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Current Projects.

Posted by chupabobFor group 0
shady joker
player, 19 posts
Wed 23 Apr 2014
at 07:40
  • msg #23

Re: Current Projects

Well initiative is done ONCE at the beginning of combat. on RPOL.net all combat moves slow because you have to wait on people to post. In actual table top rolls are resolved much faster.The only games I think that let's you decide everything in one Roll is the ORE engine such as the game Reign or Monsters and Other childish things.

I'd welcome taking it to a discussion thread if you want.
This message was last edited by the player at 07:41, Wed 23 Apr 2014.
hakootoko
player, 1 post
Thu 24 Apr 2014
at 01:02
  • msg #24

Re: Current Projects

There are one-roll games. In Anima, you roll 1d100 + attack - defense, then look it up by armor type on the combat table and it tells you how much damage you did.

I've played WFRP2 on rpol, and it has initiative rolls at the beginning of combat. I haven't found that to be a big deal, since it's only once per combat. But you need to get players into the habit of pre-rolling a Parry or Dodge after they do their attacks, so the GM knows if they successfully defended.

I'm running D6 Fantasy now and am fed up with all the rolls. You have to roll parry *and* armor after someone attacks you.
chupabob
player, 14 posts
ChupaBob drank many goats
Wed 30 Apr 2014
at 18:13
  • msg #25

Re: Current Projects

Ico, if we do not discuss the projects here, how will we know when a project is generating enough discussion that it needs its own thread?
Another project on my back burner is the Hidden Mystique RPG. Hidden Mystique is my wife's serial fiction story on JukePopSerials. I have offered to adapt it into a roleplaying game, but she wants me to wait until a certain point is reached in the story. The genre is a contemporary urban fantasy which has been done a lot, but there are a few unusual aspects to the story which I would like to build into the mechanics. First, there is the motif of the jigsaw puzzle which appears as a metaphor. I am starting to think about ways to incorporate actual playing pieces into gameplay as a supplement to dice. If anyone here remembers how Deadlands used both dice and poker cards, I am going for something a little like that.
This message was last edited by the player at 18:24, Wed 30 Apr 2014.
shady joker
player, 26 posts
Wed 30 Apr 2014
at 18:31
  • msg #26

Re: Current Projects

Yes, I have seen this done in DEADLANDS: Reloaded for Savage Worlds and in Savage Worlds in general. Initiative uses a card based mechanic and 'Bennies' uses tokens like poker chips, pennies, what ever you have on hand. It works well in person or online tabletop websites that support playing cards.

I also played 'Of G-Men and Supermen' which is basically the S.H.E.I.D. in the Golden Age of superheroes. This game used cards entirely with no dice. It is a free game that can be found here.

http://www.1km1kt.net/rpg/of-g-men-and-supermen
icosahedron152
player, 9 posts
Wed 30 Apr 2014
at 22:06
  • msg #27

Re: Current Projects

chupabob:
Ico, if we do not discuss the projects here, how will we know when a project is generating enough discussion that it needs its own thread?


I wasn't really suggesting that we don't discuss the projects here, I was more saying that the Powers That Be could extract the actual project lists from this thread and put them (and them only) in an 'at a glance' Closed Notice, so they don't get lost with one or two listed projects per dozen pages of chat.
icosahedron152
player, 11 posts
Thu 8 May 2014
at 07:40
  • msg #28

Re: Current Projects

Well, I've done enough Preliminary Research on my BESM 2.5 Project to know that it's not the game for me.

The chargen is wonderfully in-depth, and that was one of the things that attracted me to the game - the characters became really three-dimensional. Unfortunately it contained the seeds of its own destruction.

The chargen took so long that it became a chore, and I think it would quickly lead to GM burn out. There were also lots and lots of dice modifiers resulting from the character complexities, which I think would make combat a nightmare to keep track of.

I don't know if anyone has similar experiences of BESM, or whether BESM 3 has the same problems, but I'm no longer working on adapting it. I've been introduced to a new system called 1PG and I'm now adapting that for a smoother PbP experience.
shady joker
player, 28 posts
Thu 8 May 2014
at 09:56
  • msg #29

Re: Current Projects

1PG's flaw is it doesn't handle magic well at all. All the settings have no magic/low magic and the one DnD fantasy like setting they have magic is really wonky.
icosahedron152
player, 13 posts
Thu 8 May 2014
at 10:07
  • msg #30

Re: Current Projects

The basic engine is there, though. I think with some deliberation a good magic system could be developed for it. That will be part of my project, though many of my games don't involve magic either.

It looks like the designers left magic largely for the GM to figure out since the degree and type of magic in a game is very much a matter of GM taste.

I think there are enough guidelines in the various books to figure out a workable system to my own taste, and I reckon that was the original intent. If anyone is interested, I'll keep you posted on what I come up with.
shady joker
player, 29 posts
Thu 8 May 2014
at 10:36
  • msg #31

Re: Current Projects

In reply to icosahedron152 (msg # 30):

No they didn't, They have magic rules in the setting Broadsword and the 1PG companion. It is just wonky.
icosahedron152
player, 14 posts
Thu 8 May 2014
at 21:02
  • msg #32

Re: Current Projects

Define Wonky.
I have the Companion, which says very little about magic and leaves most of it to the GM, but I don't have Broadsword.
MadAlpaca
player, 2 posts
Wed 14 May 2014
at 08:38
  • msg #33

Re: Current Projects

For the time being I will just list the projects I have relating to table-top gaming. Most of my projects have two running themes: heavy character personalization and skill synergy. I like being able to make a character my own with more flexibility than I have encountered in other systems.

1) Final Fantasy RPG based on Returner's 3rd Edition refined to allow for Tactics style Jobs and abilities. Job changes and purchasing of Abilities with JP. Attempting to cover all major races of Ivalice with a wide gamut of Jobs and Abilities to flesh them out. Some liberties taken on what the Jobs can do to help keep them unique while still being flavorful and fluffy. Percentile rolls much like Returner are used while working to hone how values are derived to simplify some of the math involved. Skills will have synergy effects in and out of combat.

2) Miniatures game based on the above. Simple mechanics augmented by class abilities. A focus on achieving a Target Number on d10 rolls anytime dice is called for. Good progress made on this. Battle forces of up to 10 units (based on the campaign/mission/etc.) with unit cards to help track individual stats and HP/MP. This is my current active work in progress as I can pen most of the notes when I have a spare moment from work. Job change is not planned outside of prolonged campaigns.

3) Classless Technique-based RPG based around the techniques of Chrono Trigger. Yes, another video game inspired system, but this was my first JRPG and I thought it would be fun for a speedy play where the only thing that really matters is combat and story. Non-combat actions are determined more by the flow of the story and the GM rather than rolls. Major concept idea: Class - when the only thing that matter is how you kill something and take its stuff. No point in having a class as a limiter when you can customize your character to how you want to play them and kill stuff good. All skills affect combat by granting bonuses in one way or another.

4) RWBY (web series) RPG based on Earthdawn and other stepped dice rollers that are open-ended. The RWBY world seems like a place where limits are not really relevant due to Dust and Semblances, so I figured the open-ended system would work best here. The two major elements are Semblances and transforming weapons that are iconic to the series. Season 2 is due this July and information is somewhat limited outside the Wikia, but I am going more for a general concept rather than anything that fits canon. Level is determined more by total experience accumulated, but no established number at X amount. Skills are ranked with bonuses to determine how many and what dice are rolled vs a target number set by varying factors. Exceeding the target number by certain amounts (likely percentages) will step up the degree of success.

5) Tentatively titled "Iru" it is a world of my own creation with magic as well as moderate technology and a plethora of inhabitants. This is a world based off a Returner FFRPG game I ran way back in the 2nd edition that my players really liked, so I thought I would expand and develop it more. Always a work in progress. I have a magic system in the works that doesn't use many established "spells", but gives guidelines on working magic into desirable effects. Classes and levels likely not going to be used.

I think I will cut off there as this seems to be getting a little long. Feel free to ask me to elaborate on anything if you like. I can get long-winded, as if that wasn't obvious, as I am really bad about exposition. Or is it really good? I think I do the same thing with procrastination.
chupabob
player, 16 posts
ChupaBob drank many goats
Sat 31 May 2014
at 17:41
  • msg #34

Re: Current Projects

In reply to MadAlpaca (msg # 33):

M.A., I would be interested in seeing your Chrono-Trigger and RWBY games when you get something written down for either.  I've got to say that I cringed a little when I read that you were using EarthDawn rules as a basis. I have had bad experiences with that game, but I have to admit that my biggest problems were bizzare rules (for example, like how characters cannot advance without stopping to mediate uninterrupted for days) which did not fit well with the EarthDawn setting specifically (wherein major world events are happening all around and characters would not have uninterrupted days to contemplate their navels). The world of RWBY might be a better fit.
icosahedron152
player, 36 posts
Sun 15 Mar 2015
at 08:55
  • msg #35

Re: Current Projects

Just a bump to say I've updated my project list (msg 20 above) if the GMs want to update the 'Current Projects Master List' Notice (msg 8) with a copy and paste.
Thanks. :)
shady joker
player, 39 posts
Mon 16 Mar 2015
at 00:00
  • msg #36

Re: Current Projects

icosahedron152:
Just a bump to say I've updated my project list (msg 20 above) if the GMs want to update the 'Current Projects Master List' Notice (msg 8) with a copy and paste.
Thanks. :)


I am glad that project 5 is underway.
LoreGuard
GM, 42 posts
Mon 16 Mar 2015
at 00:42
  • msg #37

Re: Current Projects

Updated for you...

Do you need a thread for your Project 5 here?
mofo99
player, 7 posts
Wed 18 Mar 2015
at 03:42
  • msg #38

Re: Current Projects

I've been busy lately, but the latest posts have inspired me to also update my project statuses (Message #3, above).
This message was last edited by the player at 03:42, Wed 18 Mar 2015.
icosahedron152
player, 37 posts
Wed 18 Mar 2015
at 20:17
  • msg #39

Re: Current Projects

@Shady Joker:
Yes, it's going reasonably well. The difficulties are the perennial Rpol ones of Real Life interrupting games, and finding players who post for long enough to test the rules.

@Lore Guard:
Thanks for update and for the offer. I might take you up on that when I get to an evaluation stage, but for now there's not much to say, I'm just playing a game with a houseruled rule set.

@mofo99:
Glad to see I'm an inspiration. ;)
chupabob
player, 52 posts
ChupaBob drank many goats
Tue 23 Aug 2016
at 04:59
  • msg #40

Re: Current Projects

I am finally making plans to design my own RPG. It's been a long, long time coming. This particular project will be a tiny little game designed to accompany my 2016 NaNoWriMo project. For National Novel Writing Month, I intend to write a sci-fi novella alongside a RPG in the same setting.

Would anyone here be interested in taking a lot at what I'm creating when November rolls around?
icosahedron152
player, 56 posts
Tue 23 Aug 2016
at 05:50
  • msg #41

Re: Current Projects

Yes, let's have a look. It might inspire us to do our own thing, and boost interest in this forum.
C-h Freese
player, 22 posts
Fri 26 Aug 2016
at 02:17
  • msg #42

C-H Freeese Projects


Project (A.) Mundane template; return the Classes to the heros

  (A1.) Mundanes
  (A2.) Minions Lesser
  (A3.) Demi-talent skill and Level Career Tree.
        Along line of Traveller rpg

Project (B.) Cursed Races Minion, Mundane, and Hero. all 0
  (B1.) Wyre; Moon cursed
  (B2.) Stone-skyn Hob; charm thrall gargoyle shifters
  (B3.) Vampyr Mundaia; charm thrall undead blood drinkers
  (B4.) Veil Walker Ghoyl;charm thrall spirit hunters
  (B5.) Minimoids; charm thrall ??
  (B6.) Drake Wardens; charm thrall dragonet shifters
  (B7.) Theriocephaly; Throne cursed mortal minions of the Gods
This message was last edited by the player at 16:50, Fri 26 Aug 2016.
steelsmiter
player, 136 posts
Fri 26 Aug 2016
at 02:25
  • msg #43

steelsmiter is on blogspot

I have a gaming blog now. It's currently got Apocalypse World Engine stuff as that's my current fit of inspiration (been meaning to put my Criminal Sandbox and my Horror game on it, but have yet to do so). If anyone's interested they can pitch me ideas. Just search this username over on blogspot.com to find me.
This message was last edited by the player at 07:15, Fri 26 Aug 2016.
chupabob
player, 53 posts
ChupaBob drank many goats
Fri 26 Aug 2016
at 04:59
  • msg #44

steelsmiter is on blogspot

In reply to steelsmiter (msg # 43):

A quick search did not turn up the page. Can you post the URL for us?
chupabob
player, 54 posts
ChupaBob drank many goats
Fri 26 Aug 2016
at 05:00
  • msg #45

steelsmiter is on blogspot

In reply to chupabob (msg # 44):

Never mind, I just found it through the Deviant Art page.
steelsmiter
player, 137 posts
Fri 26 Aug 2016
at 07:10
  • msg #46

Re: steelsmiter is on blogspot

chupabob:
In reply to chupabob (msg # 44):

Never mind, I just found it through the Deviant Art page.

Chances are, if you find steelsmiter anywhere, it's probably me. I have 1 other username I only ever used at sjgames, and I no longer play GURPS because of how the forumites have changed, so um... yeah.

Anywho, I thought the navigation bar on blogspot would have taken me to you in a more direct manner.
This message was last edited by the player at 07:14, Fri 26 Aug 2016.
chupabob
player, 55 posts
ChupaBob drank many goats
Thu 17 Nov 2016
at 05:49
  • msg #47

Re: steelsmiter is on blogspot

By the way, I did finally release a C.O.R.E. 2nd edition document, complete with the Creative Commons license. https://archive.org/details/COREV2.06

My current project is my NaNoWriMo novel. This year, I am shooting towards knocking out a novella of maybe 20,000 words and an accompanying RPG adaption using the C.O.R.E. rules.
http://nanowrimo.org/participa...ls/paradox-institute
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