Forum games is what excites me. I spring out of bed each morning.
Unless a case can be made for disobedience or bad behavior, excluding sign ups for a game should be listed in the forum guidelines under bullying. Bay 12 FG&RP has a festering pro clique, elitist environment. If you want to play with just your friends, you shouldn't post your game on a public forum.
Fixed that for you. Also, just out of curiosity, could you point me to the offending games? I'm curious to see how it was handled.
This is the largest section on bay 12 (by on average more than 10 times!), only place that comes kinda close is general discussion(other games, a distant third...) ...what the hell are we doing here? lol
Are there any true Forum Game websites? It always seems an offshoot of a videogame or other interest.
That’s cool but you got some links for the last thing you shouted into the room before promptly leaving?
No Paper, I'm not going to call someone out.
Wasn't one of your games, you're fine.
Narrator: There we’re no links.
Why has no one made a pvp FEoF with two threads like an Arms Race?
Again, please provide proof that the issue you’re trying to make a hill to die on even exists.
No.
But I'd be willing to discuss random cases a host volunteered.
It's not impossible, but the main draw of FeF (as far as I can tell) is character driven interaction within an excessively crunchy tactical RPG— PvP would be a bit more difficult to draw out those kinds of interactions, and it's slow enough processing fights on a forum without wrangling two teams.
Not saying it couldn't be done though.
It's been tried before, on another forum, and rather conclusively cratered. Very few FEF players are actually interested in doing PVP, and even if they are, you have to have people willing and able to run two simultaneous games of a very intensive genre consistently, and two sets of players willing and able to play consistently. It's a huge ask.
What was it called?
Of course, roseheart could finally elaborate and prove me wrong. But I doubt it. If the only instance people brought up to support the “people being refused entry into games” is someone who was toxic enough that they got banned for the way they responded then we definitely don’t have the problem this dude is trying to paint.
(How many times did I try to bring up a different topic? How many times did you retread? It would be slanderous if I had given names if I was mistaken, and not the proper outlet if I wasn't. Bringing up my concerns on the general state of such thing is the most fair-minded way to have the discussion)
You not liking the replies to an argument you continued to instigate doesn't me make toxic. Paper, you're the one in my threads. You're the one who calls my games "minimal effort".
I should do better. But I think we
both need to.
As for more topic-relevant things, I've been thinking for a while how to utilize the Fight! 2nd Edition TRPG into a forum game format. I'm a huge sucker for fighting games and I love Fight! for emulating exactly that, but precisely because of that it's very demanding mechanically. The best solution I've came up with so far is running everything in the "Dramatic Combat" subsystem, which basically turns the mechanics from "Street Fighter the Game" to "Street Fighter the OVA/Animation" AKA things are more dynamic and Fire Balls and Dragon Punches are emotional highlights instead of a common tool.
Characters in this game are all Fighters. There is no “zero-to-hero” progression here; the Fighters start the game as the most powerful martial artists in the setting and are only really challenged by another one of their own.
A Fighter is made up of three Basic Qualities: Strength, Speed, and Stamina. These are rated between -1 and 2, with an average Fighter rated as 0. This small range allows players to realize traditional fighting game archetypes more easily. Fighters are further defined by their Qualities, Weaknesses, Combat Skills, and Narrative Skills.
However, the most important aspect of any Fighter is their move list: the unique Special Moves that define that character’s abilities in combat. Fight! uses a robust effects-based system to enable players to define each Special Move as its own distinctive attack or utility power. If you have seen it in a fighting video game, it can be created in Fight!
While characters start as vastly powerful combatants, they still accumulate Glory through combat and other adventures, allowing them to further advance in Power Level, gaining new moves, Super Moves, and Combat Bonuses to help fine-tune the character’s individual fighting style.
Cool! Looks neat.
I've made gladiator/arena fighter and superhero games, a lot of them were card based. I did that because I felt the need to limit access to exciting/strong abilities.
Good luck sounds pretty cool.
As for more topic-relevant things, I've been thinking for a while how to utilize the Fight! 2nd Edition TRPG into a forum game format. I'm a huge sucker for fighting games and I love Fight! for emulating exactly that, but precisely because of that it's very demanding mechanically. The best solution I've came up with so far is running everything in the "Dramatic Combat" subsystem, which basically turns the mechanics from "Street Fighter the Game" to "Street Fighter the OVA/Animation" AKA things are more dynamic and Fire Balls and Dragon Punches are emotional highlights instead of a common tool.
I think this is a sensible approach. Free-form action is definitely more suited to forum play, rather than blow-by-blow mechanical exchanges. When I've run RPGs here, I tend to chunk together all of a player's general intention into a single resolution and report. The more back and forth there is, the longer action resolution takes and the more likely a game is to fail.
I've definitely seen this problem in RTD. I was adding a debuff for how many subactions there were. But it made my head spin. I just said fuck it, and drew a line at one action.
I could let unresolved actions auto complete over the appropriate number of turns, but hosting an 'auto-play' game didn't sound fun for me.