If this really bugs you so much, make a new thread with a new title for the same premise. 227 pages of a now-dead thread might be intimidating the few who might use it into not doing so (plus as you said, it references something most of us here don't have on our radar, so that doesn't help the matter), and if that gets good activity, then maybe we should revisit the idea.So be it.
So here's a hypothetical game I refuse to run because I will get burnt out before it gets interesting:
So here's a hypothetical game I refuse to run because I will get burnt out before it gets interesting:Space Senate
...
I have the basics of an idea for a magic system. I might run a dungeon delve RTD with it.i like this. The ga,e sounds fun, if you’d like, I can help you run it and/or come up with monster ideas
Wizards have three resource pools they cast from. They can design any spell they want at the time of casting, using as many or as few points as desired. Every point used as a 50% chance to be depleted until the end of the floor, or a 50% chance to be refunded and remain usable.
The mana resource pools are Power, Control/Targeting, and Effect/Duration.
Power adds another damage roll to the spell, or makes other effects stronger. It also makes the spell harder to aim. I'm considering adding half a damage die to every spell, allowing players to spam Power 0 attack cantrips.
Control/Targeting affects spells relative to Power. If they're equal, a direct attack spell always hits, explosions can be somewhat controlled unless the party is scattered in with a group of enemies, summons will be stable and safe, and buffs/heals won't have unintended side-effects. Higher Control/Targeting might allow trick shots that bounce between targets to duplicate the damage, strangely-shaped explosions that won't hit friendlies, smarter minions, or buffs that have charges instead of a duration.
Effect/Duration can be used to add interesting effects to spells, or make them last longer. Napalm that damages a target or area over time, enchanting a sword, a temporary bridge, or being able to share senses with a minion.
I think I'd want summons and buffs to be allowed with Effect/Duration 0, but they'll only last for 1 turn. This might allow amusing combos like everyone channeling 0/0/0 spells to an ally who's going to cast chain lightning, duplicating the damage.
I don't know how long I'd like various duration to last for. Maybe 1 battle/2 battles/4 battles/until dispelled or end of floor, at 4 Effect/Duration points spent?
I don't like the names for the last two, any suggestions to improve them?
If I run this, I think I'd start wizards with 6 points and combat/caster hybrids with 3, all spread however the player chooses. Players would pick a class, use that to flavor their effects, and likely get penalized if they try weird things like casting a giant heal spell from pyromancy.
At the end of a floor, wizards get +1, with the option to immediately respec 2 points for free. Hybrids get +1 every second floor, with 1 free respec every floor.
I expect the system to give interesting choices like casting light/medium spells every battle, saving everything for the boss at the risk of not getting to re-use refunded mana, or starting the floor with long duration buffs and summons.
I would love playing something like Wiki Wars but... with random MTG cards for determining characters' abilities instead of random Wikipedia articles. Scryfall even has a convenient way to do it, just going there - https://scryfall.com/random will do the trickthis seems cool too, how will you determine how many abilities characters start with?
this seems cool too, how will you determine how many abilities characters start with?
I suppose you could either set it in a MtG-like reality where players might require different colored mana as a resource for ceetain actions/spells, and tie basic lands to granting them that mana reserve, or a point thereof. Though this would be an extremely literal interpretation.
otherwise you may end up with every character having flying and scrying and so on.
I have the basics of an idea for a magic system. I might run a dungeon delve RTD with it.If you make this, I’d love to play.
Wizards have three resource pools they cast from. They can design any spell they want at the time of casting, using as many or as few points as desired. Every point used as a 50% chance to be depleted until the end of the floor, or a 50% chance to be refunded and remain usable.
The mana resource pools are Power, Control/Targeting, and Effect/Duration.
Power adds another damage roll to the spell, or makes other effects stronger. It also makes the spell harder to aim. I'm considering adding half a damage die to every spell, allowing players to spam Power 0 attack cantrips.
Control/Targeting affects spells relative to Power. If they're equal, a direct attack spell always hits, explosions can be somewhat controlled unless the party is scattered in with a group of enemies, summons will be stable and safe, and buffs/heals won't have unintended side-effects. Higher Control/Targeting might allow trick shots that bounce between targets to duplicate the damage, strangely-shaped explosions that won't hit friendlies, smarter minions, or buffs that have charges instead of a duration.
Effect/Duration can be used to add interesting effects to spells, or make them last longer. Napalm that damages a target or area over time, enchanting a sword, a temporary bridge, or being able to share senses with a minion.
I think I'd want summons and buffs to be allowed with Effect/Duration 0, but they'll only last for 1 turn. This might allow amusing combos like everyone channeling 0/0/0 spells to an ally who's going to cast chain lightning, duplicating the damage.
I don't know how long I'd like various duration to last for. Maybe 1 battle/2 battles/4 battles/until dispelled or end of floor, at 4 Effect/Duration points spent?
I don't like the names for the last two, any suggestions to improve them?
If I run this, I think I'd start wizards with 6 points and combat/caster hybrids with 3, all spread however the player chooses. Players would pick a class, use that to flavor their effects, and likely get penalized if they try weird things like casting a giant heal spell from pyromancy.
At the end of a floor, wizards get +1, with the option to immediately respec 2 points for free. Hybrids get +1 every second floor, with 1 free respec every floor.
I expect the system to give interesting choices like casting light/medium spells every battle, saving everything for the boss at the risk of not getting to re-use refunded mana, or starting the floor with long duration buffs and summons.
Ditto (https://assets.pokemon.com/assets/cms2/img/pokedex/full/132.png)I have the basics of an idea for a magic system. I might run a dungeon delve RTD with it.If you make this, I’d love to play.
Wizards have three resource pools they cast from. They can design any spell they want at the time of casting, using as many or as few points as desired. Every point used as a 50% chance to be depleted until the end of the floor, or a 50% chance to be refunded and remain usable.
The mana resource pools are Power, Control/Targeting, and Effect/Duration.
Power adds another damage roll to the spell, or makes other effects stronger. It also makes the spell harder to aim. I'm considering adding half a damage die to every spell, allowing players to spam Power 0 attack cantrips.
Control/Targeting affects spells relative to Power. If they're equal, a direct attack spell always hits, explosions can be somewhat controlled unless the party is scattered in with a group of enemies, summons will be stable and safe, and buffs/heals won't have unintended side-effects. Higher Control/Targeting might allow trick shots that bounce between targets to duplicate the damage, strangely-shaped explosions that won't hit friendlies, smarter minions, or buffs that have charges instead of a duration.
Effect/Duration can be used to add interesting effects to spells, or make them last longer. Napalm that damages a target or area over time, enchanting a sword, a temporary bridge, or being able to share senses with a minion.
I think I'd want summons and buffs to be allowed with Effect/Duration 0, but they'll only last for 1 turn. This might allow amusing combos like everyone channeling 0/0/0 spells to an ally who's going to cast chain lightning, duplicating the damage.
I don't know how long I'd like various duration to last for. Maybe 1 battle/2 battles/4 battles/until dispelled or end of floor, at 4 Effect/Duration points spent?
I don't like the names for the last two, any suggestions to improve them?
If I run this, I think I'd start wizards with 6 points and combat/caster hybrids with 3, all spread however the player chooses. Players would pick a class, use that to flavor their effects, and likely get penalized if they try weird things like casting a giant heal spell from pyromancy.
At the end of a floor, wizards get +1, with the option to immediately respec 2 points for free. Hybrids get +1 every second floor, with 1 free respec every floor.
I expect the system to give interesting choices like casting light/medium spells every battle, saving everything for the boss at the risk of not getting to re-use refunded mana, or starting the floor with long duration buffs and summons.
So i'm thinking of doing a Chapter Master Urist again, in short it's you are a space marine chapter master.
And we have space fantasy kitchen sink throw at the plot.
You're by the SG a Space Marine Chapter Master, head of a warhammer 40k space marine chapter an by the kitchen sink of SF, have hit a blender.
Yoda and Pilot argue, Han Solo and Jenna Stannis run the spice routes, Ka D'Argo arm wrestles Wolf...
Amd the the madness ypuare a lost 40k Chapter Master.
I think I can translate:
An everything scifi fanfic with a focus on 40k space marines
Should still probably head to a doctor though, fam.
Risky Ventures: Final Frontiera.k.a. Risky Ventures In Space
For generations space exploration had been the prerogative of big national agencies. The Outer Space Treaty explicitly prohibits any nation from claiming a piece of space, however it does not deny such rights to private citizens. Welcome to the private sector, astronauts!
This games is based loosely on Kashyyk's Risky Ventures (http://www.bay12forums.com/smf/index.php?topic=176282.msg8135222) and evictedSaint's Interstellar Mercantilism (http://www.bay12forums.com/smf/index.php?topic=177258) but different from both of them.
A short summary of the rules:
Anyone can join. You will possess 500 credits (^).
You may bid on ships and enterprises.
Ships can be sent on journeys to a location of choice. They may do one or more missions there and conduct trade.
Ships may experience disasters of various severity during a voyage.
Resources can be bought and sold at the market. Prices fluctuate.
New locations and other actions will be unlocked as the game progresses.
I will (try to) update the thread regularly with news of returning ships, changing market prices, and other events. Each update corresponds to a year of in-game time.
Anyone may join at any time. Players are expected to keep track of their own resources, as follows:Quote from: ExampleNUKLEAR SHIPPING AND SONS INC(TM)
Assets:
^500
small warehouse (0/10)
Expertise: NavigationQuote from: EXAMPLE2NUKLEAR SHIPPING AND SONS INC(TM)
Assets:
^321
2 shares of the ship "Number one"
1 share of the Shipyard "getcher ships here"
2 units of helium-3
small warehouse (2/10)
Favor with UN: 1
Expertise: ManufacturingRules
Lazy Fair
I expect everyone to keep track of their own assets. That includes posting your Company Details at least once per turn (think of it as an annual report to the shareholders.)
Bounties may be given out to people who find a lot of errors in other people's assets calculations. Demerits may be given to particularly careless (or malicious) players.
Actions
Anything you do to the game-state (such as buying or selling on the market, accepting missions, bidding in auctions, etc.) must be prefaced by the string "ACTACTACT" or it doesn't happen.
Things that don't change it (such as negotiating, signing player-to-player contracts, and general shit posting) should not have the words actactact (even in lower case.)
Joining the Game
We are still open to new sign ups. When you join, you will start with 500 credits, an area of expertise and a small warehouse. You can use the following format for your company details:Code: (Company Details) [Select][spoiler=<Company Name>]
Funds: ^500
Expertise: Extraction
[/spoiler]
Expertise
All companies have one thing they are better at, such as:
- Extraction: amount of goods extracted is increased by 10% (rounded to the nearest integer)
- Investing: Any leftover credits bring in a 1% interest per turn (rounded to the nearest integer)
- Navigation: reduce the probability of a disaster during flight by 50%
- Manufacturing: ship production costs are reduced by 10% (rounded to the nearest integer)
- Research: research costs are reduced by 25% (rounded to the nearest integer)
- Something else: pitch it to me and I will try to add it in a balanced way
Making Money
To start your journey towards owning a solid gold mansion, you need to find a revenue stream. The most traditional is to own one or more shares in a ship, which flies off into space and either completes missions or delivers cargo to Earth. You can also own shares in productive enterprises or offer financial services, such as loans and insurance.
Buying a Ship
At the beginning of the game, ships can be bough at auction. Players owning shipyards may also produce ships for sale or personal use.
Favours
Every time you do something for the benefit of the planet rather than yourself (such as sponsoring exploration, donating to the treasury and populace, etc) you will gain Favour. This is a very free form currency, that you can use to get the UN to do stuff for you. If you've got an idea for it, make the suggestion and see what the UN says.
Bankruptcy
Players may go bankrupt in two different ways.
Voluntary: A player either no longer wishes to play or is aware of their impending involuntary bankruptcy, and declares their only action that turn as "I declare bankruptcy".
Involuntary: Either a player owes a debt they cannot pay to the Home Market (the GM), owes a debt they cannot pay to another player and cannot reconcile their agreement, or has gone afk for more than 3 turns.
In the event of a player going Bankrupt, all of their remaining assets are seized and Auctioned off to the remaining players the following turn (see: Auctions). The funds generated from the Auction are then used to pay off as much of their remaining debt as possible, divided equally among any and all debtors and paying out to a maximum of the amount owed to each.
Kingmaking
"Kingmaking" is the process by which a losing player throws their support to another player, thus giving them an advantage over their opponents. Players attempting to "give away" their assets before declaring Bankruptcy in order to avoid paying their debts will be caught by the Securities and Exchange Commission, have those transactions rendered null, and go through standard Bankruptcy and Auction normally. There's no hard-and-fast rule for triggering the Kingmaking rule: it's obvious when Kingmaking is happening, so I’ll be quite unhappy if you give me more work to do.
Auctions
In order to participate in an Auction, players will post the AMOUNT they are willing to purchase and the PRICE they will pay per each unit. The HIGHEST PRICE posted in an unedited post will receive first pass at the available shares, followed by the NEXT HIGHEST and so on. EDITED POSTS are INVALID for posting bids. In the event of two equally priced bids, priority will go to whoever posted the bid earlier. Players may only ever have 1 active bid on a specific auction item at a time, which will always be their highest priced bid – with secondary priority on the share amount. Players may have multiple bids on different items at once.
Missions
Missions are exactly what it says on the tin: tasks you can do to earn some credits. Usually this will require you to deliver cargo/people to places. Missions operate like reverse auctions- whoever offers to do the mission for the least money will get the job. Be aware that some missions are time sensitive or involve unique cargo- failing them may incur a penalty (stated in the mission brief.)
Contracts
Players may enter into contracts with one another. These contracts may stipulate shares of a ship, executive powers, transfer of credits, or anything else players are capable of conceiving. Players are trusted to honor contracts between themselves, but should the need arise the GM may be asked to arbitrate and enforce contractual obligations.
In order for a contract to be valid (from a GM’s perspective), it must have:
- A unique title.
- Some action or agreement.
- The signature of all parties involved.
Ships stats
Ships have:
- Upkeep: the sum of money that must be paid each turn to keep the ship running, even if it's chilling on Earth.
- Tonnage: the weight of the ship. This is informational, for the next stat,
- Fuel use by destination: ships expend varying amounts of fuel per ton to reach destinations in the solar system. This is expressed in credits and includes cargo tonnage + ship tonnage.
- Flight time by destination: This is expressed in turns (years).
- Max. Fuel: the maximum amount of fuel you can put in a ship (effectively cargo capacity)
- Max. Life support: how many crew/passengers a ship can carry
Ship Building
Ships are built in Shipyards. Each shipyard has a maximum tonnage of ships it can build. Shipyards cost ^100*tonnage to construct and ^100*new tonnage - 90*old tonnage to upgrade (in other words you need to pay the difference plus an additional ^10 per old tonnage).
Ships cost a combination of goods (raw materials) and credits (salaries) to build. You can only build ships if you have the blueprints for them, which leads us to:
Ship Research
Ship research is carried out in the following way:
Players either choose to create a new design or refine an old one.
When creating a new design set a budget and pick 3 traits to focus on :
Either variable :Or special (always succeed, but might increase upkeep/tonnage):
- Upkeep: grows with ship complexity, but can be lowered.
- Tonnage: grows with ship complexity but can be lowered.
- Fuel Efficiency: how much fuel per ton it takes to reach a destination.
- Fuel Capacity: how much fuel a ship can carry
- Life support: how many people a ship can carry
- Safety: reduces the probability of a disaster. Hidden, but can be improved.
- Speed: reduces the amount of time the flight takes (note: flights take a whole number of turns and can’t be faster than 1 turn)
- Production Cost: reduces the (fixed) amount of credits it takes to build a ship
- Production Materials (specify): either reduces the amount of exotic good needed (possibly to zero) or increases the amount of specific good (reducing the need for more exotic ones)
- Single use: reduces tonnage at the expense of always being destroyed at the end of a flight
- Exploratory: can scan other planets to know what can be mined there
- Other: Want your ship to be e.g. habitable by crabs? Ask the GM!
When upgrading an old design, pick 1 trait to improve (or add in case of specials) the budget increases as a fibonacci sequence (you know, 1x initial budget, 2x initial budget, 3x initial budget, 5x initial budget, and so on.) This means generally diminishing returns, however other traits will not get worse, so there’s that.
The competitive evolution game. But harsher and harder.With magic.
I don't usually play forum games and just host them. My question is for those that lean far more towards making than playing, what games will you actually make an effort to play?I'm more of a maker/host myself too (or at least have been) but I'm almost always up to play RTD-esque games that don't require too much reading of rules. I also like guessing games like Who Am I. Some games like suggestion games I would be into but require a lot of pre-reading to do, which makes it hard to jump into especially if they have been ongoing for a while. If there were suggestion games where you could just jump in without needing to know what was going on, I'd definitely be interested. So yeah basically I like a lot of things but stuff where you need to backread a lot or have a ton of rules are hard to get into.
Note to self: Notify new players of Gladiator Manager that you don't need to read the story at all to hop in and fight.I don't usually play forum games and just host them. My question is for those that lean far more towards making than playing, what games will you actually make an effort to play?I'm more of a maker/host myself too (or at least have been) but I'm almost always up to play RTD-esque games that don't require too much reading of rules. I also like guessing games like Who Am I. Some games like suggestion games I would be into but require a lot of pre-reading to do, which makes it hard to jump into especially if they have been ongoing for a while. If there were suggestion games where you could just jump in without needing to know what was going on, I'd definitely be interested. So yeah basically I like a lot of things but stuff where you need to backread a lot or have a ton of rules are hard to get into.
Imagine sitting there reading rules for 20 minutes and then deciding that the game isn't for me. I don't have the time/patience for that!This made me lol, considering what game forum we're on ;p
My tactic is to sneak the rules in over time. Well not really a tactic cus those are improvised games and half of those decisions are a direct response to the players.Yeah that's totally fine and different because that's taking place as the game is progressing and a result of the gameplay going on. It's kind of a part of the current update and relevant to game play that's already happening. It's when you have to read a bunch of set rules / past updates before joining that deters me.
LoD I'm not picky about - it's nice to have some toys from the GM to play with but ultimately as a player I'm sort of keeping my own track as well.This gives me shivers. The boards I came from were more familiar with RP like that, preferring the clockwork machinery of a defined game, I made clear my efforts were not just RP, but RPG, a game with rules. Though I came to appreciate that even the 'lawless' RP had some traces of them, with terms like 'godmoding', and...well godmoding.
Well, I just meant that if the GM wasn't taking certain details into consideration, I might still keep track of it myself, for RP purposes mostly, and refer to it even if it's just a 'flavor text' type of reference. I don't mean forcing my will on the status of my character or anything like that, unless the game allowed for it of course.LoD I'm not picky about - it's nice to have some toys from the GM to play with but ultimately as a player I'm sort of keeping my own track as well.This gives me shivers. The boards I came from were more familiar with RP like that, preferring the clockwork machinery of a defined game, I made clear my efforts were not just RP, but RPG, a game with rules. Though I came to appreciate that even the 'lawless' RP had some traces of them, with terms like 'godmoding', and...well godmoding.
the crazy ideas you see in forum games you don't really see anywhere else lol.sigged.
I enjoy writing and playing games because they are a collaborative experience between each player and the GM, and this element just isn't present in other forms of entertainment. It is this part of it that keeps drawing me back to them.here, here
I feel that players can put in an amazing amount into a game, so the idea of players paying a GM seems unbalanced to me.
On the topic of monetization, I wish it were possible for forum games to be a viable business haha. I'm not sure if it can be atm. But if it did happen, I think the best way is for players and GMs to both be getting credit, ideally by a paying audience. I feel that players can put in an amazing amount into a game, so the idea of players paying a GM seems unbalanced to me. Just the two cents I've thought about on this topic. If the game is interesting enough for people to want to spectate in some way, I think such a thing is possible. Forum games have incredible potential to create stories and games beyond what other mediums can offer, I would love to see it grow as a potential industry.
Spoiler (click to show/hide)
I feel that players can put in an amazing amount into a game, so the idea of players paying a GM seems unbalanced to me.
Hmm, that feels like if someone plans a surprise birthday party for you, by showing up and enjoying it you "helped". I guess by being someone they knew might enjoy it or something, but overall I can't agree less.
There's certainly players that make the experience better for everyone else with their enthusiasm. There's even players that make suggestions that effect a game. But usually in a forum game if things do change at all from the start (and many are locked in and don't change) it is usually the talent of the host to cultivate an experience more to those players' liking.
I'm not trying to argue that business model makes sense, outside of real life experiences like Escape Rooms and Haunted Houses and so forth. But I also don't feel people who go to those real life experiences are experiencing an imbalance for paying for their tickets, nor do a feel a forum game host is contributing less creativity to its' players than the designers of those real life experiences.
I would argue that forum games can often be just as mentally stimulating and often more interactive and responsive. But you need the forum game host to do the responding, and I feel that is underappreciated. I've hosted the same forum game on multiple forums, with entirely different groups of players, and I definitely feel they are consumers of entertainment and I am the provider of it.
I feel the difference between a lot of these forum and real life experiences are semantics, like the difference between the creative teams of animated and live action entertainment. Like how the writers of Batman: The Animated Series and Justice League were not consulted for developing the DCEU, as it is seen as less. But with Dave Filoni making the best StarWars content right now with Mandalorian, far better than the recent films, we see when talent is valued at face value and not the semantics of him being from the StarWars animated team originally, well that appreciation positively influences those creative mediums, tenfold.
I totally expect some finger waggling about this post, but I also do not a cerebral counter point.
I think a better analogy than anything I presented in my last post, is an Author. You pay to read a book (unless you check it out from a library, but the author is still payed in that instance by the library).
Now what if that book also changed based on what you wanted the protagonist to do? That's like a fricken magic book.
I think of buying a suit versus tailor made.
It costs $10 to buy a Stephan King novel. It costs $50 to sit with him for less than a minute and get him to sign something. What would it cost to hire Stephan King to write a full fanfiction with your own mary sue, meet with you on a weekly bases, what would would that cost?
I'm not really gunning for you at all Meimei, I'm just a little jaded on this particular topic. There's not going to be a paywall on my game you signed up for tomorrow, and while I have had many delightful players that in the end have not changed my views, I am open to the possibility that you'll be the one so wonderful I see the errors of my petty ways. I'm just thinking with a microphone, any action to change things will also likely need to fall upon me.
It depends on the game but I would say that players are more like co-writers of a book than people reading the book. Even if it's a magical book. They are part of the magic.
You’re just mad cuz I’m right roseheart, and you can’t stand it. If you wanna ignore all the legitimate points I made because it hurt your feels that’s fine, it just helps highlight how wrong you are about the subject.I reeaally wish that was true. I am desperate for it.
Is there a difference between voluntarily giving someone a tip and pay-to-play?Absolutely. The biggest difference, imo.
I think it really depends on what kind of forum game it is. Some games, definitely the host does mostly everything and is moreso the "provider" of entertainment rather than the "consumer". But for some games I've hosted I've felt very much a consumer myself, being the host. It feels like by posting/playing/offering ideas players are allowing me to have a good time with my updates. I wouldn't equate it to me throwing a birthday party for player(s), but rather, me making a movie and players signing up to be actors and co-writers. It's much more a collaborative process than a provider-consumer relationship. But again it very much depends on the game.Yeah. That's definitely the case sometimes.
(That was a rhetorical question, to be clear)Is there a difference between voluntarily giving someone a tip and pay-to-play?Absolutely. The biggest difference, imo.
Hmm, that feels like if someone plans a surprise birthday party for you, by showing up and enjoying it you "helped". I guess by being someone they knew might enjoy it or something, but overall I can't agree less.
I would argue that forum games can often be just as mentally stimulating and often more interactive and responsive. But you need the forum game host to do the responding, and I feel that is underappreciated. I've hosted the same forum game on multiple forums, with entirely different groups of players, and I definitely feel they are consumers of entertainment and I am the provider of it.
I feel the difference between a lot of these forum and real life experiences are semantics, like the difference between the creative teams of animated and live action entertainment. Like how the writers of Batman: The Animated Series and Justice League were not consulted for developing the DCEU, as it is seen as less. But with Dave Filoni making the best StarWars content right now with Mandalorian, far better than the recent films, we see when talent is valued at face value and not the semantics of him being from the StarWars animated team originally, well that appreciation positively influences those creative mediums, tenfold.
I totally expect some finger waggling about this post, but I also do not a cerebral counter point.
-snip-
My heartiest congratulations to Roseheart for managing to derail his own thread with this useless conversation about GM monetization.
Now, perhaps this thread isn't the greatest place to discuss this?
...
More seriously, this is the Forum Games and Roleplaying section of the boards. If this discussion continues, then this very topic which is actually useful for setting up Forum Games and Roleplaying needs to be in General Discussion, which would be a waste of an otherwise valuable topic.While I agree that it's a stupid discussion that shouldn't be happening, if it has to happen, FGRP is probably the right place.
I can't stop you, and if my own strong disapproval is not enough to stop you, then I can't do anything - certainly not from behind a screen.I like both of these ideas.
In any case, to put this thread back on topic:
I had two ideas recently, that I would probably be unable to pursue since I'm already doing two fairly high-effort games. I like sharing them here, if only to inspire others.
The first game would be, tentatively titled, "Scrapyard Wars". The idea is that multiple teams of players would each find a dilapidated warship in a scrap field, and by their own ingenuity and cannibalizing other ships in the field, they would improve and restore the warships into good enough condition to fight the other teams. They would start small and weak at first, but over time, the ships would each become very powerful.
The second idea, also tentatively titled, is "You are a Medieval Alchemist". The idea would be that you would control an independent alchemist that practices producing goods for the populace - while, simultaneously, uncovering the secrets of your art. The alchemy system would be based on something similar to Runes Race, with each ingredient being made up of a limited number of noun-verb combinations that could each be added, subtracted, or manipulated in certain ways. Experimentation to find what does what would be heavily encouraged. This would, however, require a fair bit of preparation on the GM's part.
I'm shocked that I'm saying this but I think you guys are being a little too hard on roseheart. Like, he hasn't tried to do that again. Yes it was a stupid, terrible idea, but, he hasn't tried to do it again, so I think he learned this important fact.
So hey, some discussion on discord made me realize that I might possibly enjoy running an AR, while I had already been working on an exploration/business game. (And two other concepts, but one of them is on indefinite hold while I'm doing a D&D because of being too similar, and the other I'm just not that into right now.) So I'm curious if there is enough interest in another AR that would be fairly simple and straightforward, with the setting of gladiatorial combat between the Blues and the Greens. Instead of conquering territory, the win condition would be conquering the hearts and minds of the Emperor and the civitas Romanus. Anyone interested?
Finally, if you ever bring this topic up again I sure hope you run more than a fuckin hurt and heal or other absolutely minimal effort game to run when you’re using your own experience as a point of reference. There are very few people I’d consider worth giving money to for their efforts, and I hate seeing someone far less worthy championing a cause that that person should have no right associating themselves with.There's no reason it has to be 'my' cause, there's plenty of room. *pats seat*
My heartiest congratulations to Roseheart for managing to derail his own thread with this useless conversation about GM monetization.Yes, I knew I was inviting the discord clown car by bringing it up, but you and Meimie did show it is possible to have a dispassionate convo on the topic, even if I was getting myself worked up before they came.
Speaking of forum games, I had an idea for something like the above as a forum game. Forum Wars or something like that. Each player is a forum, and they are rated by forum statistics. More statistics, more resources. The cool part is that the players can interact with each other in interesting ways.Hmm, I don't think I understand, I guess there's been times I've thought of tying them in small ways. In Pandemic, the person who goes first is the last one to get sick. I've thought of similar things for like most posts or oldest account if it fit the theme.
The first game would be, tentatively titled, "Scrapyard Wars". The idea is that multiple teams of players would each find a dilapidated warship in a scrap field, and by their own ingenuity and cannibalizing other ships in the field, they would improve and restore the warships into good enough condition to fight the other teams. They would start small and weak at first, but over time, the ships would each become very powerful.Sounds like it would make a good Arms Race.
So hey, some discussion on discord made me realize that I might possibly enjoy running an AR, while I had already been working on an exploration/business game. (And two other concepts, but one of them is on indefinite hold while I'm doing a D&D because of being too similar, and the other I'm just not that into right now.) So I'm curious if there is enough interest in another AR that would be fairly simple and straightforward, with the setting of gladiatorial combat between the Blues and the Greens. Instead of conquering territory, the win condition would be conquering the hearts and minds of the Emperor and the civitas Romanus. Anyone interested?
Blood and Sand was pretty popular.I'm actually running a gladiator themed RTD, with some systems from MOP's game. Gladiator Manager. Random: This was a good YouTube documentary (https://www.youtube.com/watch?v=Jn4ZDPTmZnI)
I like the part where everyone moved on then roseheart didn’t and told everyone to move onOoh, good one.
Blood and Sand was pretty popular. No one has figured out the right mechanics, combat, and tech progression for that kinda theme though? If you do go full realism, you have a really narrow set of designs to chase and you can't plot armor champions against permadeath. Also, the game and esp batreps could get really stale unless GM you dictate novel match rules each turn.Even in fantastical arena fighters, I've found that a challenge. But I did try some audience interference in my ArenaCraft (http://www.bay12forums.com/smf/index.php?topic=177809.0). And in this case it was actual forum users who were able to save up for various bombs and monsters to throw into the fight. It was spectacle gore, but might not work for a competitive serious game.
If you think running a game is too hard, just get a co gm/qm/dm/whatevertwoletteranachronymyouwanttouse.
Speaking of forum games, I had an idea for something like the above as a forum game. Forum Wars or something like that. Each player is a forum, and they are rated by forum statistics. More statistics, more resources. The cool part is that the players can interact with each other in interesting ways.
At this point, I can only assume you enjoy getting dunked on. There's folks trying to discuss the actual topic of the thread, and you insist on dragging the conversation back to this nonsense.
Mate, just give it a rest. Play forum games, run forum games, have some fun. Don't create drama.
While I agree that it's a stupid discussion that shouldn't be happening, if it has to happen, FGRP is probably the right place.
More seriously, this is the Forum Games and Roleplaying section of the boards. If this discussion continues, then this very topic which is actually useful for setting up Forum Games and Roleplaying needs to be in General Discussion, which would be a waste of an otherwise valuable topic.
Also: I am autistic, and I have a common trait for not really picking up on authority-based subtext(I sit comfortably with kings and paupers alike), and being more focused on collecting and dispersing truth than other considerations. So consider my "dramatic" stuff is really coming from a more mundane, or at worse, playful---place. It's mostly is just me being oblivious to taboos, and not really caring when I find out about them, as they usually are stupid.I'm not going to respond to the rest of the post, but this part annoys me. Do not use autism as an excuse/cudgel. Just don't. Hey, guess what- I've been diagnosed as being on the autistic spectrum myself. I have a bunch of mental-health issues that are related to that. But you wanna know whose problem that is? MINE.
What do I have to excuse, pick one thing.Waiting six days to triple post, just to bring up a topic that you know- that you say yourself in the actual post- will cause drama.
We can talk about it in PM or wherever, since you want to explore a thread like that.I really don't. I'm really trying to avoid this thread entirely. I wasn't going to reply at all- your posts are self-evidently wrong, I don't need to point out the mistakes. But you using autism as an excuse pissed me off. Having now said my piece regarding the subject, and having responded to this question directed specifically at me to elaborate on a prior post, I will again try to avoid getting drawn into your drama.
I'm shocked that I'm saying this but I think you guys are being a little too hard on roseheart.
But you using autism as an excuse pissed me off.
And finally let me just say that nuke tends to be my voice of reason. If he's tired of your shit that tells me you're full of said shit.
And finally let me just say that nuke tends to be my voice of reason.