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Author Topic: Roller's Block (RTD Brainstorming Thread) (HAPPY LATE BIRTHDAY) (Derm is 5k)  (Read 744105 times)

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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5175 on: September 05, 2012, 08:46:49 pm »

Just informing people I'm going to start a Gangster RTD in the future, with 6-8 players in control of their own gang. The game will center around expanding, fighting and managing resources.

I've become fascinated with the Sleeping Dogs game, and it has influenced my ideas for the game. I'm thinking it will take place in England, which already has a history of gangs. Also, unlike the United States, England has really tight gun laws, so there would be an emphasis more towards hand-to-hand and melee combat.

I'm just putting this here if anyone has an questions or ideas for this upcoming game.
I have a question. Called it? Also, how involved will the police be?

Yes. You called it. :P

The police will have a major role. They're the main reason you can't carry firearms; even if you conceal them or stash them in your car trunk, if they find them, you're in the slammer. Also, there is a jail system where you can be arrested. The severity of your crime(s) determines how long your in for.

Some areas will be more heavily policed then others. While they are always a serious threat, note that some can be bribed or corrupted, and a good mole can slip into their ranks from your gang.
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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5176 on: September 06, 2012, 04:31:46 pm »

Yeah, I should have explained better. Here's some game mechanics I just worked out.

Research: Each research item will cost a set amount of research points. Researching is done by rolling a die, with the number it lands on being the amount of research points going toward the current research tech. You can gain more research die by building more research facilities.

Exploration: I guess a square/hex-based map would be used, with each empire exploring the map seperately.

Combat: Each ship rolls a dice and has an attack/defense value, plus hit points.The attack value is the number it must roll to have a successful attack, and it's defense value is how much damage is avoided if hit. Shields are basically extra hit points that regenerate after each battle.

Colonization: Every planet has an atmosphere value, which limits the amount of buildings and type of buildings you can place on it. At the beggining of the game, you will only be able to build sealed colonies on non-compatible worlds.
I was actually working on something like this for a bit, just simpler in some ways and more complex in others. If you need any help with it, feel free to pm me.
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Re: Roller's Block (RTD Brainstorming Thread) (First OP update, Late Birthday, IRC)
« Reply #5177 on: September 08, 2012, 11:40:15 pm »

Well, in my idle browsing of the FG&R section of the forums, I stumbled across this nifty little take on fantasy grand strategy, which then reminded me of that grand strategy RTD I was working on like 50 pages ago. Remember, that one that kept trying and failing to reconcile the simplistic RTD execution with the depth of Civilization or Endless Space? That I was working on before I spawned a multitude of silly all-caps minimalist RTDs?

Yeah, it's time for Stream of Consciousness Game Design with Monk VI: Oh Yeah This Thing!

Lots has been changed, not that any of you remember its first incarnations anyway.
Spoiler: Players/Waitlist (click to show/hide)
Spoiler: The World (click to show/hide)
Spoiler: Patrician Stats (click to show/hide)
Spoiler: Patrician Action (click to show/hide)
Spoiler: Tiles and Improvements (click to show/hide)
Spoiler: Combat (click to show/hide)
Spoiler: Sample Starting House (click to show/hide)


I was going to write down more Traits as well as work on a Random Event table, but I'm tired now. Note that none of the numbers here are set in stone, and are almost certainly going to change based on preliminary testing and thinking about how the flow of the game should be. This really needs a bit of reorganization to make things easier to find, and a lot of stuff doesn't have numbers yet as I'm still working on that. I'm debating dropping the Happiness stat- it's main purpose is in Occupation and as a check on growth, and I can find something else for the former and the latter is, if anything, undesirable given the number of horrors I plan to unleash in game. If you have suggestions in that vein or on the work as a whole, give me some feedback!

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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5178 on: September 09, 2012, 05:33:47 pm »

So, I have a weird problem. I've been working with an idea for a bit, and a lot of it seems finished. But... something's wrong. I'm not sure what, but it feels like it's not really a whole game yet.




Spoiler: Combat (click to show/hide)
Spoiler: Heroes (click to show/hide)
Spoiler: Lane Control (click to show/hide)


So, in theory this gives us a general game flow- players decide where to send their heroes, their armies battle it out across three different fronts, and when you're winning you generally swoop in to battle different monsters or acquire loot or something. Players would probably be able to custom design things based on their race, within certain limits.

Oh, and one more thing- this was intended to be episodic. The game goes on, one player crushes his two rivals, round ends. Then the new round begins after some rebalancing and in the ruins of the winner's glorious empire, which would presumably have some impact. Possibly influencing the types of hero items available, for instance?

Anyway, the issue is that it feels incomplete in a way I have trouble describing. Maybe there's just literally not enough for the players to do, since they might not be building structures every turn and commanding a lone hero to smash A, B, or C isn't very fulfilling? Or maybe I'm having trouble balancing my desire for one player to not begin snowballing over the others with my intention to have the game end at some point? Or maybe I'm just taking all the stuff I'm not sure of more seriously internally than I am consciously?

I dunno, but I feel like I need help.
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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5179 on: September 09, 2012, 06:01:41 pm »

Lots has been changed, not that any of you remember its first incarnations anyway.
I do! Vaguely. Better now that I've read most of the new version.

I was going to write down more Traits as well as work on a Random Event table, but I'm tired now. Note that none of the numbers here are set in stone, and are almost certainly going to change based on preliminary testing and thinking about how the flow of the game should be. This really needs a bit of reorganization to make things easier to find, and a lot of stuff doesn't have numbers yet as I'm still working on that. I'm debating dropping the Happiness stat- it's main purpose is in Occupation and as a check on growth, and I can find something else for the former and the latter is, if anything, undesirable given the number of horrors I plan to unleash in game. If you have suggestions in that vein or on the work as a whole, give me some feedback!
I like that backstory and concept, and it looks good so far. Nothing useful to add, I'm afraid; maybe once I've thought about it and understand some parts (combat) better. Well okay, maybe one useful thing to add.

I will agree that Happiness seems underused, however, but I'm not sure what you'd replace it with. Theoretically nothing, or making it completely neutral unless you have specific modifiers to the contrary (can build brothels in a region to raise happiness, or work camps to produce extra coin but reduce it, for instance). That might require some careful balancing, however, to make it worthwhile to spend coin and tiles making your regions more of a pain in the ass to conquer once they've already smashed all your troops.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

monk12

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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5180 on: September 09, 2012, 11:00:47 pm »

So, I have a weird problem. I've been working with an idea for a bit, and a lot of it seems finished. But... something's wrong. I'm not sure what, but it feels like it's not really a whole game yet.

Spoiler: Combat (click to show/hide)
Spoiler: Heroes (click to show/hide)
Spoiler: Lane Control (click to show/hide)

Are armies generated fresh every turn and then melt away after the fight, or do they persist so you can snowball if unchecked? Is it automatic that they constantly attack, or can you build up a force before striking out? From how I read it, it sounds like they just kindof automatically surge against one another and they only input the player has on the battle is whether a Hero joins in. Thus, players would spend their time sending Heroes to lanes where they are outnumbered to keep their opponent from building up an unstoppable force.

How does "goody extraction" work? Do you just say your Hero ignores the army fight on a lane to go kill random d00ds for loot and xp, or do they play a role in the battles themselves- Jawas sniping at Stormtroopers, etc?

I REALLY like the Combat system you've got going- I wouldn't futz with it at all, and any cases where units should definitely take damage first/last would be fine to handle through traits. I just might nick that system for the one I'm working on.

So, in theory this gives us a general game flow- players decide where to send their heroes, their armies battle it out across three different fronts, and when you're winning you generally swoop in to battle different monsters or acquire loot or something. Players would probably be able to custom design things based on their race, within certain limits.

Oh, and one more thing- this was intended to be episodic. The game goes on, one player crushes his two rivals, round ends. Then the new round begins after some rebalancing and in the ruins of the winner's glorious empire, which would presumably have some impact. Possibly influencing the types of hero items available, for instance?

Anyway, the issue is that it feels incomplete in a way I have trouble describing. Maybe there's just literally not enough for the players to do, since they might not be building structures every turn and commanding a lone hero to smash A, B, or C isn't very fulfilling? Or maybe I'm having trouble balancing my desire for one player to not begin snowballing over the others with my intention to have the game end at some point? Or maybe I'm just taking all the stuff I'm not sure of more seriously internally than I am consciously?

I dunno, but I feel like I need help.

I think you hit it with the "not a lot to do" bit. To define it a bit further, there aren't many choices for a player to make, and not many factors complicating that choice. Send your Hero where he is needed most (which will be either "where I'm about to lose" or "where I'm about to win") and if you're winning overall send him on sidequests to try and hit a home run to end the game. Players don't have a lot to balance other than "Where can I put my Hero to generate the most bones this turn compared to the other players?"

As the economy aspect of the game is directly tied to the combat, you've got a significant Positive Reinforcement thing going on- win your first battles, get more bones than anyone else, build more structures with them to spam more units and win most subsequent battles. Once you hit a certain threshold, it becomes difficult if not impossible to overcome. I will not that this is not necessarily a bad thing- it lends itself to short, quick rounds, and puts a lot of emphasis on making good decisions since if you make a couple mistakes you're too far behind to catch up. Of course, that ties into the first point in that players don't have many decisions to make, which instead puts the emphasis on how lucky you are your first couple battles.

If it were me, I might throw in a basic Population mechanic. Basically, you have a certain number of warriors at base ready to fight at the start of the turn. The players allocate the warriors to different lanes (secretly, of course) specifying what type of unit they become based on the structures available on that lane- one lane might have Spearmen and Archer equipment areas, while another might have Horses and Axes, or however your units play with one another. The armies go off and do their thing, rinse and repeat. That way, the players can influence the overall war short of Hero placement, and allows for alliances (I won't send any against you if you don't send any against me, let's beat up on the leader.)

Lots has been changed, not that any of you remember its first incarnations anyway.
I do! Vaguely. Better now that I've read most of the new version.

I was going to write down more Traits as well as work on a Random Event table, but I'm tired now. Note that none of the numbers here are set in stone, and are almost certainly going to change based on preliminary testing and thinking about how the flow of the game should be. This really needs a bit of reorganization to make things easier to find, and a lot of stuff doesn't have numbers yet as I'm still working on that. I'm debating dropping the Happiness stat- it's main purpose is in Occupation and as a check on growth, and I can find something else for the former and the latter is, if anything, undesirable given the number of horrors I plan to unleash in game. If you have suggestions in that vein or on the work as a whole, give me some feedback!
I like that backstory and concept, and it looks good so far. Nothing useful to add, I'm afraid; maybe once I've thought about it and understand some parts (combat) better. Well okay, maybe one useful thing to add.

I will agree that Happiness seems underused, however, but I'm not sure what you'd replace it with. Theoretically nothing, or making it completely neutral unless you have specific modifiers to the contrary (can build brothels in a region to raise happiness, or work camps to produce extra coin but reduce it, for instance). That might require some careful balancing, however, to make it worthwhile to spend coin and tiles making your regions more of a pain in the ass to conquer once they've already smashed all your troops.

I think part of my problem is I'm not sure what I want Happiness to be for, exactly. Right now, it's halfway between being "Have a lot of this so you're hard to conquer" bonus and "Don't ignore this or shit will go down" punishment. In a broader sense, when I think "Grand Strategy" I expect there to be a way to compete without optimizing everything for Military Spam. Research is inappropriate for what I want to accomplish, so I think what I want is for Happiness to represent how good you are at governing your people, and provide balance against the military aspect of the game.

Of course, the stated goal of the game is "Eventual Civil War," so it makes sense for everything to revolve around making a Military machine. I'm currently mulling a way for Happiness to play a role in attracting new Characters to the House, possibly as the result of a Random Event. Actually, just having lots of Random Events that reward High Happiness might be a good way to go about it...*mumbles incoherently to self*

In general, the Happiness mechanic definitely needs reworking to more of a baseline thing like you mentioned. I will say a big part of the reason it exists at all is so that Specialists can affect things other than Food and Coin, since the other Patrician Stats aren't really things you'd expect a random Jeweler to affect. This is especially important since Food effectively equals Coin, since it allows you to support more Population and thus get more taxes.

That's another thing I'm debating though, whether to drop the "Population = Coin income in Taxes" aspect, and make Coin income dependent on Markets you built and Resources you build on. Puts more emphasis on Specialists as well...

bah! Enough rambling, more sleeping.

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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5181 on: September 11, 2012, 11:43:09 pm »

Are armies generated fresh every turn and then melt away after the fight, or do they persist so you can snowball if unchecked? Is it automatic that they constantly attack, or can you build up a force before striking out? From how I read it, it sounds like they just kindof automatically surge against one another and they only input the player has on the battle is whether a Hero joins in. Thus, players would spend their time sending Heroes to lanes where they are outnumbered to keep their opponent from building up an unstoppable force.
They persist and can snowball, yes. I sort of forgot to mention what happens when they reach an enemy base, partially because I'm a little unsure myself, but the short answer is they start pillaging, assuming they've destroyed your tower. Each lane has one, and it's powerful, so it takes either a very strong force or some constant whittling to break through it.

Players have no control over the armies.

How does "goody extraction" work? Do you just say your Hero ignores the army fight on a lane to go kill random d00ds for loot and xp, or do they play a role in the battles themselves- Jawas sniping at Stormtroopers, etc?
I'm not sure what that example is supposed to mean, but goody extraction consists of your hero going off into the woods to kill things rather than fighting with the lane. It requires the path to the woods be clear, however.

I REALLY like the Combat system you've got going- I wouldn't futz with it at all, and any cases where units should definitely take damage first/last would be fine to handle through traits. I just might nick that system for the one I'm working on.
Well that's good, at least.

I think you hit it with the "not a lot to do" bit. To define it a bit further, there aren't many choices for a player to make, and not many factors complicating that choice. Send your Hero where he is needed most (which will be either "where I'm about to lose" or "where I'm about to win") and if you're winning overall send him on sidequests to try and hit a home run to end the game. Players don't have a lot to balance other than "Where can I put my Hero to generate the most bones this turn compared to the other players?"
Yeah, I think you may be right. There is some troop and base management going on, but not a massive amount.

As the economy aspect of the game is directly tied to the combat, you've got a significant Positive Reinforcement thing going on- win your first battles, get more bones than anyone else, build more structures with them to spam more units and win most subsequent battles. Once you hit a certain threshold, it becomes difficult if not impossible to overcome. I will not that this is not necessarily a bad thing- it lends itself to short, quick rounds, and puts a lot of emphasis on making good decisions since if you make a couple mistakes you're too far behind to catch up. Of course, that ties into the first point in that players don't have many decisions to make, which instead puts the emphasis on how lucky you are your first couple battles.
That's one of the things I'm sort of struggling with- on the one hand, I don't want the first player to get lucky to just snowball out of control. On the other hand, I want the game to end at some point.

If it were me, I might throw in a basic Population mechanic. Basically, you have a certain number of warriors at base ready to fight at the start of the turn. The players allocate the warriors to different lanes (secretly, of course) specifying what type of unit they become based on the structures available on that lane- one lane might have Spearmen and Archer equipment areas, while another might have Horses and Axes, or however your units play with one another. The armies go off and do their thing, rinse and repeat. That way, the players can influence the overall war short of Hero placement, and allows for alliances (I won't send any against you if you don't send any against me, let's beat up on the leader.)
I might go for something like this, but there are a few problems.

For one thing, the current method makes any lane changes slow; this makes them abrupt. It's not really possible, using the system I have currently, to one-shot someone in one turn because they didn't have enough guys, for instance; with this one, it is, or at least it is barring the delay as they work their way over there.

Secondly, I dislike the idea of players PMing every turn. I think it complicates things, and removes the reminder that the other players have input their turns already.


So, as for what I would do, not certain. Maybe the lane delay would be enough to not worry about someone suddenly putting all their forces in one lane,  but then that kind of cheapens the decisionmaking process anyway. I could maybe go for some sort of hybrid system, where some of your forces are static and some are moveable, or maybe even just make the distinction a matter of cost efficiency, so you can build up in a lane but be unable to change it later, or get fewer troops total but be able to move them around at will.

Alternatively, I wonder if just buffing hero choices could fix this. If we view it as doing everything with your hero on the backdrop of your base infrastructure, it doesn't sound that bad to not have all that many choices; it's more or less an RPG with extra elements. The only trouble, of course, being that RPGs tend to have more choices to make up for that, like where to go beyond "Lane A, B, C, or The Dungeon if you've unlocked it." I'm not sure how I'd add enough decisionmaking to the hero to make that work.




In a broader sense, when I think "Grand Strategy" I expect there to be a way to compete without optimizing everything for Military Spam. Research is inappropriate for what I want to accomplish, so I think what I want is for Happiness to represent how good you are at governing your people, and provide balance against the military aspect of the game.

Of course, the stated goal of the game is "Eventual Civil War," so it makes sense for everything to revolve around making a Military machine. I'm currently mulling a way for Happiness to play a role in attracting new Characters to the House, possibly as the result of a Random Event. Actually, just having lots of Random Events that reward High Happiness might be a good way to go about it...*mumbles incoherently to self*
Hm. I suppose treating Happiness as an alternative to a good military could work, if you can figure out how. Maybe economic or otherwise noncombat specialists could just be the peaceful equivalent to troops?

I guess another way to do that would be to look at the two extremes or archetypes. Obviously there's somebody who's sane or whatever, but that's boring; let's look at General Ripper and Accountant Fizzlesticks for a minute.

Currently, General Ripper can mess things up, but in exchange if he loses a region, not that he's going to, they'll convert easier, while if he conquers a region, which he obviously will, they'll refuse to be conquered for a few rounds and might even send some weak units for him to slap into submission.

Accountant Fizzlesticks can't really do anything, but if he gets conquered, which is likely, his regions will refuse to produce for the enemy for a few turns, while if he conquers someone else, which isn't going to happen, they'll convert much more rapidly.


So, obviously that's not a good decision. If you think in terms of what the options should be, it probably seems like General Ripper should be good at his military thing but have problems at home, whereas Accountant Fizzlesticks shouldn't have much military power but be able to do more with what he's got.

Or, the way I see it, General Ripper doesn't have much civilization going. He's got good troops, sure, but his people aren't really very well-fed or literate or able to do much other than gear up for war. Accountant Fizzlesticks' people, on the other hand, can't do much against gnolls or whatever but have a thriving culture and economy and such.

I assume there'd have to be something to that approach other than just getting more favor, not least of all because favor doesn't do you a lot of good if your head is on a pike right now, but that could be a component.

That's another thing I'm debating though, whether to drop the "Population = Coin income in Taxes" aspect, and make Coin income dependent on Markets you built and Resources you build on. Puts more emphasis on Specialists as well...
Uncertain of this, but I will say that whenever X = Y, I'm a bit dubious as to why both are in the game at all. The two don't appear to be entirely the same in this case, though, since pop is something you use to claim tiles with or keep on hand to actually do anything, while coin is expended to improve those tiles.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5182 on: September 12, 2012, 01:35:23 pm »

Spoiler: Tribe Game Thing (click to show/hide)

The "Focus on the Hero" idea intrigues me, as that could be a good way to make the game more interesting to play without deviating too far from your established army mechanics. Obviously, adding more decisionmaking to the Hero is the hard part about that. Probably the most direct route would be to give the Hero more (and more powerful) abilities while keeping AP regeneration fairly low. That way, players have to balance AP management against the gains they would get for an immediate boost in the battle- is the current push worth leaving my Hero vulnerable? Is the gain worth not having enough AP to activate the more powerful ability for another few turns? It makes the game revolve around Heroes Doing Cool Shit, ideally in Big Climactic Battles.

Spoiler: Grand Strategy Thing (click to show/hide)

I think, given the direction of the game, I need to make Happiness have a more direct impact on Combat. I think I'm going to take my inspiration from the American Civil War, where General Ripper of the North has lots of farms, pops, and production capacity to field large armies, while Accountant Fizzlesticks of the South has surrounded himself with higher quality leadership and more specialists.

Basically, when I get around to my next rewrite I'm going to put more emphasis on Characters. I think I'm going to roll with a Skill Tree setup (which will necessitate a whole level-up thing) where each Character starts in a particular school (Command, Management, Spy/Saboteur, Hero) and progresses from there depending on what they do and how well they do it. Happiness will come into play in attracting Characters, and possibly reducing Character Maintenence costs if the former idea isn't good enough.

The more I ponder, the more I'm in favor of making Coin derive entirely from Structures, Specialists, and Tiles, rather than just Pops. Pops are already useful for a bunch of things, it's probably too much if they represent raw Income as well.

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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5183 on: September 12, 2012, 06:41:09 pm »

I was thinking about running a RtD game, but I don't have much in the way of systems...

Basically, you're exploring an island where all civilizations are almost gone. The three left are humans, dwarves, and kitsune, along with many, many ruins.

The civilizations left play into the story but play more into class creation: A small but highly customizeable system:

Race, which affects base stats.
Job, which affects weapon experience and skills, and
Weapon, a starting weapon that changes stats lightly to accommodate itself.

Humans are generally the quickest of the three, Kitsune are the most intelligent, and Dwarves are the most powerful.
Jobs are the basic warrior/rouge/mage, with mixed classes and specialties:
Wizard- casts magic.
Spellsword- Warrior that can cast limited magics
Warrior- Basic fighter.
Gladiator- Warrior with many stealthy and "dark" skills.
Rouge- Thief, picks locks, sneaky.
Sage- Darker magic, stealth, buff magics.

Weapons... will be edited into the post later :P


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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5184 on: September 12, 2012, 07:01:08 pm »

I was thinking about running a RtD game, but I don't have much in the way of systems...

Basically, you're exploring an island where all civilizations are almost gone. The three left are humans, dwarves, and kitsune, along with many, many ruins.

The civilizations left play into the story but play more into class creation: A small but highly customizeable system:

Race, which affects base stats.
Job, which affects weapon experience and skills, and
Weapon, a starting weapon that changes stats lightly to accommodate itself.

Humans are generally the quickest of the three, Kitsune are the most intelligent, and Dwarves are the most powerful.
Jobs are the basic warrior/rouge/mage, with mixed classes and specialties:
Wizard- casts magic.
Spellsword- Warrior that can cast limited magics
Warrior- Basic fighter.
Gladiator- Warrior with many stealthy and "dark" skills.
Rouge- Thief, picks locks, sneaky.
Sage- Darker magic, stealth, buff magics.

Weapons... will be edited into the post later :P

I don't get what this "Kitsune" thing is. Isn't a kitsune some kind of fox person or something? Never really liked that, but hmm...It should be Gnomes, Dwarves and Dark Elves. Would be WAY cooler. You'd have your smart, technology/magically attuned Gnomes, badass, burly Dwarves, and quick, subtle assassin-ee Dark Elves.
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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5185 on: September 12, 2012, 07:03:55 pm »

I've been seeing a lot of kitsunes around lately.

*checks something* Mostly by tsuchi.

Makes one wonder.
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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5186 on: September 12, 2012, 07:39:22 pm »

Edited. I don't need to get banned...

(Removed possible flaming material!)
« Last Edit: September 12, 2012, 08:00:15 pm by Caerwyn »
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Tsuchigumo550

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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5187 on: September 12, 2012, 09:38:21 pm »

I've been seeing a lot of kitsunes around lately.

*checks something* Mostly by tsuchi.

Makes one wonder.

So far, it's the only race I can come up with.

Seriously, though, I might take up that list posted. Gnomes sound interesting.
Throw anything at me. Because I'm not quite as far up on mythological races as I should be.

Also, don't worry much about pissing me off. Starting a flame war, that's something to watch for. Otherwise, I'm pretty docile.
I did just get an idea that was staring me in the face this entire time and should have come to mind a long time ago.
« Last Edit: September 12, 2012, 09:41:31 pm by Tsuchigumo550 »
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

Parsely

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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5188 on: September 12, 2012, 10:17:29 pm »

I was considering starting an RTD based off of this. If you've ever played it, you've probably noticed the immense implications of the plot, and how unrealised it truly is as a throwaway SH'M'UP. The alien race in the game is utterly terrifying (at least to me). They're an unstoppable force of space-faring insects that swarm worlds and turn them into hives. It has a huge amount of potential story-wise, and I believe I can capitalise on that with my GM'ing skills, which I can only say are 'fairly good' if I'm going to leave ego out of it. You can check out my current project through my signature if you desire more tangible information.

The truly difficult part of this particular endeavour is the gameplay. There are so many directions it can potentially go, and I have no idea what to do about it from my position as a writer. If I had an assistant whom I could collaborate with and could whip up some cleanly simple, but unique gameplay then I could handle it from there. My plan is to use Defender (2002) as a sort of schematic: the conflict, the dire situation that the colonists have found themselves in, and their role in the fight against the Manti.

Since most people probably have no idea what the hell the original game is, I'm perfectly willing to go to great lengths to lay it out, point-by-point. A few walkthrough videos would likely help with any of the more intricate concepts. For the players themselves, they'll have to discover the mysteries on their own, through experience, which is where the RTD aspect comes in. Much like the other forum games, I'm going to be using the established universe as a setting. However, its so barren that I can comfortably expand it and even improve upon its core.

What do you think?
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Tiruin

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Re: Roller's Block (RTD Brainstorming Thread) (Dermonster-First and Five Thousandth)
« Reply #5189 on: September 13, 2012, 06:52:07 am »

I've been seeing a lot of kitsunes around lately.

*checks something* Mostly by tsuchi.

Makes one wonder.
As a note, I'm playing as one due to my love for mythology. Not influenced by anything else. :P

And, why are there lots of minimalist RTDs currently? Now, I don't want to sound like I'm complaining (when I probably am), but what is seen in the multiple minimalist ones that make them alive? It's like, a branch of work from monk12, la, Spinal_Taper...and more.

Despite that, a welcoming cheer for all those new faces in the RTD board! Welcome!

@GUNIN: Flexible plotline. :))

Keep most things simple, use simple mechanics like the good ol' 1d6 for everything. Provide a general setting where complete newbies (like me) who do not know the source material, are able to settle in nicely.

Or you could complicate your life and make everything canon, pointing everything out. When we get it and act, watch as we all roll 1s and 6s. Joy!

All up to you though, but as it's being scientific, and in space, count me as a reservee.
« Last Edit: September 13, 2012, 07:09:35 am by Tiruin »
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