Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 15 16 [17] 18 19 ... 238

Author Topic: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)  (Read 415679 times)

Shoruke

  • Bay Watcher
  • There's a Prinny in Fire Emblem, dood!?
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #240 on: July 02, 2013, 02:33:00 am »

Do you know what we should play?
Dungeons And Dragons 5e.
It's in Open Alpha, just google 'D&D next' and if you don't find it you suck. and it should be the first result.

Dibs out of being DM, I'm starting up a play-by-post soon  :-\
Logged
The Unforgotten Beast, Shoruke, has come! A pale-skinned human. It has heterochromatic eyes and moves in an unpredictable manner. Beware its rapier wit!

NobodyPro

  • Bay Watcher
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #241 on: July 02, 2013, 07:17:48 am »

I had an idea:
Automatic Gladiator Sim (Better name pending)
Basically, players would create a gladiator or gladiators using their points. This includes stats, skills and equipment.
At the beginning of a tournament they volunteer a gladiator, when everyone's in I show the pairings and it's time to place bets. I then run these gladiators through a program that makes them throw dice at each other (by which I mean they fight) for guts and glory. Fights aren't to the death but... dice gods. There is prize money but only one gladiator can win the tournament.
After a tournament, new equipment becomes available, venues change, random events might occur, players may be approached by NPCs with business proposals/job applications/sponsorships.
« Last Edit: July 02, 2013, 07:20:45 am by NobodyPro »
Logged

kj1225

  • Bay Watcher
  • A tricky dick that can't be impeached
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #242 on: July 02, 2013, 10:36:12 am »

That's a good idea. And a unique one to.
Logged

freeformschooler

  • Bay Watcher
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #243 on: July 02, 2013, 10:54:15 am »

Let's talk about level up mechanics in forum RPGs.

Spoiler: Go go go (click to show/hide)
Logged

Fniff

  • Bay Watcher
  • if you must die, die spectacularly
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #244 on: July 02, 2013, 11:10:08 am »

I had an idea where basically you earn EXP for certain actions (Like taking out enemies for a small reward, roleplaying excellently/doing something spectacularly for a large reward) and you get presented with a small list of perks tailor made for your character. So if your guy is focused on stealth and melee, you can choose between "Lights Out" (If you bash someone's head in, no-one will detect it as long as you get it in one), "Mr Sandman" (You can slice necks open with a knife as long as the target is sleeping), or "Spears from the Shadows" (If you throw a spear or similiar object from a hiding spot, you won't be detected).

freeformschooler

  • Bay Watcher
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #245 on: July 02, 2013, 11:17:32 am »

I had an idea where basically you earn EXP for certain actions (Like taking out enemies for a small reward, roleplaying excellently/doing something spectacularly for a large reward) and you get presented with a small list of perks tailor made for your character. So if your guy is focused on stealth and melee, you can choose between "Lights Out" (If you bash someone's head in, no-one will detect it as long as you get it in one), "Mr Sandman" (You can slice necks open with a knife as long as the target is sleeping), or "Spears from the Shadows" (If you throw a spear or similiar object from a hiding spot, you won't be detected).

That's the system Lawastooshort uses in his RTDs. He does it really well. Cerapa and I used a compact variation of it for a long time (choose between three tailor-made abilities every level), but it's another one that I feel works better for really "light" games like silly RTDs and suggestion games, not full RPGs.
Logged

Fniff

  • Bay Watcher
  • if you must die, die spectacularly
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #246 on: July 02, 2013, 11:27:50 am »

Darn... That sucks, I was planning on using it for a pet project I've been slowly coming up with ideas for.

freeformschooler

  • Bay Watcher
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #247 on: July 02, 2013, 11:33:31 am »

Darn... That sucks, I was planning on using it for a pet project I've been slowly coming up with ideas for.

Well, if you want to use it, no one's stopping you (it's a cool system). I'd just recommend expanding it for more options if you want to do a really complex game. Here's an example:

Expanded Lawastooshort System: Every time the players level up, they get to choose ONE Passive Ability (stat boosts?) and ONE Active Ability (spells?). Each level, the palette of Active and Passive Abilities increases, and previously-chosen Abilities are replaced by options for upgraded forms on their next level up. The palette of abilities may stem from things like: the character's personality, the character's class, what types of actions they've taken the most often, what types of items they've used or searched for the most often and so on.
Logged

Fniff

  • Bay Watcher
  • if you must die, die spectacularly
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #248 on: July 02, 2013, 11:39:58 am »

Perhaps there'd be Passive Abilities (Stat boosts), Special Abilities (Abilities that require a downtime), and Active Abilities (Mundane abilities that allow you to do certain things but requires a roll)?

freeformschooler

  • Bay Watcher
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #249 on: July 02, 2013, 11:40:51 am »

I would lump Special and Active together and just base downtime on relative usefulness/power, but it's up to you.
Logged

Harry Baldman

  • Bay Watcher
  • What do I care for your suffering?
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #250 on: July 02, 2013, 11:43:57 am »

As for level-ups, it really depends on what the tone of the game and the general atmosphere of the setting is. One idea I can propose is that level-ups are awarded not for a multitude of tasks, but one specific set of tasks, each depending on the character - they all have an XP resource, so to speak. You could even tie it into virtues and vices, where, say, a glutton becomes more powerful when eating a lot, while a man exhibiting strong faith gets more powerful by serving their god, but they get more powerful in areas relating to that virtue or vice. Say, gluttons become extraordinarily fat or addicted to substances, getting bonus HP and so on, while the faithful get stronger resistance to mental attacks or magic and so forth. Chastity awards resisting temptation, lust rewards doing the opposite, with associated perks. Seems like it might be fun, and also would help establish a personality for characters, and establish heroes and villains as larger than life, beyond common people in their extremes.
« Last Edit: July 02, 2013, 11:46:57 am by Harry Baldman »
Logged

Fniff

  • Bay Watcher
  • if you must die, die spectacularly
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #251 on: July 02, 2013, 11:49:06 am »

@Freeform I was thinking the primary difference between the two is that active abilities tend to be stuff like "I headbutt the guy to knock them out" or "I slice the guy's neck open without anyone else noticing" that aren't really that amazing, but are practical enough which means you can use them a lot. Meanwhile special abilities are primarily crazy shit like "I'm able to hijack helicopters while they're flying in the air" or "I can set myself on fire and survive, but only if I prepare properly" which would have damaging effects but require downtime just because you can't do that kind of thing twice in a row.

@Harry This RP I was planning is the same one with the sanity system. Perhaps a level-up system based on keeping yourself sane/insane with accompanying themed skills?

monk12

  • Bay Watcher
  • Sorry, I AM a coyote
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #252 on: July 02, 2013, 11:50:56 am »

Would anyone be interested in a play by post Sci-Fi Horror RPG type game? You know, with the usual "People go explore a station that went off the grid" type vibe, and spooky stuff happens. I'm trying to improve my writing, as it's fine in short bursts but as I go into multiple paragraphs I feel the quality deteriorates. Besides asking for interest, I'm curious as to what system I should use. I don't want something TOO simplistic like just rolling a d6, so would a simple d20 plus certain skills and equipment suffice?

If you don't want to invest a lot of effort in making a system, that's probably the easiest way. Personally, I'm a fan of "can you or can't you" for writing-heavy things, since lots of dice rolls tend to get... weird. Flow-breaking, I guess. Obvious exception is combat, though if combat is really something you shouldn't be doing (common in Horror games, things are less scary if you can just wrench their face in,) it's also fine to make it more of a "every enemy is a puzzle" thing.

I had an idea:
Automatic Gladiator Sim (Better name pending)
Basically, players would create a gladiator or gladiators using their points. This includes stats, skills and equipment.
At the beginning of a tournament they volunteer a gladiator, when everyone's in I show the pairings and it's time to place bets. I then run these gladiators through a program that makes them throw dice at each other (by which I mean they fight) for guts and glory. Fights aren't to the death but... dice gods. There is prize money but only one gladiator can win the tournament.
After a tournament, new equipment becomes available, venues change, random events might occur, players may be approached by NPCs with business proposals/job applications/sponsorships.

I heartily endorse this event or product.

Let's talk about level up mechanics in forum RPGs.

Spoiler: Go go go (click to show/hide)

One that I've been pondering is a Battle of Wesnoth style thing, where leveling up actually changes your class, and you have options of what to change into. For example, you start as a Fighter, then when you level up you have the option to turn into a Knight or a Swordsman, then the Knight can turn into a Paladin or Commander and the Swordsman path leads to Blademaster or Hero, so on and so forth. Upside is that it gives the players some meaningful choices about character development while also constraining those choices to keep each player fulfilling a specific team role. Downside is that it means the GM has to make a lot of classes, and it's the kind of thing that would work better if the player knows the class progression from the beginning. I think it would work well in a narrative-heavy game, since class-change-as-improvement can closely follow character arcs.

I don't remember whether it was you or lawas that pitched the idea of having every levelup let the player add a word to his class to expand his abilities (so Fighter, then Sword Fighter, then Shadow Sword Fighter, etc.) I quite liked the idea, though it seems like it would work better for sillier games.

There's also the skill tree system, where players get XP points to spend towards various skills, unlocking new/improved abilities the more they invest. I was working on a skill tree for my ninja school RTD that's been chilling in my ideas box.

The other one I've been kicking around would be a variation on Loot-to-Levelup; basically, the idea is that characters don't actually level, they just get more stuff. Characters don't learn how to search better, or swing their swords in new and exciting ways, they just get items that can search better (magic detection rods, x-ray scanners) or more powerful equipment (sentient swords that increase accuracy, swords that catch on fire.) It dodges the "why didn't he use/foreshadow that ability before now?" question that gets begged in more serious games; or rather, the question that would be begged if the concept of leveling up wasn't so deeply ingrained in all of us.

Darn... That sucks, I was planning on using it for a pet project I've been slowly coming up with ideas for.

Well, if you want to use it, no one's stopping you (it's a cool system). I'd just recommend expanding it for more options if you want to do a really complex game. Here's an example:

Expanded Lawastooshort System: Every time the players level up, they get to choose ONE Passive Ability (stat boosts?) and ONE Active Ability (spells?). Each level, the palette of Active and Passive Abilities increases, and previously-chosen Abilities are replaced by options for upgraded forms on their next level up. The palette of abilities may stem from things like: the character's personality, the character's class, what types of actions they've taken the most often, what types of items they've used or searched for the most often and so on.

I've always liked the lawas system, and just because he uses it for comedic effect doesn't mean it can't be used for more serious endeavors. It's basically an ability-based skill tree.

Also, I'm heartily in favor of insanity-based levelups.

freeformschooler

  • Bay Watcher
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #253 on: July 02, 2013, 11:56:53 am »

As for level-ups, it really depends on what the tone of the game and the general atmosphere of the setting is. One idea I can propose is that level-ups are awarded not for a multitude of tasks, but one specific set of tasks, each depending on the character - they all have an XP resource, so to speak. You could even tie it into virtues and vices, where, say, a glutton becomes more powerful when eating a lot, while a man exhibiting strong faith gets more powerful by serving their god, but they get more powerful in areas relating to that virtue or vice. Say, gluttons become extraordinarily fat or addicted to substances, getting bonus HP and so on, while the faithful get stronger resistance to mental attacks or magic and so forth. Chastity awards resisting temptation, lust rewards doing the opposite, with associated perks. Seems like it might be fun, and also would help establish a personality for characters, and establish heroes and villains as larger than life, beyond common people in their extremes.

Frickin' GENIUS.

Maybe it could also be like... most action universally give EXP, but it's a lot slower than stuff you're apt with already, so a larger-than-life cleric could get Sword Points, but he would only gain lame low-level Sword Abilities at first that way (rather than Sword Guy who already has a ton of Sword Points and whose next ability at that point in the game is a choice of +8 Limb Rending and +7 Sword Poweruping.)

I don't remember whether it was you or lawas that pitched the idea of having every levelup let the player add a word to his class to expand his abilities (so Fighter, then Sword Fighter, then Shadow Sword Fighter, etc.) I quite liked the idea, though it seems like it would work better for sillier games.

I don't think I ever pitched this, but Dexexe did at some point way back when. That's where I stole the idea of a Class Tree in Warrens from. It's a genius idea, but yes, probably better for sillier games.
Logged

Xantalos

  • Bay Watcher
  • Your Friendly Salvation
    • View Profile
Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #254 on: July 02, 2013, 12:16:01 pm »

I like everything that has been said in the last couple of pages and would play them to death.
Logged
Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))
Pages: 1 ... 15 16 [17] 18 19 ... 238