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Author Topic: Roller's Block (RTD Brainstorming Thread) (HAPPY LATE BIRTHDAY) (Derm is 5k)  (Read 739742 times)

SeriousConcentrate

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I say make that something later on, when the party is strong/high level?
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SerCon Shorts: This Is How You Do It - Twenty-three one minute or less videos of random stupidity in AC:U, Bloodborne, DS2:SotFS, Salt & Sanctuary, and The Witcher 3.

BlitzDungeoneer

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This idea seems... intriguing, Slayer. Mind if I pre-in? Or whatever it is that Bay12ers call it nowadays.
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Swordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordswordsword

Slayer1557

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Pre-in?  But I hardly know ya!  :P

Ok that was terrible.  Yea sure, tentatively at least.

Tsuchigumo550

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Anything with an EO setting automatically has all of my yes. I'd love to pre in and even if I'm too late, I'd waitlist.

I
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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.

Tsuchigumo550

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Welp, I'm inspired again, to do things. No idea when/if I'll run this, but I do want to try and make it complete.

Inspired by Knights of Sidonia (first few episodes at least) and some various other things.

Everyone starts with some kind of base unit, each one specializing in some role- chances are it's just variations on the same model, in most cases, load them with weapons and parts, and fight things with a lot more durability than they have through combat maneuvers and teamwork.

In space.

Systems I wouldn't run without:
Impacts/Pilot Damage
-Pilots can be directly damaged from the sudden change in G-Forces brought about by slamming into things or getting hit hard
-Taking an impact can limit mobility, such as restricting movement direction for a turn, causing knockback, or even forcing a certain movement.
-Some movement can increase impact for better or worse- attacking with a melee weapon at the end of a movement will add to it's impact, however, moving into the path of an impact attack will also add to it.

Emotional State
-Pilots have a default personality and "luminosity" value
-Personalities are Optimist (Yellow), Passionate (Orange), Furious (Red), Pessimist (Purple), Melancholic (Blue), and Apathetic (Green)
-Personalities affect teamwork-based rolls, luminosity affects the degree of bonus/penalty given, current mood changes certain aspects of what boosts what
-Luminosity can also be seen as "hope", and "bright" characters are capable of boosting not only their own teamwork rolls, but those of a partner (which reduces their Luminosity a little, though some of it goes to their partner). Meanwhile, a "dim" character will drag down the teamwork rolls of both teammates regardless of their Luminosity value. Basically, pairing a "dim" and a "bright" character is about as effective as pairing two neutral-luminosity characters together, with the added effect of bringing the two closer to neutral luminosity.
---This may be simplified or scrapped.
-Positive moods help to add bonuses to more personalities and reduce penalties for opposite ones, negative moods are vice-versa
-A special mood type, "Breakdown", is caused by reaching 0 Luminosity, or certain triggers/events. Teamwork becomes impossible for that character until it's over, however, two other pilots may attempt to restrain the "Breakdown" character and talk some sense into them.
-As characters succeed in combat with each other, they grow bonded, which can aid in teamwork... as well as triggering Breakdowns.

---

I plan to set up a massive amount of weapons, including Grand Weapons and Monolithic Weapons (weapons that are powerful enough to define a mecha's role, and weapons large enough to require multiple mecha to operate, respectively)

Furthermore, there will be 9-12 starting models, in three categories (Attacker, Defender, Supporter), as well as a Plain model


Logged
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.

Tsuchigumo550

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Might write up a conversion/adaption of a system for a game at some point, based on defending/working on a tiny station outpost in a very hostile world.

This tiny little outpost is the only support you have, aside from one time a week that a ship comes by with new supplies and anything the Players have ordered with a set amount of points they get weekly, from the Station.

They can get more points by doing what they're really there for: harvesting resources, if it's fruit, meat, fresh water, rare minerals... dosen't matter. You find it, you get it, you put it on the ship every week and that'll buy you some more toys.

I'm considering trying to generate the world randomly, or at least, semirandomly. Beasts will probably be pre-made and simply picked from a pool, and have five potential rankings:
Blue- These creatures are either benign, or heavily oriented to flight over fight. Even if they do attack, chances are, they can't do much.
Green- Still fairly nonthreatening, but can and will attack if provoked. A reasonable danger level to take on.
Yellow- Potentially dangerous, either for dangerous natural weapons, an ill temper, or simple difficulty to kill.
Red- Exceedingly dangerous, usually implies everything a Yellow class could potentially have with extra territorial behavior.
Black- Do Not Engage. Implies suicidal levels of danger, a particularly vile or gigantic beast, but in general, something to AVOID.

Hunters start out with nothing but a Class, Job, Kit, and a share of Cargo Points.
Classes are the offensive core, which give a Hunter mostly combat skills and abilities.
Jobs, on the other hand, contain many non-combat skills, most notably identification skills. Some combat skills do exist here.
Kits are given to each player who accepts them and gives items based on Class and Job. A player may purchase their own items but usually has slightly less money to spend than the worth of a Kit.

Cargo Points are used to send for items from the Station, and can be spent on anything from ammunition to a powered exosuit. After the starting amount, players will be given a set amount every week (or other arbitrary amount of time, per-session might work best here) to spend based on their level, JOB (not class), as well as payment for bounties or quests given.

Jobs usually come in one of three categories: a Gatherer (such as a Miner, who is able to identify and collect ore), a Servicer (such as an Engineer, who can repair the outpost and modify equipment) or a Specialist (such as the Scout, who gains bonuses to stealth and spotting.)

Meanwhile, Classes determine what weapons someone is good with using, skills relating to those weapons, as well as coverage skills useful when forced out of one's element.

------

If you're looking for a different kind of "time trial" style gameplay, try this: Double the Cargo Point Values and enable Building skills, which allow players new jobs based around self-sufficiency and expanding their Outpost. After about a month or earlier, eliminate the Station entirely- no more Cargo Points, no more easy access to a large group of items, and absolutely no more chances at things like Powered Exosuits. Furthermore, add Resource Depletion (every resource has a set amount of HP and harvesting it has a chance to "damage" it, based on type: things like Minerals always take damage, things like Plants can sometimes take damage, and things like Solar power never take damage.

I don't think I'll ever run this here, per se, however it's something I'm planning to make for my friends to have a shot with and I may release any materials I wind up creating for the game. I'm currently trying to find a suitable system to edit off of (Pathfinder? 5e?) as well as create crafting/tech/item trees.
Logged
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.

lawastooshort

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I have a long standing interest in doing this:

Roll to be in a folk banjo suggestion game

The banjo – central pillar of folk, cornerstone of western culture, king of instruments, the only thing more awesome than your future beard! It’s been your dream to play it like a pro, to master the harmony of twangling strings, to connect with the ur-folk of yore – and these dudes are totally doing it! You gaze on in wonderment, occasionally raising your ale to your mouth in a trance, and the evening passes in a miraculous daze…

You sleep with your mind in a whirl from too much stilton before bedtime and above all the architectural brilliance of Accidental Farmhand’s minimalist techno-banjo-folk. You awake, text your boss to say you quit, and start sitting about really hard getting the muse. You realise that you’ve started your journey in the folk industry.

Your ultimate goal is domination, baby!

Dizzy with excitement, you sit down and stroke your beard gently with one hand and reach for your notebook with the other.

You need a band, man, but what’re they gonna be called?

And you need a plan, dude, but what’s it gonna be? What are you gonna do this morning?

And last but not least – you really ate way too much stilton last night: what the hell is your name?


Spoiler: Roll to be in… (click to show/hide)


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The Ensorceler

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   Okay. First time GM or what have you, but I'd like to run this if I still think I have time in a couple of days. I was rewatching some Avatar: the Last Airbender, and a couple ideas I've had bouncing around glommed onto that. Setting would be the 100 years where Aang is missing, so not all the airbenders are dead yet and not all of the Fire Nation agrees with what is going on, which allows players to theoretically be from any nation while keeping avatar shenanigans from violating timeline continuity.

   I'm probably going to base any rules I don't mention on a 2d6 RTD format, but that isn't the fun part. Most actions undertaken by players will be in the form of Techniques, which are largely invented by and semi-unique to each player, although teaching/imitation/learning from a scroll will be possible, even if the Technique might change some depending on how a roll goes. To use a Technique, the player spends Chi Points, herein referred to as CP, which regenerate quickly, but not entirely each turn in combat/dangerous situations. Technique costs are highly variable, and most Techniques have a variable into which more CP can be dumped to do something better. Due to the way I thought this out, physics will intrude significantly into the rules, although I haven't figured out a rough estimate on Calories per Chi Point. I should before I run this, though, and that should at least enforce consistent violation of the rules of thermodynamics.

The base Techniques, which every bender will have in some form, are Hold, Push/Pull, and Shape; with the following notes, these are their equations. 1) 'dm' refers to the decimeter (10cm or .1m); 2) 'CP', here, refers to the CP expended on using the Technique; 3) '(x), [y CP]' means that expression x is used for the cost of y CP; 4) '=' means that the preceding variable is defined as equaling the current value of the following expression, even if it includes the preceding variable. Programmers will probably recognize it, although it isn't intentionally formatted for any language I know of.

Hold- Draw H(dm3) of material close and hold it ready where
   H1(dm3) = (H0 + CP/(H0 + 1))dm3 or (H0dm3), [2CP], whichever costs less.

Push/Pull- Move P(dm3) of material in three dimensions within a radius of 5m at .5m/s where
   P1(dm3) = (H0)dm3, [H0 CP] or (CP/3dm3), situationally.

Shape- Change the shape of S(dm3) of material with 2cm resolution at 1dm3/second where
   S1(dm3) = (H0dm3), [2H0CP] or (CP/3dm3), situationally.

   Making new techniques from your existing ones is fairly simple, but the first usage costs triple in CP, so it can be no more than 1/3 of a player's maximum power. Then, it can be modified at double cost on the second use or kept the same, and further modified with practice. For an example of how it worked in the show, early in the first season Katara attempted to freeze a soldier, but froze a swath behind her instead. Rather than attempting to do it right, she later turned around and froze the soldier, who was now behind her.

   Another semi-unique feature of Chi Points is that they act as extra hit points/armor, meaning that a focused individual is much stronger in a fight, and that taking hits will disrupt your focus and leave you with few Chi Points to retaliate with. This, somewhat unintentionally, mirrors the show in that it is relatively easy to defeat someone without excessive violence, although I don't see any reason to make being hit with a stone cannonball or what have you suddenly nonlethal.

   I guess I'll throw some additional ideas here as well, since they aren't well developed enough to each get a paragraph. Non-bending combat will also have a separate Technique tree, likely with the basic ones being Strike, Block, and Dodge, all significantly cheaper than bending in terms of CP. Each turn, players can make up to three actions, two standard (using a Technique or moving) and a reaction, which can also be a Technique or moving, but is triggered by something else, likely an attack, but not necessarily. Hopefully that should get combat more fluid, and allow for interesting combos to occur. I guess that's it, then, so have at you.
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Parsely

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*skims paragraph*

*starts reading seriously because benders*

*sees math*

Welp.
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Salsacookies

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Might write up a conversion/adaption of a system for a game at some point, based on defending/working on a tiny station outpost in a very hostile world.

This tiny little outpost is the only support you have, aside from one time a week that a ship comes by with new supplies and anything the Players have ordered with a set amount of points they get weekly, from the Station.

They can get more points by doing what they're really there for: harvesting resources, if it's fruit, meat, fresh water, rare minerals... dosen't matter. You find it, you get it, you put it on the ship every week and that'll buy you some more toys.

I'm considering trying to generate the world randomly, or at least, semirandomly. Beasts will probably be pre-made and simply picked from a pool, and have five potential rankings:
Blue- These creatures are either benign, or heavily oriented to flight over fight. Even if they do attack, chances are, they can't do much.
Green- Still fairly nonthreatening, but can and will attack if provoked. A reasonable danger level to take on.
Yellow- Potentially dangerous, either for dangerous natural weapons, an ill temper, or simple difficulty to kill.
Red- Exceedingly dangerous, usually implies everything a Yellow class could potentially have with extra territorial behavior.
Black- Do Not Engage. Implies suicidal levels of danger, a particularly vile or gigantic beast, but in general, something to AVOID.

Hunters start out with nothing but a Class, Job, Kit, and a share of Cargo Points.
Classes are the offensive core, which give a Hunter mostly combat skills and abilities.
Jobs, on the other hand, contain many non-combat skills, most notably identification skills. Some combat skills do exist here.
Kits are given to each player who accepts them and gives items based on Class and Job. A player may purchase their own items but usually has slightly less money to spend than the worth of a Kit.

Cargo Points are used to send for items from the Station, and can be spent on anything from ammunition to a powered exosuit. After the starting amount, players will be given a set amount every week (or other arbitrary amount of time, per-session might work best here) to spend based on their level, JOB (not class), as well as payment for bounties or quests given.

Jobs usually come in one of three categories: a Gatherer (such as a Miner, who is able to identify and collect ore), a Servicer (such as an Engineer, who can repair the outpost and modify equipment) or a Specialist (such as the Scout, who gains bonuses to stealth and spotting.)

Meanwhile, Classes determine what weapons someone is good with using, skills relating to those weapons, as well as coverage skills useful when forced out of one's element.

------

If you're looking for a different kind of "time trial" style gameplay, try this: Double the Cargo Point Values and enable Building skills, which allow players new jobs based around self-sufficiency and expanding their Outpost. After about a month or earlier, eliminate the Station entirely- no more Cargo Points, no more easy access to a large group of items, and absolutely no more chances at things like Powered Exosuits. Furthermore, add Resource Depletion (every resource has a set amount of HP and harvesting it has a chance to "damage" it, based on type: things like Minerals always take damage, things like Plants can sometimes take damage, and things like Solar power never take damage.

I don't think I'll ever run this here, per se, however it's something I'm planning to make for my friends to have a shot with and I may release any materials I wind up creating for the game. I'm currently trying to find a suitable system to edit off of (Pathfinder? 5e?) as well as create crafting/tech/item trees.
If you don't mind, I'd run this, looks great
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TCM

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   Okay. First time GM or what have you, but I'd like to run this if I still think I have time in a couple of days. I was rewatching some Avatar: the Last Airbender, and a couple ideas I've had bouncing around glommed onto that. Setting would be the 100 years where Aang is missing, so not all the airbenders are dead yet and not all of the Fire Nation agrees with what is going on, which allows players to theoretically be from any nation while keeping avatar shenanigans from violating timeline continuity.

Cool.

Quote
I'm probably going to base any rules I don't mention on a 2d6 RTD format, but that isn't the fun part. Most actions undertaken by players will be in the form of Techniques, which are largely invented by and semi-unique to each player, although teaching/imitation/learning from a scroll will be possible, even if the Technique might change some depending on how a roll goes. To use a Technique, the player spends Chi Points, herein referred to as CP, which regenerate quickly, but not entirely each turn in combat/dangerous situations. Technique costs are highly variable, and most Techniques have a variable into which more CP can be dumped to do something better. Due to the way I thought this out, physics will intrude significantly into the rules, although I haven't figured out a rough estimate on Calories per Chi Point. I should before I run this, though, and that should at least enforce consistent violation of the rules of thermodynamics.

I'm feeling this, besides my irrational reservations to play any game with "CP" as a central concept due to its unfortunate multitude of meanings as an acronym. But really, I like this.

Quote
The base Techniques, which every bender will have in some form, are Hold, Push/Pull, and Shape; with the following notes, these are their equations. 1) 'dm' refers to the decimeter (10cm or .1m); 2) 'CP', here, refers to the CP expended on using the Technique;

Yeah, I can get down with those mechanics. Specificity and all that.

Quote
3) '(x), [y CP]' means that expression x is used for the cost of y CP; 4) '=' means that the preceding variable is defined as equaling the current value of the following expression, even if it includes the preceding variable. Programmers will probably recognize it, although it isn't intentionally formatted for any language I know of.

Oh that's...alright, I just have to figure out-

Quote
Hold- Draw H(dm3) of material close and hold it ready where
   H1(dm3) = (H0 + CP/(H0 + 1))dm3 or (H0dm3), [2CP], whichever costs less.

Push/Pull- Move P(dm3) of material in three dimensions within a radius of 5m at .5m/s where
   P1(dm3) = (H0)dm3, [H0 CP] or (CP/3dm3), situationally.

Shape- Change the shape of S(dm3) of material with 2cm resolution at 1dm3/second where
   S1(dm3) = (H0dm3), [2H0CP] or (CP/3dm3), situationally.

Oh lawd.

Overall, game looks fun. I could get into it, if it wasn't for all....that stuff. Still, it's your game. Maybe the math buffs will be all over it, who knows.
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Because trying to stuff Fate/Whatever's engrish and the title of a 17th century book on statecraft into Pokemon syntax tends to make the content incomprehensible.

Harry Baldman

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Quote
Hold- Draw H(dm3) of material close and hold it ready where
   H1(dm3) = (H0 + CP/(H0 + 1))dm3 or (H0dm3), [2CP], whichever costs less.

Push/Pull- Move P(dm3) of material in three dimensions within a radius of 5m at .5m/s where
   P1(dm3) = (H0)dm3, [H0 CP] or (CP/3dm3), situationally.

Shape- Change the shape of S(dm3) of material with 2cm resolution at 1dm3/second where
   S1(dm3) = (H0dm3), [2H0CP] or (CP/3dm3), situationally.

Oh lawd.

Overall, game looks fun. I could get into it, if it wasn't for all....that stuff. Still, it's your game. Maybe the math buffs will be all over it, who knows.

The math's actually rather simple if you can get past the slightly confusing phrasing. It just takes a few moments of focus. Speaking of.

Hold- Draw H(dm3) of material close and hold it ready where
   H1(dm3) = (H0 + CP/(H0 + 1))dm3 or (H0dm3), [2CP], whichever costs less.

If I'm getting this right, you can put 1 CP into holding .00001 dm3 (which would be H0) of a given element, in which case the amount of the element you hold becomes roughly 1 dm3 (.00001 dm3 + 1/1.00001)? So you can set off a spark, then Hold it to create a fireball (or firecube, depending on preference)? That would be kind of cool, even if it does cost one precious Chi Point.

Push/Pull- Move P(dm3) of material in three dimensions within a radius of 5m at .5m/s where
   P1(dm3) = (H0)dm3, [H0 CP] or (CP/3dm3), situationally.

Shape- Change the shape of S(dm3) of material with 2cm resolution at 1dm3/second where
   S1(dm3) = (H0dm3), [2H0CP] or (CP/3dm3), situationally.

What does situationally mean here? Whichever costs less, whichever costs more, or GM whimsy prevails?

Also, .5 m/s for pushing and pulling seems a bit, well, slow.
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The Ensorceler

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Quote
The math's actually rather simple if you can get past the slightly confusing phrasing. It just takes a few moments of focus. Speaking of.
Thanks for working through it. It's a rather badly planned shorthand for the corresponding English description, but I think I can get away with it without too many misunderstandings.

Quote
If I'm getting this right, you can put 1 CP into holding .00001 dm3 (which would be H0) of a given element, in which case the amount of the element you hold becomes roughly 1 dm3 (.00001 dm3 + 1/1.00001)? So you can set off a spark, then Hold it to create a fireball (or firecube, depending on preference)? That would be kind of cool, even if it does cost one precious Chi Point.
I guess that would work, but H0 can be zero for the same effect. Fire is an outlier in that it doesn't need to be present to bend it, but is created on demand. With H0 being 0, and Chi being 2, you would get (0 + 2/1)dm3 of fire or whatever. With H0 being 1, 2 Chi only gets you one additional dm3 of material (1 + 2/2), so you can add to what you Hold (even if you aren't Holding anything), or with (H0), [2CP], you can continue Holding whatever you've got.

Quote
What does situationally mean here? Whichever costs less, whichever costs more, or GM whimsy prevails?
If you're already Holding some material, the equations on the left are cheaper, but only interact with the stuff you're Holding. If you aren't Holding anything, you can use the equations on the right to interact with material you aren't Holding.

Quote
Also, .5 m/s for pushing and pulling seems a bit, well, slow.
Keep in mind that there isn't a hard limit on how much stuff you can move like this, so any faster would be abused as a cheap weapon. Also, Hold, Push/Pull, and Shape are kid stuff, and not designed for combat; I'm thinking players wold get a number of turns growing up, making their own techniques. You could, for example, make a dedicated Shove technique that is more limited but more readily used offensively.
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Fniff

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Here's anidea for a mechanic in an RTD: all the players were on a chain gang and managed to escape. However, they are still chained together and are forced to work together in order to get the chains off them. Players don't tend to interact much, so perhaps this would be a fun way to encourage it.

The Ensorceler

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Ack. I seem to have permanently misplaced three days of writing for the Avatar thing. I think I managed to get rid of the math without too many problems, so it'll be a lot more user friendly, I guess. Not sure what stats to use, though... Would it be terribly bad to start it now and flesh out the fluff and rules later?
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