how did you do the skill level and rolls for the turns? I'm quite intrigued.
http://www.rdinn.com/dice_roller.phpA dice roller from a roleplaying site I used to play on often. It gave me die sides for when experience had a range of possible values, a modifier for previous skill (level 1 was +0, -1 is -1, -2 is -2, etc., and then level 2 is +1, 3 is +2, etc.), number of die for... well I only used that for lucky rolls mostly
and then when luck came by (I did a roll from 1-5000, if the roll number was equal to or less than your luck + 1, you got a lucky roll. Nobody ever made an unlucky character, but if you had, the lucky roll would become an unlucky roll) I would drop the high die for bad things or drop the low die for how well you did, or both. Made for lots of rolls it did, but it was pretty nice to use. The site also has a bunch of other neat things to use in the armory. I'll probably use a similar system for the new game I'm making, albeit a bit different (read: fewer rolls).
Idea: have it the same large setting, the same characters, but add one mayor plot twist that makes everyone be teleported to some completely different part of the universe you never planed out (by a god calling them to service, or revealing it was all a magic illusion, or something.).
I'm not that extremely attached to the island, but I don't want to loose Xix, and some of the other PCs were good as well, as well as some NPCs.
Yeah, as mentioned, I lost interest. However, I may be able to tweak the game I'm making to keep them existent. They will probably lose most of what they've gotten though, including skills as those will be redone, and what they started with might also be tweaked to be a bit more general. But before I consider this, I need to ask: for your characters, do you like directly controlling them for the most part, or is it simply that they are there that really counts? To directly control them, as the game will not be entirely adventurer centered, we'd need to get more players. If they could just exist and act, with you giving them fairly general commands (go here, fight this with magic/melee, use this skill, etc.), then we could continue with the new game without needing too many more players (although spots will be open). And of course for anyone who participated in this RPG, you can have a spot without worry.
I don't want to say too much about the game as of yet, as I'm still working on it, have more to plan, and admittedly am slightly worried about others stealing the idea
, but I will say that turns will be a bit more structured, perhaps even in phases (rather than a single "Turn 5!" statement, kind of like how those mafia games go in the day and night phases of voting), and actions will also be dictated a bit more strictly, and not as open-ended.
And yeah that novel idea did come up in the older thread I'm pretty sure. I've given up on it now, but anyone else is free to try and make it, as long as you mention who made the RPG in the first place, hehe. And don't be thanking me yet, it doesn't have to end completely! This adventure may be over, but there shall be more. Or maybe just one more if it is popular enough