Anima Prime RPG Rulebook
Character/Adversity Sheets
I'll be doing a new kind of RP: tabletop! I've always wanted to try hosting an RP with a game system, but DnD wasn't cutting it for me. My biggest problem with DnD was its movement-based system. The game seems to be balanced around movement mechanics, and in a text-based forum RP, that's just not feasible. Worse, DnD seems to be fairly complex, and as I have little familiarity with DnD, I'm not at all prepared to get into it.
So I found an RP game system that's free and more suited to forum gaming: Anima Prime. In a nutshell, gameplay looks something like this:
* You take up to 3 of your 10 Action dice (it's kinda like Energy from those bad MMOs) and pick a Skill (worth 2-4 dice) you'd like to use.
* Roll the combined Action+Skill dice to "Maneuver" your character in a position to strike. Characters in anime and video games don't launch their serious attacks every second; they jump and run around, testing each other, prying for an opening. When they find one, then they make their serious move. That's kinda what Maneuver rolls are, in-character.
* Successful rolls (a 3, 4, 5, or 6) fill your Strike pool. Rolled 6s can go into your Charge pool. You can earn up to 5 dice through Maneuvering. In-character, it means you've gained an advantage or built up enough power to deal damage. You haven't actually struck yet, but you're getting ready to. Charge Powers are your special abilities, fueled by Friendship, Rage, Save Everyone Syndrome, etc.
* Roll up to 6 of your Strike dice, plus any Charge powers you wanna use. If the number of successful dice exceed the enemy's defense value, you inflict a "wound." IC, it doesn't necessarily have to mean an actual wound. Maybe you or the enemy got knocked around a little, like slammed into a cliff wall or something.
* If all wounds are inflicted (default is 3), the opponent is defeated. Defeated players get Knocked Out of the fight. IC, it can mean whatever you want; the main thing is that the character is no longer capable of putting up a fight.
The specifics can be found in the rulebook linked above. I like the system because it makes so much sense in a forum RP context, almost like it's designed to be written out instead of physically played.
As for the plot, there's a story I've been wanting to tell for some time. It takes place in my custom setting, The Faraway Land, which is basically a High Medieval Fantasy world explained by a hidden sci-fi backdrop. The player characters would be knights in service of a warmongering Empress, and their goal is to conquer challenges (if not the world) in her name.
Any thoughts or feedback for me?
Character/Adversity Sheets
I'll be doing a new kind of RP: tabletop! I've always wanted to try hosting an RP with a game system, but DnD wasn't cutting it for me. My biggest problem with DnD was its movement-based system. The game seems to be balanced around movement mechanics, and in a text-based forum RP, that's just not feasible. Worse, DnD seems to be fairly complex, and as I have little familiarity with DnD, I'm not at all prepared to get into it.
So I found an RP game system that's free and more suited to forum gaming: Anima Prime. In a nutshell, gameplay looks something like this:
* You take up to 3 of your 10 Action dice (it's kinda like Energy from those bad MMOs) and pick a Skill (worth 2-4 dice) you'd like to use.
* Roll the combined Action+Skill dice to "Maneuver" your character in a position to strike. Characters in anime and video games don't launch their serious attacks every second; they jump and run around, testing each other, prying for an opening. When they find one, then they make their serious move. That's kinda what Maneuver rolls are, in-character.
* Successful rolls (a 3, 4, 5, or 6) fill your Strike pool. Rolled 6s can go into your Charge pool. You can earn up to 5 dice through Maneuvering. In-character, it means you've gained an advantage or built up enough power to deal damage. You haven't actually struck yet, but you're getting ready to. Charge Powers are your special abilities, fueled by Friendship, Rage, Save Everyone Syndrome, etc.
* Roll up to 6 of your Strike dice, plus any Charge powers you wanna use. If the number of successful dice exceed the enemy's defense value, you inflict a "wound." IC, it doesn't necessarily have to mean an actual wound. Maybe you or the enemy got knocked around a little, like slammed into a cliff wall or something.
* If all wounds are inflicted (default is 3), the opponent is defeated. Defeated players get Knocked Out of the fight. IC, it can mean whatever you want; the main thing is that the character is no longer capable of putting up a fight.
The specifics can be found in the rulebook linked above. I like the system because it makes so much sense in a forum RP context, almost like it's designed to be written out instead of physically played.
As for the plot, there's a story I've been wanting to tell for some time. It takes place in my custom setting, The Faraway Land, which is basically a High Medieval Fantasy world explained by a hidden sci-fi backdrop. The player characters would be knights in service of a warmongering Empress, and their goal is to conquer challenges (if not the world) in her name.
Any thoughts or feedback for me?