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Author Topic: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)  (Read 415684 times)

Harry Baldman

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #255 on: July 02, 2013, 12:21:50 pm »

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.)

That's also a way it could work, yes. I still prefer the personality trait idea, if only to see the results of minmaxing it. Say, somebody draws power from cowardice. Or autocannibalism. Or pacifism. Or alcoholism.

But for a more general game, you could have a set of primary abilities (they have maximum progression, let's say... 5 Point increases), a set of secondary abilities (medium progression, 3 point increases) and a set of tertiary abilities (minimum progression, 1 point increases).
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Fniff

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #256 on: July 02, 2013, 12:22:05 pm »

Okay, so, ideas on insanity based abilities. Based off this discussion.

You have a sanity meter that measures how sane you are. It goes on a level of ten (Most sane) to 1 (Least sane). It can be lowered by seeing or doing things that conflict with your worldview, like if you believe that god isn't real then directly witnessing a miracle, or accidentally shooting a kid if you are completely against harming children. As it goes down or up, you get certain benefits.

10-7 has the benefit of stability. Your abilities are sane and normal things you could actually do without stretching your imagination too hard, thus if you try them you won't get injured or even killed as you would with the crazier abilities. The downside is that you don't get as much power out of it. An example of an ability that came from this level of sanity would be the ability to steady your rifle for a turn by holding your breath, getting a bonus to shooting for that one turn.
6-4 has the benefit of balance. You're just crazy enough to try insane things, but not insane enough to truly go off the deep end. The downside is that your abilities come with a heavy element of risk: if you screw it up, you're going to get hurt. An example of an ability that came from this level of sanity would be the ability to jump out of cover and fire a machine gun at all areas until you're out of bullets, causing everyone (including allies) to roll against getting shot.
3-1 has the benefit of power. You've gone crazy enough that you're either too crazy to die, too crazy to notice the things you're doing shouldn't happen, or just too crazy to care. Either because of your twisted grasp of reality or something deeper, your abilites grow larger scale and hallucinogenic, like something you half-remember doing in a dream. The downside is that you are writing cheques your mind cannot cash, and this means that your hallucinations are just as likely to harm you as they are to help you. An example of an ability that would come from this level of sanity would be the ability to slice patterns into your arms and let the blood flow out in certain ways, giving you stat bonuses for a few turns.

Harry Baldman

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #257 on: July 02, 2013, 12:52:52 pm »

That certainly works, I'd say. Makes a low-sanity character sound more fun than a high-sanity one, but still.

Maybe there should be a game where all the players are lunatics that draw upon their delusions to achieve pseudo-supernatural effects, or at least that's the way it looks like to them.
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Fniff

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #258 on: July 02, 2013, 12:54:51 pm »

I wanted the high-sanity characters to be boring but practical. Some players like playing it safe, even if this is Bay12, home of insanity.

Solifuge

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #259 on: July 02, 2013, 02:09:51 pm »

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

Character Advancement, and Player Reward Systems:
By Solifuge

Many games rely on Character Advancement and Increasing Difficulty to create a sense of direction and rising tension in the game. This taps into the basic human desire to collect resources and improve ourselves, and makes us enjoy putting time and energy into games. Character Advancement is a player-reward system at it's base, and can be done in a number of ways depending on the nature of the game. Consider what sorts of behavior you want to encourage in your players, and build your reward system around that.


Question 1) What behavior is being Rewarded?

Reward Time Spent:
Some games reward players based just on time passing, either in the real-world or in game-time. Players may earn bonus skill-points every time they participate during a day, may accumulate currency or resources automatically even when not playing, etc. This is good for games that represent a long-term commitment such as strategy games, games that support intermittent,, short play periods (online board games), or games where you assume the characters are always working or training even when the camera isn't looking at them. The rate of reward (how much they earn, or how quickly they reach the time-threshold required) can be variable based on character traits, the number of Training Facilities built or Tomes of Knowledge collected, etc. Examples would be things like skill-training in EVE Online, League of Legend's "First Win Of The Day" Bonus, or even Minecraft's Agricultural System (provides food passively over time).

Reward Success:
To encourage a certain style of play, many games reward players whenever they do a certain action successfully. Combat-focused games reward players based on combat victories. Exploration-focused games may reward players based on seeing new regions or locations, or finding artifacts and objects that help them improve.  Narrative games may reward players based on participation. When combined with steep difficulty, this can be used to create an addictive "Try Again!" atmosphere, where players work to perfect their strategies and play-style. Examples include most role-playing games, shooters, strategy games, etc.

Reward Skillful Play:
Similar to rewarding success, other games reward players based on the quality of their performance in-game. Players may earn points based on accuracy and avoiding mistakes, bonus goals such as sneaking through the mansion without being discovered, coming up with clever or unexpected ways to defeat enemies, quality role-playing and narrative contributions, etc. This tends to create more competition between players in multiplayer games, as players struggle to outperform others.


Question 2) What form do these rewards take?

Currency and Point-Buy:
Players earn points, which are exchanged for the reward of their choice. Currencies can be abstract or tangible; Experience Points that players trade for new skills and abilities, material wealth that players use to purchase equipment, allies, resources, etc. This allows players more control over how they advance in the game, and finding ways to maximize their potential can becomes a game in itself. Some games allow players to lose their points, or even the rewards they've bought with them, to discourage other kinds of behavior; taking unnecessary risks, failing to succeed, dying in combat, long-term absences, etc.

Pre-Defined Rewards:
Players complete a milestone or action, and earn a set reward. Perhaps this involves winning a combat, completing a mission, rescuing a skill-trainer from the Dungeon, gaining 1,000 XP, etc. Players may know what their rewards are ahead of time (+10 HP, +1 Strength, and 1 new Fighter Skill!), which helps set up their expectations, and dangles a carrot for them. Alternatively, they may just know what they have to do, but have no idea what the reward is (Beat the mini-boss and collect the dungeon's Artifact, which will grant you some kind of new ability). Removing player choice from character advancement via pre-defined rewards has benefits; it simplifies and streamlines the game, increases its accessibility, and helps players focus on other aspects of the game.

Non-Personal Rewards:
Particularly in cooperative multiplayer games, or games where death and starting new characters is expected, you may consider players earning rewards not for themselves, but impersonal rewards that benefit the group. This may be a communal point-pool or collection of gear/materials/wealth that all players draw from. A good example of this would be X-Com's Research/Equipment-based advancement, which can be earned by strong Veteran performance, and passed on to Rookies when they die.
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monk12

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #260 on: July 02, 2013, 07:55:25 pm »

*applause*

Well said. I have nothing to add.

freeformschooler

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #261 on: July 02, 2013, 08:05:00 pm »

Alright, thank you for your input, everyone. I think I've gotten more than enough information now to decide on the level up system for a future RPG.

My last question for the same game is this: if I want to push the boundaries of the forum game format, how would you like to see it done? Some inspiration from other games:

-Every update is in the form of a youtube video (pretty darn cool, but low update speed).
-Every update is in the form of a LEGO miniature photo set (I don't have anything like this, sadly).
-Every update is actually played out through an external application/game and then the results are copied and pasted into the thread. (That one RPG that did this was way cool).
-Every update is in the form of an individual flash, web or other game. (Not really sure how to go about this, but it's definitely possible).

If you have any other ideas you'd like to see, I'll definitely consider them. The more creative the better.
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kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #262 on: July 02, 2013, 08:14:56 pm »

I vote number three.
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freeformschooler

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #263 on: July 02, 2013, 08:15:32 pm »

It's not a vote, I really am looking for ideas.
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kj1225

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #264 on: July 02, 2013, 08:17:19 pm »

You could have players send in a group of actions in PMs and then have people not playing vote on them.
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Gamerboy4life

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #265 on: July 02, 2013, 08:26:21 pm »

Alright, thank you for your input, everyone. I think I've gotten more than enough information now to decide on the level up system for a future RPG.

My last question for the same game is this: if I want to push the boundaries of the forum game format, how would you like to see it done? Some inspiration from other games:

-Every update is in the form of a youtube video (pretty darn cool, but low update speed).
-Every update is in the form of a LEGO miniature photo set (I don't have anything like this, sadly).
-Every update is actually played out through an external application/game and then the results are copied and pasted into the thread. (That one RPG that did this was way cool).
-Every update is in the form of an individual flash, web or other game. (Not really sure how to go about this, but it's definitely possible).

If you have any other ideas you'd like to see, I'll definitely consider them. The more creative the better.

I think the external application thing would be the most practical/easy to do.

Easy to do isn't always bad, it allows you to make more frequent updates.
« Last Edit: July 02, 2013, 08:29:12 pm by Gamerboy4life »
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monk12

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #266 on: July 02, 2013, 08:28:04 pm »

I've got no secret ideas for something that might push the forum game envelope in strange new ways. That said, what RPG was number 3?

I will note the examples you listed are all different forms of media adapted to the forum game format, as opposed to unique rules implementations. Off that theme, we can also add Text and Illustrations as "standard" forum game media. That would leave Music as the big unrepresented medium. Well, that and Performance Art, and if you can come up with a forum game where the primary mechanic is making the GM literally dance, I'll give you a cookie.

freeformschooler

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #267 on: July 02, 2013, 08:30:31 pm »

I've got no secret ideas for something that might push the forum game envelope in strange new ways. That said, what RPG was number 3?

I will note the examples you listed are all different forms of media adapted to the forum game format, as opposed to unique rules implementations. Off that theme, we can also add Text and Illustrations as "standard" forum game media. That would leave Music as the big unrepresented medium. Well, that and Performance Art, and if you can come up with a forum game where the primary mechanic is making the GM literally dance, I'll give you a cookie.

That's more a thing with Bay 12 than forum games, though. I mean, I could put an SMF sandbox on my website right this minute and have embedded Flash interactives in each post.

I don't think in terms of actual media built into the there's much room to "push," but for adding interactivity and intrigue to the game through external media? Heck yes.
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Gamerboy4life

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #268 on: July 02, 2013, 08:32:53 pm »

So, this is actually a question.

Has there ever been a sci-fi sort of RPG/Turn-based strategy forum game that incorporated multiple Z-levels in an efficient way?

I'm wondering how to do this with my own game, maybe by taking the different levels of the map, and posting them in various spoilers on the thread, so someone could see something like:


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Solifuge

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #269 on: July 02, 2013, 11:20:30 pm »

So, this is actually a question.

Has there ever been a sci-fi sort of RPG/Turn-based strategy forum game that incorporated multiple Z-levels in an efficient way?

No spoilers, but in a weeks or two there will be. >_o

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