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14:55, 30th April 2024 (GMT+0)

General - Discussion.

Posted by Game DesignFor group 0
steelsmiter
player, 114 posts
Fri 27 Mar 2015
at 12:04
  • msg #119

Re: OOC - Discussion

I'm pretty sure you can turn on the Discussion flag and tweak with Active/Inactive/Deleted/Only active games requesting players.

Edit: Nope, having the least restrictive search perameters set only turns up Portrait Posse and one other game.
This message was last edited by the player at 12:08, Fri 27 Mar 2015.
icosahedron152
player, 42 posts
Sat 28 Mar 2015
at 00:16
  • msg #120

Re: OOC - Discussion

Hmm. That sounds bad. I thought that if you had a public forum it showed up in the default list in the Main Menu (homepage). ISTR the 'other' Game Design forum was there, but maybe it was something I found by accident and added myself.

But if there are other public forums that don't show up there and you can't advertize them either, that's a real problem.
shady joker
player, 40 posts
Tue 31 Mar 2015
at 04:06
  • msg #121

Re: OOC - Discussion

Does anyone know if Shriek by deep7 has rules for playing vampires in 1PG?
shady joker
player, 41 posts
Tue 31 Mar 2015
at 04:08
  • msg #122

Re: OOC - Discussion

icosahedron152:
Hmm. That sounds bad. I thought that if you had a public forum it showed up in the default list in the Main Menu (homepage). ISTR the 'other' Game Design forum was there, but maybe it was something I found by accident and added myself.

But if there are other public forums that don't show up there and you can't advertize them either, that's a real problem.


Technically this is a 'game' not a forum. Anyone can make games but forums need to have staff permission.
Arkrim
GM, 319 posts
Tue 31 Mar 2015
at 05:15
  • msg #123

Re: OOC - Discussion

shady joker:
Technically this is a 'game' not a forum. Anyone can make games but forums need to have staff permission.

LOL. Apparently, joker missed the last 10-20 posts. We've already been discussing exactly that.
This message was last edited by the GM at 12:52, Tue 31 Mar 2015.
icosahedron152
player, 43 posts
Tue 31 Mar 2015
at 05:37
  • msg #124

Re: OOC - Discussion

In reply to shady joker (msg # 121):

I'm afraid I haven't bought or played Shriek, can't help you on that one, but ISTR it was more about recreating slasher flicks. Deep 7 has a Yahoo Group that is still monitored by the game designers, you could ask there. You'd need to join, but if you're a fan of their games that might be no hardship. There's also some good fan-made houserules there. I'll probably add mine when they're ready.
shady joker
player, 42 posts
Tue 31 Mar 2015
at 22:40
  • msg #125

Re: OOC - Discussion

 Well the game seems to be about Slasher flicks and the reviews mention nothing on playing vampires.

 Would a 1PG game about playing vampires be fun? They already use 'Blood' as the health track. I was thinking something in the style of Forever Knight or some such.
icosahedron152
player, 44 posts
Wed 1 Apr 2015
at 05:56
  • msg #126

Re: OOC - Discussion

I started designing a vampire game a while back, based on 1D8, simply because of the 8 pints of blood in a human body, but after I discovered 1PG I wondered if I could adapt it - or adapt 1PG to run on D8 just for that game.

Unfortunately I'm snowed under in RL just now so I have no time to develop it.

Still, I think it shows that it could work. I'm not familiar with Forever Knight, in fact I've never played a vampire game. It's on my to-do list but, alas, now is not the time for a new project. :(
shady joker
player, 43 posts
Wed 1 Apr 2015
at 09:54
  • msg #127

Re: OOC - Discussion

Forever Knight was a cheesy TV show about a vampire that was a cop who used his powers to solve crimes and be a kind of dark hero. It was the only vampire based thing I could think of that has nothing to do with the WoD games.

http://en.wikipedia.org/wiki/Forever_Knight

Anyways, the one problem I hit is 1PG characters are supposed to be disposable and the system is made for one shots. Vampires don't seem to go along with that idea.
icosahedron152
player, 45 posts
Wed 1 Apr 2015
at 15:23
  • msg #128

Re: OOC - Discussion

1PG was originally designed for one shots, but it doesn't have to be that way. I'm play testing ordinary games right now using 1PG. There's absolutely nothing to stop you using characters for as long as you want. It's just as good as any other system.

What was the nature of your problem? I probably already have a fix for it. After a while I tend to forget which were the original rules and which are my house rules, so I can just be running a game and not realize that you can't do X with the original rules.
ArgamenPhish
player, 4 posts
Tue 28 Apr 2015
at 12:08
  • msg #129

Re: OOC - Discussion

So I just finished the first season of a really interesting anime (Noragami) that gave me a lot inspiration to start designing a game based along similar concepts. I wanted to get some advice on where to start with this. So far I have no design or anything more just a general theme. The player is a unknown god seeking renown in the modern world. Along with dealing with mundane activities to help the people around them they also deal with the darker embodiments of human psyche. They enlist both human contacts as well as the souls of the deceased who are uncorrupted.  These individuals are treated in game mechanic terms as both NPC's and Equipment.

What are some baseline concepts/lore/rules that may be relevant to this endeavor? Any systems that would work well with this?

Should be noted I'm not very familiar with many systems as I've typically lacked the resources to look into them to any great extent and typically relied on my own designs.
Arkrim
GM, 320 posts
Tue 28 Apr 2015
at 13:40
  • msg #130

Re: OOC - Discussion

Well, if you want to focus on the mind and psyche, I know a lot of different games focus on mental and social stuff more than straight up combat. D20 games are usually more combat oriented, so you might be looking into one of the d10 or d6 games to start with as an example.
LoreGuard
GM, 47 posts
Tue 28 Apr 2015
at 17:29
  • msg #131

Re: OOC - Discussion

Fundamentally, I think one of they key things you need to determine is what are the points of conflict/competition in your stories.  Does it highlight and depend on competition between players, or is it primarily player vs. neutral environment, how much can the players interact with one another and assist one another?

How much do you want to depend on a GM to run the story... and the world... or do you want it to have the rules somehow mediate conflicts between the players?

As I'm not familiar with the Anime that inspired it I don't know exactly what feel you want for the game.
ArgamenPhish
player, 5 posts
Unfamilar with most
of your systems.
Thu 30 Apr 2015
at 07:57
  • msg #132

Re: OOC - Discussion

@Arkrim I enjoy the Psychological elements of games. Also enjoy the idea of rolling large amounts of d6.

 @LoreGuard I wanted a lot of the drive of the game to be focused on the unknown god gaining renown from the people, but to also have a general conflict with the supernatural elements of the world to add spice to the game. During the day the gods would be answering the wishes of people, doing 'missionary work', and rather mundane tasks. At night though a god would deal with...
ArgamenPhish
player, 6 posts
Unfamilar with most
of your systems.
Thu 30 Apr 2015
at 08:08
  • msg #133

Re: OOC - Discussion

running from, hiding from, and fighting with Phantoms. The story for the players would rely on interactions with higher dieties, powerful entities, their associations.

I would like for players to be aware of eachother and to interact on a semi regular basis but not really united. As for conflicting with each other I'd prefer to avoid that.

I would like the gm to have a strong influence on the story. Sort of like the player decides the destination but the gm handles the route. For most activities...
ArgamenPhish
player, 7 posts
Unfamilar with most
of your systems.
Thu 30 Apr 2015
at 08:19
  • msg #134

Re: OOC - Discussion

I'd prefer just to be about flavor without much conflict content. Probably would like to handle most days by answering several wishes or possibly one intrigueing and challenging wish. As for actual conflict I'd want to allow for a lot of flair but still being determined by basic dice rolls. You'd have several elements going into each attack but still only one roll with conflicts lasting several several clashes.

Did this all make sense and help? Btw thanks for all the q's it helps me know what I want.
steelsmiter
player, 115 posts
Tue 12 May 2015
at 03:11
  • msg #135

Re: OOC - Discussion

Been a while since I've been around here. I recently got a laptop, and the Pricedown font. What do you guys think the interest would be in creating a GTA RPG?
shady joker
player, 44 posts
Tue 12 May 2015
at 03:50
  • msg #136

Re: OOC - Discussion

Well on rpol I would say pretty high. Users on here love sand boxes.
steelsmiter
player, 116 posts
Tue 12 May 2015
at 04:46
  • msg #137

Re: OOC - Discussion

Well, I'm thinking I'll use GTA V's stats and do d%. Either that or divide the percentages by 10 and use dice pools (with Target Numbers instead of successes). But I might add Fat from San Andreas in there too, depends on whether anyone thinks its worth it to depict the consequences of overeating as they did in San Andreas.
shady joker
player, 45 posts
Tue 12 May 2015
at 14:15
  • msg #138

Re: OOC - Discussion

It is not worth it. When it comes to table top games having stats that change constantly and involve tons of book keeping is a bad idea. It is okay in video games because the computer keeps track of it
steelsmiter
player, 117 posts
Tue 12 May 2015
at 20:39
  • msg #139

Re: OOC - Discussion

and the other bit?
shady joker
player, 46 posts
Wed 13 May 2015
at 00:31
  • msg #140

Re: OOC - Discussion

I never played GTA V so I don't know what the stats are. So what would the roll mechanic be in your game?
steelsmiter
player, 118 posts
Wed 13 May 2015
at 12:17
  • msg #141

Re: OOC - Discussion

shady joker:
I never played GTA V so I don't know what the stats are.

http://gta.wikia.com/Skills_(GTA_V)
(it appears RPoL isn't wanting to add the ending parenthesis in the link. Just add it back in manually I guess) Personally I'd probably scrap the bit about Special Abilities because those are specific to characters, but I might include some sample ones, or make one for each stat (and allow each player to choose which one they have at the start of the game).

quote:
So what would the roll mechanic be in your game?

that's what I meant by "and the other bit?". The other bit I was referring to was the use of either d% or d10 dice pools with TN (I don't particularly like number of successes). d10s or d% seem like the most obvious options to me anyway (and easier since they are often referred to as percentages in game literature, walkthroughs and the like). I could possibly be persuaded to do something else though.
This message was last edited by the player at 13:25, Wed 13 May 2015.
Rubberduck
player, 1 post
Wed 1 Jul 2015
at 08:36
  • msg #142

Re: OOC - Discussion

For dice rolling mechanic I'd say you need to consider what feel you want. Different mechanics have different curves. d% will be linear, but I haven't managed to figure out the shape on dice pool. My gut feeling is that they'll tend to make tasks that are easy for a person of your skill level, almost always succeed, while tasks at or above your skill level will have a greater spread. That is just a gut feeling, though.
steelsmiter
player, 119 posts
Wed 1 Jul 2015
at 09:47
  • msg #143

Re: OOC - Discussion

Oh I decided on a Dice Pool with TN mechanic something like 44 pages ago. I just started doing the work once I started getting collaboration on various chat clients, Facebook, and other social media sites. (interesting story, I now have a model that wants to appear in the book :D. Found her on dA.)

The way I have it set up is that NPCs never actively roll, taking half the maximum result of their applicable "dice" as their default result. I may change that for Named Enemies though, because the added risk seems appropriate. But otherwise, players pretty much roll against a set difficulty level, and I have lots of ways to determine difficulty level, depending on circumstance.

NPCs such tend to scale, so a starting NPC may only have a 2 in a Skill so the player needs to roll a 10 (not too terrible if they have 3 dice), and even someone from the Metal Gear series won't typically force them to roll more than a 50 (because they can't have more than 10 Stealth and Shooting) without using tactics and other things that grant dice bonuses.

Also, each Skill has its own Special Ability under my system. Trevor's was Stamina, Michael's was Shooting, and Franklin's was Driving. The only one that doesn't have a special ability is Lung Capacity.

Anywho, it's a work in progress, and I don't plan on uploading it anywhere until I feel like it's gameable.
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