiveness.
Title: Re: Screamlords: IRC test tonight
Post by: Imic on February 26, 2018, 01:43:21 am
Watches
Title: Re: Screamlords: IRC test tonight
Post by: Caellath on February 26, 2018, 08:38:33 pm
I do like the inherent chat logging, voice chat (which I actually use now and then), several channels per server, pining, etc. Its convenience won me over.
Title: Re: Screamlords: IRC test tonight
Post by: Devastator on February 26, 2018, 08:47:32 pm
There are multiple channels per server for IRC, and you can log chats all you want locally.  There's also ping functionality available for most clients.

I can understand using Discord, but it's not better.  Just more popular.
Title: Re: Screamlords: IRC test tonight
Post by: Caellath on February 26, 2018, 11:04:06 pm
Multiple channels for a single server as in you can have a "piecewise" server and a channel for each of his games and one for shitposting, one for music and so on. And I said "pining", not pinging.

I said it's convenient. Your standard-issue knee-jerk reaction could've used some more thought this time, Dev.
Title: Re: Screamlords: IRC test tonight
Post by: Devastator on February 27, 2018, 12:47:15 am
Yeah.. that's kinda what I meant.  You can be in as many channels as you like.  No reason you can't have a seperate channel for PW's games, or music links, or whatever on IRC.  We did that when we watched Madoka Magica, for instance.  You can also join and leave them seperately and independantly, as well as create new ones on the fly.  And the chat history can show more than a few dozen lines at once, with high-speed scrolling instead of brief pauses every time it loads a new 'page' of comments.  Sure, Discord has infinite logging, but the format of such logs is nearly unusable, except by machine.

Really, Cael, it's just as knee-jerk to say it's less convenient than for me to say it's annoying and less capable.  They both have some truth but are very subjective.  The biggest difference seems to be that Discord is intended to be a lifestyle, wheras IRC is simply a tool.  One demands me to do everything exactly the way Discord wants me to do so, with dedicated logons, fixed nicknames, links to phones and Steam monitoring, fixed channels, external logs and servers, minimal customization, etcetera... while IRC is simply a tool there for me to use as I choose.  It doesn't ask me to do anything that I haven't chosen to do.

At the end of the day, the reason to use Discord has nothing to do with the quality of the program.  It's because Discord users will use nothing else, so I must use their program.  As it is, I find it acceptable if not good, but it could be a malware-ridden piece of trash, and I'd be just as forced into using it.

(Also, I can't stream on Discord.  It sucks too much bandwidth and adversely affects the quality of the stream.)
Title: Re: Screamlords: IRC test tonight
Post by: Egan_BW on February 27, 2018, 01:32:50 am
This is one of those few things I agree with Dev on.
Title: Re: Screamlords: IRC test tonight
Post by: Tiruin on February 27, 2018, 01:35:01 am
I don't understand what the commotion about discord is about :-\ I've been using it because it's more stable than IRC--and I can shut down all avatars and other graphics (thumbnails from links and otherwise too) all through just peeking at the settings, and have it operate at indistinctly the same bandwidth as I've been with IRC, with the comparison being lacking frustration from having everything I write being deleted due to bad internet, and that I'm not forced at all to do anything...err, that you mentioned there Devastator. Perhaps it's the default functions that push people away, with it looking all fancy with all the colors and avatars and otherwise?

I don't see how there's any 'demand' from any of those though, when there is a choice for each and everything you mentioned--the settings has a vast array of options that I've customized for my use, and it's far less than a lifestyle than I think you think. :P It's just as much a tool as IRC; it's a better tool, from as much experience as I've had--just because it is flexible to accommodate many other devices, platforms, or options, doesn't make it a lifestyle. These are all options that you can opt out of freely. And, as a tool itself, it has saved me a lot of information exchange and communicating with others because of its utility and flexibility of function. That's coming from one whose 'best' internet is everyone else's worst.
Quote
As it is, I find it acceptable if not good, but it could be a malware-ridden piece of trash, and I'd be just as forced into using it.
You can also easily change your name just like IRC. :P And no, it's not a malware-ridden piece of trash.
Part of me feels like part of your frustration is because of the perspective on these new things being shoved in. ._. Or everyone hopping onto it? I don't see how there's some degree of being forced to do or use things. :-\

Anyway, what's the news Piece?

Edoot: I forgot to mention--you can make bots that LINK IRC and DISCORD. So...yeah. Either/or. :P
Title: Re: Screamlords: IRC test tonight
Post by: Empiricist on February 27, 2018, 02:48:19 am
I'd be down for a Bonezone Discord, though I'm also fine with IRC he says, forgetting yet again to log onto IRC. Though then again I act like a coked-up jackass in Discord, so...

Also yes as a Discord user (wow that sounds way too similar to "meth user"), the inbuilt logging is pretty bad compared to the chatlogs generated for IRC.

As for the people hopping onto it, I do see Discord channels being more frequent and more closely integrated in some of the FG&RP threads, though my sample size right now isn't quite the best, what with it being limited to a game wherein japanese teenagers try to gouge the cholesterol out a patient's heart with a spear and the games that use the derivatives of its combat system.
Title: Re: Screamlords: IRC test tonight
Post by: piecewise on February 27, 2018, 11:06:49 am
Ok
https://discord.gg/eBVXMnM
Title: Re: Screamlords: IRC test tonight
Post by: Radio Controlled on February 27, 2018, 03:43:59 pm
I was gonna mention that setting up a discord in addition to the irc could be annoying due to splitting up the community (for what it's worth these days) unless the whole zoo at the irc migrates, but too little to late I suppose.
Title: Re: Screamlords: IRC test tonight
Post by: NJW2000 on February 27, 2018, 05:17:42 pm
Ptw. Anyway, while I prefer irc's "type here" to Discord's "here's how you use this this this and this like this", Nik's lambdabot seems to not be logging anymore, so I'd definitely prefer discord.

Must look into possibility of actually retrieving logs and Tiruin's method of turning it into something from the early 2000s.
Title: Re: Screamlords: IRC test tonight
Post by: Caellath on February 27, 2018, 10:50:03 pm
Whoa. It's just convenient to me, I'm not preaching the gospel of Discord or something. And it was a suggestion, I'm not trying to elicit a holy war of chat services.

It's mostly personal experience since I'm using it to chat more often than I used IRC, so it's serving its purpose (for me).

Edit: And to clarify a point brought up via Dev's PM, I'm not telling people (or Dev) to go to Discord. I suggested it be created if pw wanted to and whoever wants to join does so.
Title: Re: Screamlords: IRC test tonight
Post by: piecewise on March 02, 2018, 07:35:28 pm
I'm just hanging out on both these days.


By the way, I have something ....sort of related to mage tactical combat. Lemme know if you wanna try it.

https://docs.google.com/document/d/1eAD64ubsX7LAY5bHGefOsf_5-QfTjjQdvd0_O2_AuGU/edit?usp=sharing
Title: Re: Screamlords: IRC test tonight
Post by: Egan_BW on March 02, 2018, 09:14:28 pm
I'd try it, if only for the joy of watching you suffer with running a tick-based system, as I have. ;P
Title: Re: Screamlords: IRC test tonight
Post by: piecewise on March 02, 2018, 09:37:37 pm
I'd try it, if only for the joy of watching you suffer with running a tick-based system, as I have. ;P
Yeah, its a pain, but I wanna see if I can do it
Title: Re: Screamlords: IRC test tonight
Post by: Devastator on March 02, 2018, 09:43:06 pm
"Tick six, the baby breathes fire over everyone so I don't need to run this anymore."
Title: Re: Screamlords: IRC test tonight
Post by: Ozarck on March 03, 2018, 11:44:13 am
I'd try it, if only for the joy of watching you suffer with running a tick-based system, as I have. ;P
Yeah, its a pain, but I wanna see if I can do it
You've already run a tick based combat game on irc. So, that's settled. On to the next thing.
Title: Re: Screamlords: IRC test tonight
Post by: NJW2000 on March 03, 2018, 11:52:48 am
It occurs that the title is a bit inaccurate.
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: piecewise on May 17, 2018, 10:38:30 pm
https://drive.google.com/file/d/1WbZbcLe5amGH7HaF2adxnyHyGoD-7AMA/view?usp=sharing
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: Ozarck on May 18, 2018, 06:42:39 am
"Hand-Socket coordination." Heh.
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: dotEcho on May 25, 2018, 12:21:44 pm
is this a (somewhat) simplified version of oro's limb system? It seems kinda cool and the themeing of this guide is great.

also
I know it's been a few months and I dunno if you're still looking for feedback, but I think you should do more work on oro without the limb system. Those ideas for corruption, base creation, and the flavor all seemed completely awesome.
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: Devastator on May 25, 2018, 09:40:10 pm
To me those features seems likely to fill the game with utterly boring politics.  I'm not absolutely against base building or group design, but such features should be the focus of the game, and mating one of those with an individually directed action game seems likely to only overcomplicate things.
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: syvarris on May 27, 2018, 02:14:54 am
"Hand-Socket coordination." Heh.

Odd to call it that, considering skeletons apparently see with their feet. 

This does seem to be the least broken version version of Oro that I've seen.  The only immediately obvious improvement I can see see for the human skeleton is to replace the pelvis with a second ribcage, as the pelvis is entirely inferior.  Beyond that, though, it seems to actually be fairly optimal.  I might replace a hand with a skull, or a third foot to improve perception, but both of those are legitimate tradeoffs.
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: piecewise on July 07, 2018, 01:07:30 pm
https://drive.google.com/open?id=1COTyZJhzv-xCK8jeHgb-CCQOVCpvkMbS

If someone wants to look at this thing, maybe try creating characters or cars to see if it works like I think it does.  Mistakes, ideas, things I need to add are also appreciated.
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: Parisbre56 on July 07, 2018, 05:49:38 pm
I really like the race idea.

Hmm... Maybe you could add a rule for dodging cars, in case someone is foolish enough to go on foot? You could just say it's an automatic success ramming attack.

Or maybe a rule for jumping onto a car?

Just trying to think of situations that might happen that are not covered.

Also, I see you mention top speed but I don't think you define that anywhere, unless I missed it.
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: Ozarck on July 07, 2018, 06:15:35 pm
Spoiler: basic character (click to show/hide)

Spoiler: Car one (click to show/hide)


Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: piecewise on July 11, 2018, 03:04:17 pm
I really like the race idea.

Hmm... Maybe you could add a rule for dodging cars, in case someone is foolish enough to go on foot? You could just say it's an automatic success ramming attack.

Or maybe a rule for jumping onto a car?

Just trying to think of situations that might happen that are not covered.

Also, I see you mention top speed but I don't think you define that anywhere, unless I missed it.

I'll add a bit about running around on a road and not getting smashed. Good for having people on the road too.

Adding explicit rule for boarding a car.

Added top speed explanation.

Spoiler: basic character (click to show/hide)

Spoiler: Car one (click to show/hide)



Thankie.

Now that you've messed with it a bit, what do you think about creating a car with it? Do you think its interesting to build it with parts or would you prefer just creating a car like a character and then adding weapons and special effect modules instead?
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: Ozarck on July 12, 2018, 07:05:47 am
Hmm. I think with a wider variety of parts and effects, building it with parts would be a good part of the experience.
As it is, though, you are mostly just stat building, but with flavor text.

Now, if the parts acted as body parts, and damage to them caused real consequences beyond a straight HP pool, that would be interesting (but a lot of work to flesh out the system).
also, to build with parts, you should almost require the vehicle to be built from ground up - and perhaps certain weapons wold require certain parts or part combinations.

Really, there is a lot that can be done wiht a parts oriented build system, but I would say that to make it genuinely interesting and balanced would require a good bit of effort - and probably a lot of help. You'd want a tinker-like pregame where players could pitch ideas, debate merits, expand the part list, kibbitz, and flesh out the whole thing.
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: piecewise on July 14, 2018, 06:27:28 pm
https://drive.google.com/open?id=1mF4M5VQ29xPf-z0J__NRMDR0tH-TG7t1

WIZARDS! rules. If someone wants to take a look and see if there are problems, that would be cool. I'm looking at it myself too and will be sticking it up on Drivethru soon.
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: syvarris on July 21, 2018, 02:20:44 pm
I wasn't going to go over that again, but then I pulled it open and started reading the insanities, and I just couldn't help myself.  The insanity table is just wonderful, as is the corruption table, though to a lesser extent.



Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: piecewise on October 20, 2018, 02:41:12 pm
For halloween, I turned a massive demon generator with obtuse fucking rules into a 30 page generator that you just roll d20's on.
https://www.drivethrurpg.com/product/256650/Demon-Generator

This is the first one I'm charging a buck for as opposed to making it pay what you want. Buy it if you like, let others know about it if you want.
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: piecewise on October 26, 2018, 11:58:56 pm
And 50 urban horrors.
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: BlackPaladin99 on July 14, 2021, 07:15:22 pm
has anyone made a revolver: blood and neon game?  id be interested in playing it. 
Title: Re: Screamlords: My logical mindset makes it hard to talk about space nazis
Post by: Egan_BW on July 14, 2021, 07:30:32 pm
For five bucks you could run it yourself with whomever you like! (https://piecewise.itch.io/infinite-kowloon)