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Author Topic: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)  (Read 407028 times)

Nerjin

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2085 on: February 19, 2015, 07:36:10 pm »

I remember him being poorly implemented in a very poor sequel and twisted in such a way to force him to commit a terrorist act for no good reason whatsoever.
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WillowLuman

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2086 on: February 19, 2015, 07:58:24 pm »

In this game, possession would be a separate thing from hosting, and far more injurious.
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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2087 on: February 19, 2015, 07:59:19 pm »

In this game, possession would be a separate thing from hosting, and far more injurious.
Yeah, but the way you describe it is pretty much how it worked I believe.
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Cryxis, Prince of Doom

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2088 on: February 19, 2015, 08:37:17 pm »

Anybody willing to help me with some combat and other systems for a titan fall game I want to run?
It will be an SG in the form of a world war scale battlefield (night rub it like player gamer's world war game in which case it will be a multiplayer) using mechs and foot soilders.
Playing/knowing about the game Titan fall would probably help understand some of it's mechanics.
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Squeegy

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2089 on: February 20, 2015, 07:42:07 pm »

Alright, I started Dueling Blades as I said I was going to do earlier. We need 1 more player. It's a full-on tabletop game, though less complex than most. Thread: http://www.bay12forums.com/smf/index.php?topic=148617.0
« Last Edit: February 22, 2015, 05:15:23 pm by Squeegy »
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High tyrol

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2090 on: February 23, 2015, 10:28:03 pm »

I have a pretty simple idea for a rpg
The idea is each player would start out with 2-6 powers from the supperpower wiki (exact amount depends upon potantcy of abilities) and would gain more for accomplishing various tasks , or killing other players.
I am wondering two things 1. How much intrest is there for a game like this
2. What kind of mechanics should I use for how the powers interact.
3.if this is too complicated for my first time being a gm
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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2091 on: February 24, 2015, 02:34:32 pm »

I have a pretty simple idea for a rpg
The idea is each player would start out with 2-6 powers from the supperpower wiki (exact amount depends upon potantcy of abilities) and would gain more for accomplishing various tasks , or killing other players.
I am wondering two things 1. How much intrest is there for a game like this
2. What kind of mechanics should I use for how the powers interact.
3.if this is too complicated for my first time being a gm

Well then, since you asked, here comes my humble opinion. Dis/regard at your own leisure. ;3

1: Existing interest is relative - by making a game interesting enough, you can plainly create interest among bay12 by yourself. I'd actually say that "super/natural power" is somewhat of an established trope, so what kind of plot you build around it, would be the more important point.

2: I'd advise to keep it simple. Like, a character only being able to be affected by ~2 effects at once. If another, new effect, comes along, just make a save roll for the existing one/s, possibly according to the "potency" stat of the caster/s.

3: How complicated it becomes, really depends on yourself. Again, less is more. To give a - somewhat - exaggerated example; If you plan to roll each round for 1. Initiative 2.Hitchance 3.Dodgechance 4.Damage-range 5. Blocking/Resistance 6. Bonus effects, that netts you 12 rolls per round for a single attack, from 2 combatants. As soon as there is a larger scale battle with npc's, like a 4v4, or four players doing "their thing somewhere", that translates into a whooping ~44 rolls for each round. That is tedious, especially as it is, indeed, only a somewhat exaggerated example.

Seeing as you are playing with the pvp thought, Initiative might stay in 1. Hit / Dodge, also; 2,3. And the damage-range, for which a crit is only applied on a natural max roll, 4. There is also the possibility of taking the difference between hit and dodge, and to use that for the damage-range... but, really, just rolling it is easier in my book. So, 8 rolls for each round of combat.

All in all, if you are unsure if this could be too tedious for you, maybe trying with 3 players, but no more than 4 should do the trick. Starting, that is - you can always expand further at a later date.

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High tyrol

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2092 on: February 24, 2015, 07:00:31 pm »

I have a pretty simple idea for a rpg
The idea is each player would start out with 2-6 powers from the supperpower wiki (exact amount depends upon potantcy of abilities) and would gain more for accomplishing various tasks , or killing other players.
I am wondering two things 1. How much intrest is there for a game like this
2. What kind of mechanics should I use for how the powers interact.
3.if this is too complicated for my first time being a gm

Well then, since you asked, here comes my humble opinion. Dis/regard at your own leisure. ;3

1: Existing interest is relative - by making a game interesting enough, you can plainly create interest among bay12 by yourself. I'd actually say that "super/natural power" is somewhat of an established trope, so what kind of plot you build around it, would be the more important point.

2: I'd advise to keep it simple. Like, a character only being able to be affected by ~2 effects at once. If another, new effect, comes along, just make a save roll for the existing one/s, possibly according to the "potency" stat of the caster/s.

3: How complicated it becomes, really depends on yourself. Again, less is more. To give a - somewhat - exaggerated example; If you plan to roll each round for 1. Initiative 2.Hitchance 3.Dodgechance 4.Damage-range 5. Blocking/Resistance 6. Bonus effects, that netts you 12 rolls per round for a single attack, from 2 combatants. As soon as there is a larger scale battle with npc's, like a 4v4, or four players doing "their thing somewhere", that translates into a whooping ~44 rolls for each round. That is tedious, especially as it is, indeed, only a somewhat exaggerated example.

Seeing as you are playing with the pvp thought, Initiative might stay in 1. Hit / Dodge, also; 2,3. And the damage-range, for which a crit is only applied on a natural max roll, 4. There is also the possibility of taking the difference between hit and dodge, and to use that for the damage-range... but, really, just rolling it is easier in my book. So, 8 rolls for each round of combat.

All in all, if you are unsure if this could be too tedious for you, maybe trying with 3 players, but no more than 4 should do the trick. Starting, that is - you can always expand further at a later date.
ok thanks
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WillowLuman

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2093 on: February 24, 2015, 08:40:33 pm »

Not a specific game as such, but designing systems. Which I am pretty inexperienced with. Anyone RPG-savvy want to take a look?

http://www.bay12forums.com/smf/index.php?topic=148720.0;topicseen
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hops

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2094 on: February 26, 2015, 02:41:27 pm »

So I'm working on a forum game based on a board game right now. I'm still running my suggestion game, so I can't cobble up a test game to refine my ideas right now.



Dusk & Dawn is a board game which is intended to be a copy of the commercial board game Shadow Hunters. It is best described as a Mafia deathmatch.

In the game, the players are divided into three factions. The Dusk champions and the Dawn champions are two opposing factions that will win if the players of the opposite factions are all dead. The Neutral champions have their own objective which they must fulfill. If a Neutral champion wins, it generally means everyone else loses, save for some exceptions. A Neutral champion tend to be more powerful than other champions.

The players are given random characters which they must play. At the start of the game, no one will know whose side the others are on, or which character they are.

Each champions have their own abilities which they can use. However, most of the time using their ability will force them to reveal themselves. Apart from their ability, the players can rely on randomly drawn cards which they can pick, depending on their location.

Red cards are mostly attack spells and items. Blue cards are defense spells and items. Green cards are special cards which the players can send to other players to hopefully determine their faction.

The green cards are generally conditional (only work if the receiver is in certain faction(s)).

Team distribution

The game require at least 5 players. There is always only one Neutral character. If there are more than 4 players in the Dusk and Dawn factions, a player from each faction will get a Leader-class champion.

Environment:

At the start of the player's turn, they roll a 2d6. The result determine their environment, and thus what they can do.

2-4: Churchyard - Draw a blue card
5-7: Cemetery - Draw a red card
8-10: Observatory - Draw a green card
11: Underground Tunnels - Draw any colour of card
12: Warehouse - Steal a player's item

Character creation:

Since the game is still in development, I need some ideas for characters.

Name:
Faction:
Objective (if Neutral):
Damage Threshold: Note that a weapon should deal around 3 damage. 10 DT is decent, 16 DT is high.
Ability:
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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2095 on: February 26, 2015, 03:35:46 pm »

Perhaps an objective for a neutral player could be to prevent anyone from dying for x consecutive turns? Or maybe have x teamkills occur?
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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2096 on: February 26, 2015, 04:46:07 pm »

The first objective sounds like it'd either end the game really fast or make things weird.

I suppose that preventing either side from winning for a large number of turns might be interesting, though.
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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2097 on: February 28, 2015, 06:08:50 pm »

I have a pretty simple idea for a rpg
The idea is each player would start out with 2-6 powers from the supperpower wiki (exact amount depends upon potantcy of abilities) and would gain more for accomplishing various tasks , or killing other players.
I am wondering two things 1. How much intrest is there for a game like this
2. What kind of mechanics should I use for how the powers interact.
3.if this is too complicated for my first time being a gm
I probably should have mentioned it when you first posted this, but this reminds me of ICONS.
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Nerjin

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2098 on: March 01, 2015, 04:53:34 pm »

I had a Gladiator game some time ago... I've changed several things and I think I want to run it again. here's what I got so far. Any thoughts?

Gladiators of Nevendaar – Gladiatorial Management Game


Flavor Flavor Flavor


So you want to run a gladiator school in a managerial position? It is quite simple. First familiarize yourself with the rules regarding: Schools, Gladiators, Turns, and Battle. After that simply fill out the sheet you acquired at the Registrar’s and submit it to the Registrar. Then, you will be the proud owner of one of the many gladiator schools in the region.


Spoiler: School Stats (click to show/hide)

Let’s take a look at an example school:
Quote from: Example
School Name: The Example School for Exempler Examples
School Titles: The Tin Medal
Money: 600gp
Roster: [1/1]
[This is where the Gladiators of your school will appear. They will appear in quotes within a single "Roster" spoiler. If a statistic doesn’t apply to a gladiator it will usually not show up.]
Spoiler: Gladiator stats (click to show/hide)
Spoiler: The Turn (click to show/hide)
Spoiler: Services (click to show/hide)
Spoiler: Battle (click to show/hide)
Spoiler: League Types (click to show/hide)



After reading the manual several times you decide that, Yes, you do want to start a gladiator school. IN FACT, you just can’t wait to get started. So you quickly glance over the form before filling it out.

Quote from: The Sign-Up Sheet
Lord Name: Your Name here
School Name: School Name Here
School History: Please fill out...
Personal History: Please fill out...
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Squeegy

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Re: Gaming Block (Game Discussion Thread) (Totally Not Roller's Block)
« Reply #2099 on: March 01, 2015, 04:56:32 pm »

All that gladiator information is way too important to squash into an acronym tag.
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