Hidden 10 yrs ago Post by Tatsua Aiisen
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Tatsua Aiisen The Lewd Maid

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How am I supposed to not love this RP when it's hosted by one of my favourite GM's, and it includes not only myself but an ENTIRE Keia Vewyx.

EDIT: Wow, I'm getting a serious Dark Souls vibe from this, and that's a very, very good thing.
Hidden 10 yrs ago Post by SyrianHamster
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Tatsua Aiisen said
How am I supposed to not love this RP when it's hosted by one of my favourite GM's, and it includes not only myself but an ENTIRE Keia Vewyx.: Wow, I'm getting a serious Dark Souls vibe from this, and that's a very, very good thing.


Haha thanks, the RP loves you too! :)

Just got back from work. My job is dull and depressing, which leaves my mind to run wild as I handle heavy duty machinery. Putting my colleagues at risk of serious injury or death is worth the opportunity to mentally develop this thing.



I've gotten the combat system figured out, which was probably the most important part. If it's similar to another established system, then blow me, it's what you're getting and was the simplest thing I could think of that still worked effectively. Again though, it's an optional feature designed to break monotony of writing about how awesome your guy/gal is.

Need to go out and get me some food, but when I get back I'll take another whack at the intro to allow for people of all walks of life to appear at Ironshore. I'll also start hashing location details, and all that other time consuming nonsense.

Please be patient with this, I normally choose weekends to develop RPs because of the amount of free time I usually have. Last minute overtime has taken away my ACE card, so I'm having to build it in-between all of the other crap I gotta do on a daily basis.

It's happening though.
Hidden 10 yrs ago Post by SyrianHamster
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Rewritten the intro.

Character Sheet is almost complete, it'll likely come with a link to Titanpad for ease of formatting.

Stats are touched upon. If you guys wouldn't mind taking a lookee at them, and see if that's there is clear enough to understand, that'd be grand.

I'm actually liking these stats, I can see them doing the honourable job of preventing OMGLOL custom races from arising.

Will be working on this throughout the day, because I am one awesome and sometimes sexy GM who just loves toiling away... so you know, check back now and then on the first post. I've made an 'update date/time' next to the top of it so you'll know if something has changed.

PEACE.
Hidden 10 yrs ago Post by Jivusa
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So, say I wanted to make a half-elf/full elf Archer character that uses Alchemy to make malign poison from the vegetation and animals that surround him, for example. How would the perk spread be lain out? Their descriptions are rather vague, as it's hard to decide what they encompass. Would Archery be decided based on Dexterity or Strength? Would Alchemy be based on Wisdom?
Also, shouldn't different races have different base perk spreads? For example, elves would have less Strength, but more Wisdom, inherently? Vice-versa for Orcs?
In addition, specialized abilities for different races may do this game some good, but I fear that leads to leaning on tabletop RPG territory.
Just throwing in some ideas willy-nilly.
Hidden 10 yrs ago Post by Gareth
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Wow you've put a lot of work into this roleplay in a short time. :o

Looking sweet already.

Anyway I was wondering if a Luck Stat could be a part of the roleplay.

It might be nice for characters that like to steal stuff or for example a character who is a klutz to have a stat that represents how successful they might be at what they're trying to do.

I'm guessing a dice roll would probably be necessary with the luck stat in order to decide if something is successful that has a chance of failure.

So I guess this idea is similar to the combat system except everyone would have a luck stat and the luck stat would be at least less combat related if at all than the optional combat system.

Just an idea that I thought of.
Hidden 10 yrs ago Post by Forsythe
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Luck as a numbered stat seems to be against the very definition of the word to me :P Chance of something (not) happening doesn't depend on who you are.

So far all is simple to understand, tho waiting on the actual combat system to be explained in detail. I can't say right now to fancy myself using it, then agian i intend to have more of a support character than a fighter.
Hidden 10 yrs ago Post by SyrianHamster
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Jivusa said
So, say I wanted to make a half-elf/full elf Archer character that uses Alchemy to make malign poison from the vegetation and animals that surround him, for example. How would the perk spread be lain out? Their descriptions are rather vague, as it's hard to decide what they encompass. Would Archery be decided based on Dexterity or Strength? Would Alchemy be based on Wisdom? Also, shouldn't different races have different base perk spreads? For example, elves would have less Strength, but more Wisdom, inherently? Vice-versa for Orcs?In addition, specialized abilities for different races may do this game some good, but I fear that leads to leaning on tabletop RPG territory. Just throwing in some ideas willy-nilly.


This guy here trying to pour cloudy milk into my transparent stream of simplicity.

What you say would fit the profile if this were a tabletop RPG. It's not. Let me run through the whole thing real quick.

Normal RP: Guy runs around, getting into one near miss after another.

My RP: Guy runs around, getting into one near miss after another. Player controlling him gets bored of being the master of his own destiny. Next time guy fights a monster, player decides to use dice. Play then goes with whatever happens.

... So in conclusion, if I were making this RP a tabletop version with mandatory dice rolls, then yes, you can bet that not only would races have cu- fuck it, i'd just host a D&D game. It's not though, it's just a simple roleplay with the option of someone not so familiar with dice rolling table top games to take a stab at not being the invincible hero.

Okay? IT's my fault, I drew too much attention to the stats and rolls. I'll revisit the whole issue once I'm done sawing my foot off. In the meantime, keep the questions coming because that's how we get to that utopian level of GM-Player clarity. In other words, thankyou for speaking up :)

Bows are actually a strength weapon, son. I know Diablo and the like think bows are all about the flexibility of one's arms, which may be the case if you're using some alien contraption, but by and large, you're looking at how far the guy can pull back the string. My country made excellent use of the longbow, back when Elvis Presley was still alive, and those guys were HENCH because of the force needed to pull back the string. For the sake of simplicity, your bow's accuracy would come under your strength rating (which is also logical, as a weak pull would undersell your firing arc).

Poisons... poisons... poisons. That's a good one; they're not reliant of magic, because they're just mixed herbs, but wisdom is needed to understand how to mix these things to perfection. This'll get a nice covering in the mechanics section, but if you wanted to see whether or not your poison arrow was going to hit and kill, you'd more than likely make two rolls. If you hit the target (strength roll), you'd then see if your poison worked, (wisdom roll).

If you wanted to sneak up on someone, and thought to yourself "Should he see me? Should he not see me? Wow, what way to go with this?" Then your agility will go up against your victim's to determine the successful sneak attack. I'll detail this more at a later date, but just know that Strength dominates the field of ROAR, Agility the field of sneaky/glass shotgunism, Wisdom the field of I WANNA USE MY MAGIC MISSILE, and Vitality the field of BITCH I AINT DYIN.

I'll get to revealing this system soon. I'm trialing it at the moment, and so far so good. I've made the mistake before though of making a system, thinking it looked good in theory, releasing it, and then getting cannibalised by impatient twats who do not appreciate how much work they take to get right. So bear with me on that.
EDIT: Sorry if it looks like I'm mad up there ^, I'm not, I'm just typing at warp speed 7 and things come out a bit rough. As mentioned, please keeping asking stuff like this, as it gives me a chance to first explain, and then modify so that similar questions do not pop up.
Hidden 10 yrs ago Post by PhoenixWhite
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I think I understand what you're aiming for. The stats are there if needed, but are not the main focus whatsoever. Necessary should things get out of hand, but if we behave like responsible little roleplayers then things will go along just fine anyway without ever having to use them- unless we are feeling particularly [masochistic/Mirthful/Bored] and want to leave things to fate.

I for one found your ways of describing the statistics beautiful. BITCH, I AIN'T DYIN' - Best stat ever. I'd buy that rulebook. xD

I am also highly amused that I found another individual who understands that bows and other such manpowered ranged weaponry require -strength-. The Strongest of bows (Human made, of course) Required a person to pull back over ninety pounds of power straight back and hold it there while they aimed and repeated over and over again. Elven bows tend to be the more peculiar flexibility oriented ones, but who likes elves?-- XD

For the most part it's just a logical use of 'my character does this, and this stat ties into it' if I understood this right.
Hidden 10 yrs ago Post by Zombehs
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My 2 cents would be that the combat system is, like mentioned in the OP, not necessary. There's no need to make it needlessly complex. Something simplistic as suggested, 4 base stats with dice rolls, would be sufficient to allow a sense of chance with some control.
PhoenixWhite said For the most part it's just a logical use of 'my character does this, and this stat ties into it' if I understood this right.

Basically this.
Hidden 10 yrs ago Post by SyrianHamster
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Zombehs said
Basically this.


Basically that.

If you want to tour the dungeon, deciding from a writer's view point on what goes down in those dark stone hallways, then that's fine - more than fine.

Anyway, system is almost done and an example of how it works will be up for public scrutiny soon.

Moving onto detailing of locations, and player starting areas.
Hidden 10 yrs ago Post by Zero Hex
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If I may bring up a system, have you considered Risus? It's an extremely simple D6 based system, only 4 pages long and literally runs on cliches to power its characters. Give it a read if you'd like, though this might be stepping into the Tabletop Roleplay, but I find it's a very easy way to add some meat and impartial mechanics to a game which focuses more on narrative.
Hidden 10 yrs ago Post by Forsythe
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'only' 4 pages. Lel
Hidden 10 yrs ago Post by Zero Hex
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Really? 4 pages is an issue? A 4-page pdf is too much? 4 pages with some art on them and the last one being optional rules and credits. This is too big a system for you.
Hidden 10 yrs ago Post by SyrianHamster
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I don't much care for the new way of saying 'lol'.

In any case, we'll try my system. Even if it doesn't work, you all have to act grateful that your GM cares so much about the RP as to spend his entire day messing about with it.

I've started adding region descriptions. They're brief, allowing for player-creative license, but basically rule out people finding doomsday weapons in the starting areas, and let you know what kind of monsters to expect - and how hard they should be to kill.
Hidden 10 yrs ago Post by PhoenixWhite
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I am predisposed towards naturally agreeing with our current game overlor-- I mean, resident friendly roleplay provider-

In all seriousness, since the 'die roll system' is portrayed as, for the most part, unecessary, I find it to be something... Not worth really altering or adapting beyond what the GM wants. Which Ser Hamster so happens to be taking into his own accord and creating his own, which is appreciated for those of us new to die systems/too arbitrary to bother learning them-

In any case, it's likely the last thing we should worry over xD
Hidden 10 yrs ago Post by Zero Hex
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It was just a suggestion, we'll see how this goes and all. I am just slightly annoyed at someone more or less implying that 4 pages is somehow too big or complex a system.
Hidden 10 yrs ago Post by SyrianHamster
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PhoenixWhite said
I am predisposed towards naturally agreeing with our current game overlor-- I mean, resident friendly roleplay provider-In all seriousness, since the 'die roll system' is portrayed as, for the most part, unecessary, I find it to be something... Not worth really altering or adapting beyond what the GM wants. Which Ser Hamster so happens to be taking into his own accord and creating his own, which is appreciated for those of us new to die systems/too arbitrary to bother learning them-In any case, it's likely the last thing we should worry over xD


WHY WONT YOU LOVE ME?

Zero Hex said
It was just a suggestion, we'll see how this goes and all. I am just slightly annoyed at someone more or less implying that 4 pages is somehow too big or complex a system.


Let it go man, hater's gonna hate.
On another note, I have to include the mechanics system because I mentioned it when I first put this interest thingy up, and I NEVER go back on my word. What do you think this is? Steam Early Access?

If it doesn't work though you can't get mad at me. Although I think it's awesome and am actually playing a mini D&D game using it as we speak. Even if this RP sinks into a hole, I'll have achieved something for later/personal use.

Will hopefully have all the regions fleshed out tonight, then I'll go on to detailing the dungeons, then... I dunno, just making this up as I go along, not gonna lie to y'all.
Hidden 10 yrs ago Post by Forsythe
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Sorry If I rub off the wrong way, it'S just that for something optional, to me it does feel a bit too much. dunno, personal opinion. Sorry.

Anyway

... take your average fellow a whole day to travel across... - Are you going to measure time somehow? Because this could create time inconsistency while travelling a border between areas, not that we can't jsut wave a hand over it, it's not that big.

Region 6 missing Friendly/hostile rating.
Hidden 10 yrs ago Post by SyrianHamster
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Forsythe said
Sorry If I rub off the wrong way, it'S just that for something optional, to me it does feel a bit too much. dunno, personal opinion. Sorry.Anyway... take your average fellow a whole day to travel across... - Are you going to measure time somehow? Because this could create time inconsistency while travelling a border between areas, not that we can't jsut wave a hand over it, it's not that big.Region 6 missing Friendly/hostile rating.


Lol it's fine I'm just typing words at people. Been averaging like 4 hours a night for the past seven days because I love my job, but not enough to waste potential free time by going to sleep at a decent hour. I'm surprised I'm even coherent.

Thanks for the heads up.

The average day thing, was my way of explaining how large these areas are. They're not massive, but you're not going to walk across them in ten minutes. Maybe I should opt for one of those distance measuring lines on the map? You know, ----------------- = 5 miles?

Anyway, map is updated (missed a few regions originally, added a little bit more). Regions are complete.

Tomorrow I'll go on to do more work, so far here's my list of to do's

    - Cover Dungeons.
    - Explain what different item materials are about.
    - Cover Quests and Rewards
    - Add mechanics section for those who care
    - Cover 'Friendly Settlements'


Will get through them quite quickly. I'm hoping Wednesday at the latest, for this to be in its final draft for you guys to nay or yay at. Unless something drastic happens, like I catch a crippling STD for example.
Hidden 10 yrs ago Post by Keia Vewyx
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Illustrious Tatsua Aiisen said How am I supposed to not love this RP when it's hosted by one of my favourite GM's, and it includes not only myself but an ENTIRE Keia Vewyx.

You deserve no less than an entire Keia Vewyx.

I made up some questions yesterday, but one of them has already been answered earlier. Oh well. Onward to the other redundant and mostly useless / better left unanswered questions!






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