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Author Topic: The Secret of Magic: Q&A and signups (Complicated experimental game format) 0/4  (Read 951 times)

LordBucket

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The Secret of Magic

Since I'm now officially stalling for the next Marooned in Morrowind update, I've decided to try a forum game premise that I've been toying with for a while. Please read this before signing up. This is not going to be a casual game, and I want players who will learn it and stick with it. Player will be selected from applicants, not given first-come-first-serve, so don't feel like you need to reserve a spot immediately. Game #1 will be only four players and if the pace is reasonably fast, Game #2 might be more. So even if you're not selected, follow the thread if you're interested.

Basic game genre:

Magic themed pvp with perma-death, goal is to eliminate other players. There will be a map. Gameplay will involve moving around on the map, developing your character, building permanent structures on the map, engaging in and avoiding combat with other players, all while juggling a couple of Global effects that affect the magic system in ways that will variously be helpful or detrimental to some or all players. If this system works and people like it, there will be a "king of the hill" persistent upgrade in the form of benefits that may be carried over between games. Win one game, and you'll receive a benefit in the next, while simultaneously becoming a target for other players. This is not a game that is played forever. This is a game where you kill everybody else and win, and then the next game begins. Maps and players may change between games. (And possibly rules and spells, should gameplay reveals balance issues.)

The experimental format: Action points with linear turn processing by forum post order
It's a common problem in forum games that different players are online at different times and frequencies. Sometimes a couple players are on but one isn't, meaning that everybody has to wait for the missing player to do anything. Sometimes players are on but the GM isn't, meaning that everybody has to wait for turns to be processed before they can do anything. This system is an attempt to reduce these difficulties, and in a way that creates what will hopefully be an interesting pvp mechanic. Here's how it works:

 * Turns will be processed in the order that they are posted.
 * Players accumulate "action points" and may use any number of their allowable actions at any time, over single or multiple posts.
 * No editing posts. Any post that is edited will result in both turn forfeiture and loss of all action points at the time of the post.
 * When turns are processed, action points regenerate for all players equally, up to a base cap 5. This means that if you used up all your actions but some body else didn't, you won't be allocated the full five immediately.You'll be allocated however many it takes to get at least one player up to 5.
 * Should the game ever be "waiting" on a single player who has 5 action points available while everyone else has zero, the GM may allocate action points anyway, causing the missing player to go above the cap. This means that while a single player can't completely hold up the game, neither does anybody need to worry too much about falling behind just because they took a day off. However, doing this is at the GM's discretion, and under no circumstances will any player's Action point total ever be allowed to exceed 10. Any points allocated above ten are simply lost. Exceeding the cap is intended for player convenience and to accommodate varying schedules and that whole Real Life(tm) thing that some people have. Deliberately manipulating the cap to gain advantage is frowned on, but, players should be advised that it can legitimately happen, and a player right next to you sitting on a bunch of action points is potentially more dangerous than a player who lacks them.
 * Turns will be processed indiscriminately and at any time by the GM

I have attempted to make the rules clear, and to eliminate game-breaking holes or inconsistencies. But this game is complicated, and it's possible I might have missed something. Game #1 is a test. If there are rule problems, I will attempt to reconcile them. If anyone has questions, ask away. I'll give it a day or two before I pick players and start. Note that if anybody points out glaring problems that I've missed, changes might be made between now and game start.


Actions


Players may issue turn "commands" for their character by spending Action Points. You may spend or not spend any number of AP up to your current total in any sequence. There is no "turn order." Some actions might require additional information. A target, a location, a number of times to be used, etc. For clarity, please specify the number of AP being spent in brackets. For example:

[3]Meditate
[2]Rest

...means to use three AP meditating and 2 resting, which would (probably) would restore 9 mana and 6 health.

[4]Move to 25

Means to move to location 25. But sometimes a path might need to be specified. For example, looking at the map below, there's only one path of that length from location 29 to location 25. The GM knows the path the player is taking. In some cases there might be multiple paths. If the player were at location 17, for example, he would need to specify:

[4]Move (16,15,21,25)

That way the GM knows which route he's taking. Sometimes it could make a difference.

Spoiler: Action list (click to show/hide)

The Map, and Terrain Features
(Note: this map may see revisions between now and game start)



Circles are locations. Lines between circles show which locations are connected, and thus may be moved to. Castle are castles. Hammer and pick are mines. Starbursts are mana springs. Note Location 17 in the middle has both a mine and a mana spring.

Quarries that are claimed generate 1 stone every time the GM allocates an action point to players during a turn update. That stone remains at the location and must be manually carried back to a castle to be used for upgrading.

Mana springs that are claimed increase the mana regeneration rate of their owners when they meditate, regardless of where they are on the map.

Castles are personal fortresses belonging to players. Every player starts with a level one castle that is defended by a complimentary castle guardian conjured entity. Castles provide a number of benefits, are the only place where spell research may take place, and can be captured just like any other location.

Conjured entities
Certain spells may place conjured entities at locations. Only one entity may exist per location. Conjured entities at map locations will have their owner marked. For example:

Location 7: Earth Elemental (Arcturus)(20 health, 4 defense, 5 attack, fire immunity)

Conjured entities do not prevent player movement, but they do prevent claiming that location by other players. Additionally,conjured entities that have attacks will automatically attack any player other than their owner that enters the location, and will attack again for every action taken by that player while in the location. Additionally, any attacks on their owner while in that same location will be re direrected to the entity.Conjured entities may only be placed if the location is owned by the caster.

Claiming and Fortifying locations
Locations may be claimed by players to gain the benefits of that location and any terrain feature on it. In general, to claim a location, move to that location, remove any hostile conjured entities that are there, and then engage in a Claim action, and spend a number of action points. Every AP spent claiming will either reduce the Fortification level held by another player if that player has the location fortified, or will increase the Fortification level of that location in your favor. A Location with zero fortification is considered to be unowned. A location with any positive value of fortifiction considered by owned by a player.

Note that:

 * Note that an Enhance Spell Range + Fortify/Claim spell combo does allow claiming of a location from an adjacent location.
 * Under no circumstances may a location be claimed while a hostile conjured entity is at that location. Enhance Spell Range + Claim does not overcome this limitation. Friendly conjured entities (conjured by you) do not prevent claiming by you.
 * The presence of you or another player in the same location does not prevent you or them from engaging in claim actions on that location.

Different locations have a maximum capacity of Fortification, dependent on the terrain feature present.

Nothing: 5 points
Quarry: 10 points
Mana Spring: 10 points
Quarry+Spring: 20 points
Castle: points equal to the level of the castle times 10. A level 1 castle = 10 points, level 2 = 20, etc.

Spoiler: example (click to show/hide)



Character creation

We will be using bay12 user names for character names. This game is complicated enough without needing to consult charts to see who is who.

Every character starts the game with an unenchanted dagger, unenchanted robe, a level 1 castle and a bag of holding with infinite capacity.

Characters start with 20 chargen points to distribute as desired among the following stats.

Health   (Hit points keep you alive. Every point here is worth 5hp. Note that you start with a free +10 from your castle.)
Melee      (Physical attack bonus. 1:1)
Defense   (Physical defense bonus. 1:1)
Mana      (Used to power spells. Every point spent here is worth 5 mana. Note that you start with a free +10 from your castle.)
Magic      (This is a temporary chargen-only stat used to purchase spell orders. See below.)


Every point of stat costs points equal to the new level, and point costs are cumulative. For example, increasing from 0 to 1 costs 1 point, increasing from 1 to 2 costs 2 and increasing from 0 to 2 costs 3. No points may be kept in reserve.Stats may begin the game at zero.

After spending chargen points, Magic points may then be used to purchase starting spell orders using the same sort math as above: every order of of spells costs magic points equal to its level. First order costs 1 magic, second order costs an addition 2 for a total of three, etc. Note that after character creation, magic stat isn't used for anything. It's purely for purchasing starter spells.


Spoiler: Sample character (click to show/hide)

Magic
Spells are divided into four schools:

 * Geomancy - for altering and interacting with the game map
 * Enchanting - used to create and modify tools and artifacts
 * Elemental - spells involving the elemental of earth,air fire or water.
 * Sorcery - schools that primarily concern magical forces rather than material objects

Each spell school posses five orders of spells, of increasing difficulty. "Magic" points applied at character creation may be used to gain access to each order, and additional spells may be unlocked during gameplay.


Spell types: Instant, Passive, Global

Instant spells immediately affect their target.

Passive spells may be applied to a target. Sometimes the caster, sometimes another character, or an npc. Passive effects remain in play until a certain condition occurs. For example, a passive shield might absorb an attack and then dissipate. In general, passive spells may not be stacked for additional effect.

Global spells, once cast, have game-wide effects that remain until the spell is successfully removed from play, either by killing the caster or via the level 5 Sorcery spell, Disjunction.


Combat
Combat is a relatively simple affair. Use action points to cast spells or engage in melee with a suitable target. For example,

Quote
Arcturus:
[2]Move to 14
[1]Attack Baelphegor
[1]Cast Flame Dart on Baelphegor

When the turn is processed, we might see:

Quote
Turn update

Arcturus moves to location 14, attacks Baelphegor for 1 damage, the casts Flame Dart for 2 damage. Arturus is now at (7/10)

Damage types: physical, fire, frost

Physical damage is done by hitting someone, with or without a weapon. Anyone may engage in physical attacks on any target in the current location, and they consume no mana. Physical attack damage is reduced by the defense stat. Most conjured entities do physical damage. Most attack spells do fire damage.

Your Castle, Spell Research, Upgrading and You
Every player starts the game with a level 1 castle that they control with the full 10 points of Fortification and a complimentary Castle Guardian entity to reduce the chance of castle rushes. Castles provide a number of benefits:

 * Spell research can only be conducted at a castle
 * They may be used to safely store stone and "in process" spell research
 * They provide a bonus to Rest and Meditate actions equal to their level
 * Every level of castle in your possession adds +10hp and +10mana to your total.

Important: your castle can be claimed by another player just like any other location and players can own more than one castle. Hp/mana gains are cumulative. A player who owns multiple castles will receive gains from all of them.

Spell school research may only be performed at a castle that you own. Every player starts with a level 1 castle, and may therefore research first order spells from every school, if they so wish. Every order of spell research costs 10 action points, 10 mana and 10 stone per level. For example, if you already know Geomancy(1), then learning Geomancy(2) will require 20 each, action points mana and stone.

The level of the research is limited by the level of the castle. For example, at a level 1 castle you may perform spell research for first order spells, at a level 2 castle you may perform spell research for second order spells, etc. See spell research.

Incomplete spell research will remain on the castle as a lootable item. If a castle is captured with research in process, the new owner may resume that research, but it is not possible to learn "skip" spell orders, so research acquired in this way will beapplied to the lowest unknown order of the particular spell school. Once research is applied, it is removed as a lootable item.

Full Spell List
Unless specified, spells can only be used on targets at the caster's location.

Spoiler: Geomancy (click to show/hide)

Spoiler: Enchanting (click to show/hide)

Spoiler: Elemental (click to show/hide)

Spoiler: Sorcery (click to show/hide)




Questions/suggestions/signups?

Again, note: this is experimental. Rules, spells, the map etc. may be subject to adjustments between now and game start, and actual gameplay may reveal issues that require adjusting even after the game has begun. I realize it could be inconvenient to develop your character in a way based on rules that later need to be adjusted...but again, this is an unusually complicated ruleset. Please understand if adjustments are required.

FallacyofUrist

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... wow. I prefer more freeform things, but I wish you luck!
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

IronyOwl

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I get the feeling this occupies kind of an awkward space audience and investment-vs-payoff wise, and is thus going to be difficult to find players for. It's too complex, mechanical, and deterministic to draw in the usual deathmatch crowd, and too short and brutal to draw in much else. It asks for kind of a lot- learning complex rules, planning ahead, enduring stress- for not much payoff- primarily, the honor of attempting to outmaneuver and shank other players in the first place.

As another way to put it, I think this needs a better hook. Mafia has deep social interaction (and is still quite niche), Perplexicon has magical experimentation, minimalistic deathmatches have heavy randomization and low investment costs, and most other games have a fair amount of flexibility, roleplaying, leveling up, longevity, etc. Right now this has a high entry barrier, competitive play, and not much else.
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