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Author Topic: Roller's Block (RTD Brainstorming Thread) (HAPPY LATE BIRTHDAY) (Derm is 5k)  (Read 745730 times)

Digital Hellhound

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From the title, I first assumed the alcohol is prohibited because it grants magical powers. While still making you drunk. Not that this idea doesn't sound cool, very unique concept.
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Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ¡No parmesan!

Empiricist

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Yeah, I need to think up of a better title. Though it's up to anyone who decides to run this how they would like to name it.
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Quote from: Caellath (on Discord)
<Caellath>: Emp is the hero we don't need, deserve or want

Furtuka

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Does this have any relation to GWG's infamous gin typo?
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It's FEF, not FEOF

scapheap

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Does this have any relation to GWG's infamous gin typo?
Mostly likely.
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Empiricist

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Does this have any relation to GWG's infamous gin typo?
Not directly, though the gin might have subconsciously persuaded me to choose that specific setting...
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Quote from: Caellath (on Discord)
<Caellath>: Emp is the hero we don't need, deserve or want

monk12

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-snip-

Very interesting! I heartily endorse this event or product.

Kadzar

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Vaguely inspired by Looter's Delight, a supers game where you can play as a hero or villain, even switching sides mid-game if you want to or walking the thin line between. (If the balance of power leans in any specific direction, or there's just not enough action to go around, NPC supers can be added or removed as need.)

I'm not yet sure how powers would work, but I know combat would work like Looter's where you just need to overcome your opponent's defense roll with your attack roll. However, in this game, that will only kill someone if they're a mook NPC; everybody whose anybody will take an injury instead. Now an injury isn't anything to sneeze at, since it will incur penalties to some actions (the specifics of which will require a certain amount of balance to get right) and put you one successful hit closer to being taken out in subsequent rounds (likely made easier by penalties from the last injury).

Now since this is a supers game, nobody dies for good (except maybe sidekick NPCs, by the hands of your nemesis who really wants to make you suffer); if you get taken out, you either spend the time healing or in jail, and have to waitlist to get back in the game, but when you do, you'll have all your advancements and whatnot and be free of injury. If you want to get rid of an injury without having to go through the waitlist, you can spend some lesser amount of time healing up and jump back in the game early at any point if you want to, though that will reset your healing time.

Also, I'm just now thinking that dice for this game should be 2d6 instead of a single d6, to give a slightly predictable probability curve. Normal distribution of bonuses shouldn't reach more than +3, and penalties shouldn't be less than -1 or -2 at worst. Significant min-maxing or enough character progression could yield scores of up to +4 or +5, and a player who's willing to really gimp themselves in certain regards might have some scores at -3. One problem with this, though is that I'm at this time not quite sure how to map a 2d6 to regular RtD rules for regular unopposed rolls. If need be I suppose I could just use DCs and run this in the main FG&R section.

I’m also not sure how advancement will work exactly, but I’m thinking maybe you need to either foil and jail evil-doers or accomplish morally nebulous goals and hospitalize those who oppose you to gain XP (you might do some of both if you’re an anti-hero or anti-villain). To keep a level playing field, their might occasionally be New Powers as the Plot Demands and auto-leveling nemeses.

As for what advancement gets you, you should be able to acquire more and better powers and gadgets. You could also gain stat increases and an extra injury slot, which can be upgraded so that you gain the ability to take no (or, at least, lessened) penalties on your first injury and/or additional injury slots from there. You might also gain lair upgrades for free, and the ability to start a formal supers organization (you can certainly form teams and whatnot before this point, but this allows you to recruit NPC supers to your cause whenever you need to (as opposed to having to meet them on the streets and personally convincing them to join you) and draw from the organization’s resources as needed).

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What if the earth is just a knick in one of the infinite swords of the mighty fractal bear?
Glory to Arstotzka!

Xantalos

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I really like that idea, although if you do it please find a way to make dexterity less overpowered.
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Tsuchigumo550

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I kind of want to do a basic RPG, but abandoning the regular class system and instead doing a lineage chart. It would work like this:

Players choose a base class, then get three options of different classes. Those classes combine, and a new hero is born- what if I took, say, a Thief and a Mage with Water magic. The result could be something like Pirate, a thief with more mana and the ability to use some water magics.

Whenever a player who has already had a character die comes back into the game, their next character is the son or daughter of their previous character. Their previous character is matched with one of three classes, say we take the Pirate and match it with a King (buffs and heavy armor, but weak) and you could have a Pirate Captain, which is a Pirate with a few buff techniques. The Captain would gain some defense over the previous iteration, however, as the Thief, Mage, and King all have low HP, the Captain also has very low HP.
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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.

mastahcheese

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That sounds pretty cool, it's like assembling a class using a crafting system.
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Unholy_Pariah

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Id play that...

Id probably go for a thief+shadow magician followed by a warrior to get some sort of dual wielding shadow warrior capable of avoidance tanking.

Or an alchemist+wizard... maybe take a leaf out of draigneans book and summon some kind of horrifying blood sucking plant-thulu thornvine.
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

mastahcheese

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I think I'd roll with a Tactician/Mage with an element of glass.
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

flabort

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Reserving Beastmaster/Summoner with an element of Lightning! :p

Oh, in other news, the TCG based RtD is even more RtD like, and an opening post is ready. Thing is, I go back to work soon, and possibly camping soon after that. So should I start it with the intent of updating only occasionally and putting it on hiatus pretty quickly after it starts, or should I start it later?

Basically you have little spirits bound to you that use magic cards to increase your power, but you don't need to use your cards at all. I'm drawing influence from Pokemon, M:tG, Megaman Battle Network, and possibly Yugioh. I'm not sure if I'm subconsciously drawing from that one.
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The Cyan Menace

Went away for a while, came back, went away for a while, and back for now.

monk12

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Reserving Beastmaster/Summoner with an element of Lightning! :p

Oh, in other news, the TCG based RtD is even more RtD like, and an opening post is ready. Thing is, I go back to work soon, and possibly camping soon after that. So should I start it with the intent of updating only occasionally and putting it on hiatus pretty quickly after it starts, or should I start it later?

Basically you have little spirits bound to you that use magic cards to increase your power, but you don't need to use your cards at all. I'm drawing influence from Pokemon, M:tG, Megaman Battle Network, and possibly Yugioh. I'm not sure if I'm subconsciously drawing from that one.

I would recommend holding off; that way you can give it the attention it deserves in the critical early stages, and letting it sit on the back burner for a bit gives you the chance to give all the mechanics and things another think. Plus, I don't know about you, but I often hold off on starting my ideas right away just to give myself a better idea of whether the game is just a fit of passion on my part, or something I'll stick with long-term. If I can set it aside for a week or three and still want to run it at the end of that time, it's probably a good idea (or at least something I'm willing to commit to.)

Though I will say, if you want to post the OP in here as a sneak peak, I would be most interested in that (and any mechanics you've got not in the OP) :P

flabort

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Sure, that sounds good enough.

So, the current OP as it's prepared:

Quote
There are many threats in this world. Many powerful monsters and beings stalk the known lands, and many more swim through the seas and the endless skies. Dangerous spirits and spiteful humans make even the safest of places risky at best.
To survive in the world, spirits called Wisps have formed a sort of bond with human companions. Humans have no innate magic of thier own, and wisps are fragile and cannot engage in combat without certain death. By channelling the powers of a wisp through a human, the two find perfect harmony - the human protects the wisp, and the wisp empowers the human.
Wisps use magic through collections of cards, often stolen from other wisps or more powerful spirits that can make them themselves. Their main form of magic is the Evocovation, which with the right cards can destroy mountains. They also use Enchantments, which can last forever under the right circumstances. As well, rare cards are Conjurations, which summon up non-magical things, but have limited use. But most important of all, the magic they can only use with the aid of a human companion, are Avatars, powerful spells that bind themselves to the human, encompassing him or her, and giving them powers much beyond what they could normally do.
When a human binds a wisp to himself (although it could be said that the wisp is binding the human to himself), the wisp becomes almost incorporeal, and cannot be harmed; although they die as soon as the bond is broken or upon the human's death. Not all humans have wisp companions, and wisps far outnumber humans, but it's not uncommon to meet a pair of them just walking in the streets.

Spoiler: Card Mechanics (click to show/hide)


Spoiler: Character Creations (click to show/hide)

I'll be accepting FIVE players. If more than five show up, then I'll pick the ones that get in randomly, and shuffle the others into a waitlist. Further players after the game starts, or players that died that want back in, will then be added to the end of the waitlist. I can and will reshuffle the waitlist if the waiting players hold a vote and decide they want me to, but I won't do it on my own.

The other most important thing I have that I'm willing to share that isn't in the OP is which elements are related to which colors.

Quote
Red   Fire   Destruction   Light
Yellow   Electricity   Light   Wealth
Blue   Electricity   Water   Unlife
Green   Water   Plant   Wealth
Purple   Destruction   Arcane   Wealth
Orange    Fire   Arcane   Earth
Black   Earth   Destruction   Unlife
White   Fire   Electricity   Wind
Brown   Plant   Earth   Unlife
Cyan   Water    Wind   Light
Pink   Wind   Arcane   Plant

Fire   Red   Orange   White
Destruction   Red   Purple   Black
Light   Red   Yellow   Cyan
Electricity   Yellow   Blue   White
Wealth   Yellow   Green   Purple
Water   Blue   Green   Cyan
Unlife   Blue   Black   Brown
Plant   Green   Brown   Pink
Arcane   Purple   Orange   Pink
Earth   Orange   Black   Brown
Wind   White   Cyan   Pink
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The Cyan Menace

Went away for a while, came back, went away for a while, and back for now.
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