Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 125

Author Topic: Rise of the magical girls 4 - OOC : The pre-game *NOW WITH INFO*  (Read 76422 times)

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #30 on: April 05, 2016, 08:34:06 am »

Posting to eventually join, I guess. Probably with an entirely new character because that's just how I roll. Also Dalia was kinda on life support once v3 collapsed, so... Yeah. Ignore the inexplainable fact why she's suddenly okay at the epilogue of the game.

...

Does this mean that I get to revive my RotMG Ghostbusters idea? And actually follow through on it this time?

My two cents; I wasn't in the majority of v3, but a problem I noticed in Alterverse was that few people thought of reasons for their character to be there. So, for this, I recommend either providing a reason, or making sure that characters do have a reason to be with a group.

Yeah; in Alterverse I think everyone was just dropped into the plot. In RotMG, people trickled in with their own reason.

I want to say that it was due to the plot being kinda shrouded in mystery at the start. With RotMG we knew exactly what we were getting into and thus could tailor our character's reasons to join the group to fit. Though admittedly some of them were just 'I was ordered to join' or 'My life was shit before I accidently did'. So long as we have a good idea of what RotMG v4's plot will be like, then hopefully that will allow us to make characters that'll fit it and have a reason to stay together.

I want to ask: if it's based upon the tons and tons of lore and events that happened in the original massive RotMG threads, what makes this accessible to new players? I read through all of Trespassers, but there is no way that I'm going to pull that with another game, especially because this is multiple gigantic threads, even bigger than Trespassers, that we're talking about here.

Most of RotMG 1~3 was pretty damn unimportant. A ton of fluff, shipping and dicking around. Expecting anybody to read all of that is absolutely stupid. Just give new players a quick summary of what is going on (There's magic, deal with it) and the important setting points (Void, Creation, Shys'Caemdowereallyhavetokeeponincludingher) and that should be good enough.

of course I leave this open for public demand, though since KJ seems opposed to revisiting the old plot, and new players want an easy entry, I am in favour of a fresh start. As such, unless there is strong objections, I will now start working on the easy-flow rules and get going on example charactersheets, as well as a short description of the starting setting for those who want to jump in immediatly.

I honestly don't care either way. We'll fudge something out like we always do. RotMG was never been the highest quality anything after all.

Also, would minimizing OOC thread lead to pages of OOC in the IC thread? This is a pet peeve of mine >.>

Who the fuck knows. As long as Akroma and the co-GMs are on top of things I'm going to say... We'll see. People are going to shitpost after all, but along as they get told to cut it out when it gets too big we should manage just fine.
Logged

Akroma

  • Bay Watcher
  • Death and I, we have an understanding
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #31 on: April 05, 2016, 09:51:46 am »

Okay, time for some early access alpha rules.

Stats:

At the beginning, stats rank from 1 to 10, and offer a relatively straight up view to compare one hero to another. With no outside influence someone with a higher stat will usualy manage to do better than someone with a lower stat, simple as that.


Health:
This is an important stat, because it literaly dictates how many hits you can take before you hit the sack, and also how much the GM should take into consideration how much your wounds should penalize your actions Someone with 10 health would probably shrug off a small wound, though someone with just 2 health is likely already barely clinging onto consciousness. Particularly heavy hits should sensibly be counted as 2, or even 3 points of health loss at a time, if for example someone with no defences whatsoever gets hit entirely unprepared by some powerhouse really going for the gold here. Health takes in-game time and/or medical attention to recover, and you might not start with full health when a lot of action has been going on recently.

Stamina:
How long you can keep going, independantly from health. When doing something particularly exhausting, or simply by having done a lot with no time to catch your breath, this will decrease. Depleting your stamina on purpose is literaly what we know as "trying really hard", and, apart from clever tactics and teamwork of course, is a reliable tool to deal with people who simply have higher stats than you. More on that in task resolution. Particularly light hits or grazes might just deplete some stamina instead of health outright. This refills fully whenever you have a moment of respite, and might even recharge in combat if you somehow have the luxury of taking a breather. This also counts as a mana-bar.

Strength:
Pretty self-explanatory. It does not only make you hit harder, but particularly powerful attacks are all the more difficult to defend against. What good is some martial arts jumping around when the enemy simply overpowers you? The straight path is sometimes the shortest, and by no means the dumbest.

Skill:
Your hand to eye coordination. How aware you are of what is going on, and how well you can coordinate elaborate actions.

Speed:
How fast you move, again pretty self-explanatory. Who cares how strong an enemy is, if he is too slow to land a blow? Who cares if the enemy is an enemy skilled enough to dodge a bullet, if you shoot him a dozen times in rapid succession?

Willpower:
The primary stat regarding the use of various magical abilities.


Task resolution:

And here is the kicker - all of those stats can be used offensively AND defensively. Just like you can use your strength to land nearly unstoppable punches, you can use it as toughness to simply take an incoming attack head on. For skillful or speedy fighters the interpretation is even more straight forward.

BUT.

I strongly advice against going "neat, now I just need to put up one stat really high and have covered all bases." Just like a powergamer might want to take advantage of having an overwhelmingly single-focused set, a clever GM will easily recognise that indeed, there is NO fixed ruleset on how those stats have to be matched and compared in a battle. You might be the most skilled character on earth. All the GM has to do is put an AoE attack against you that *can'* be evaded or redirected, and all of a sudden you will be sad you didn't invest more in strength to be able to resist the blast - and take all the more damage for it. Likewise, especialy at high gaps between stats, the GM may decide to just look at the entirety of your set. So your attacks are incredibly strong and precise? But maybe you are still not fast enough to land them? Or they are very fast and very precise? But the enemy can just shrug them off because you are too weak?

The game is supposed to be mostly based around common sense and roleplay, and the stats are numbers that the GM is supposed to take as guidelines for comparison on just how that might go, alongside many other factors like, numerical advantage, how much stamina and health you are missing, and all the other details of the ongoing battle.

Note that Willpower does not *necessarily* has to be used for magical attacks. A skillfully aimed laser, even if much smaller and weaker than a huge laser that needs a lot of concentration to form can be much more devastating at the right time, and no matter how strong your focus, it may help you against someone reading your mind, but not a magical fire burning your ass.

Exhaustion:

If a player choses to exhaust himself on purpose, he may add 1d6 (or something? Open to suggestions) to the stat the GM finds the most relevant in the situation. Or several, for several points of exhaustion. Sometimes a GM may decide to force exhaustion on you on a defensive action, if he choses that doing so would have made sense, for example if exhausting yourself to dodge an incoming attack would have actually let you dodge, at least partialy, an incoming perhaps very dangerous attack that otherwise you couldn't have just dodged without breaking a proper sweat.


And...that's it.

It's really that simple.

Example charsheet soon.
« Last Edit: April 05, 2016, 10:00:26 am by Akroma »
Logged
Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

Akroma

  • Bay Watcher
  • Death and I, we have an understanding
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #32 on: April 05, 2016, 09:54:42 am »

this btw is the first actual rule mechanism in rotmg that does not only allow for non-lethal endings to fights, it even makes them more likely, as stamina is likely to decrease much faster than health
Logged
Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

SOLDIER First

  • Bay Watcher
  • Trans fucking rights, baby.
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #33 on: April 05, 2016, 09:56:32 am »

[becomes fast and precise stamina-muncher]
Logged
Black lives matter.

Akroma

  • Bay Watcher
  • Death and I, we have an understanding
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #34 on: April 05, 2016, 10:07:22 am »

this btw also gives room for actual tactical decisions in combat as it, to an extend, gives enemies actual weaknesses, rather than just if they have high def or res. Rather than just playing your own strengths, identifying and playing on the enemies weakness seems a viable strategy
Logged
Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

Kansa

  • Bay Watcher
  • Distant Traces of Beauty
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #35 on: April 05, 2016, 10:11:39 am »

I will make a character for this.
Logged
* greatorder smothers Kansa with earwax

Akroma

  • Bay Watcher
  • Death and I, we have an understanding
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #36 on: April 05, 2016, 10:13:16 am »

Kansa, holding a speech:


Quote
I am a man of few words....any questions?
Logged
Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

Kansa

  • Bay Watcher
  • Distant Traces of Beauty
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #37 on: April 05, 2016, 10:17:47 am »

Probably accurate :p.
Logged
* greatorder smothers Kansa with earwax

Twi

  • Bay Watcher
  • ✨heterotemporality✨
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #38 on: April 05, 2016, 10:18:55 am »

posting to watch and maybe do something eventually dunno yet
Logged

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #39 on: April 05, 2016, 10:35:24 am »

If a player choses to exhaust himself on purpose, he may add 1d6 (or something? Open to suggestions) to the stat the GM finds the most relevant in the situation.

Honestly? It all depends on how actions are resolved. Reading over your snippet I have no clue how handle actions between different characters, which makes it hard to judge how much stamina someone should lose while trying to exert themselves.
Logged

Adragis

  • Bay Watcher
  • Edgelady Supreme
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #40 on: April 05, 2016, 10:36:51 am »

Is backstory mandatory?
Logged
thincake

Akroma

  • Bay Watcher
  • Death and I, we have an understanding
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #41 on: April 05, 2016, 10:37:27 am »

nope.
Logged
Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #42 on: April 05, 2016, 10:41:36 am »

I guess I'll have a look at this, even if I'd prefer the system be laid out slightly neater.

Akroma

  • Bay Watcher
  • Death and I, we have an understanding
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #43 on: April 05, 2016, 10:49:50 am »

an example?
Logged
Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: Rise of the magical girls 4 - OOC : The pre-game
« Reply #44 on: April 05, 2016, 10:52:40 am »

I dunno, it's just the formatting, I guess. My eyesight is bad, so it's a pain to read through all the text without seeing some bolded stuff for emphasis or to denote the titles of each section.

Just a stylistic thing. I'll leave proper criticisms of the actual system to people with time to read through it, although it's looking rather bare and as USEC's already mentioned, I have no clue about how things are supposed to be resolved between different characters.
Pages: 1 2 [3] 4 5 ... 125