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Subject: 
Re: Brainstorming ideas for Game Project....
Newsgroups: 
lugnet.castle
Date: 
Sat, 25 Jan 2003 03:52:58 GMT
Viewed: 
3086 times
  
In lugnet.castle, Alex Polimeni writes:

Hello all!
Sorry for not responding sooner...i was away
all day at an eyedocters trying to get a piece
of wood bark out of my eye. ugh. >:p

Well, nice to hear you have your
priorities first :)

Thanks for beggining some brainstorming.
I like Matts idea for combat with the different partys.

Thanks. Nice to know it's appreciated.

Yes, you can add any characters from anything you
want. However, they might get killed. I would also
like to include some element stats in the game too.

My DraKen game actually supports elements,
but chosen abilities as of now only affect
the casting ability of a spell. Incorporating
elements into characters for other purposes
might prove useful when it comes to abilities
as well. (like forging a broken weapon at
a campfire; fire, planting seeds and harvesting
crops; earth, etc. Dependingon the element
of a character, that would determine their
best suited aptitude for using abilities.)

Such as, if you get cought in a blizzard,
you might get frostbite depending on how
well your protected you are.

Although I took statue problems into
account as well, I can see where you're
going. Equipment style should be
variable, but wearing too heavy equipment
would also induce stress on a character.
(damage or movement penalties would ensue.)

As for campaigns, each person in a party
for a campaign would put in an idea for the
campaign. (this would not be neccesary,
though) the Gamemaster would then deside
which one is best and then take over from
there, drawing maps, (need any maps? im
a great mapmaker for imaginary lands!)

Here was a small map drawn for my story.
(assuming every few millimeters is a grid,
I might make a magnified version of it
soon to scope in on areas. Each area of the
map has a unique topographical feature,
although it's not very visible. Since the
inlands of Faiye are laced with ravines and
valleys, advancing through it would prove
difficult. Between Faiye and Allercus lies
swampland and thick forests, and from then
on, several lakes and mountain ranges.

http://www.brickshelf.com/cgi-bin/gallery.cgi?i=279928

Do you have any maps on hand that you
could display? I'd like to see them...

writing down what each place would hold, etc.
Then, as each thing arises on the maps etc,
the players would be given a choice of what
to do, and they could all deside on what they
want to do. But, combat would not be just
between different groups. if a campaign led into
a dungeon or something, there might be some
dungeon dwelling humans etc.

Yes, variability is a great aspect of a game,
and I don't think movement should be
restricted. Since there are going to be
forests, swamps, mountain ranges, ancient
ruins, etc scattered all throughout the
map, the results should prove interesting.

Monster parties are good too, but should
they be scattered on a random basis, or
simply generated by the player at will
for campaign report content?

Some rules should be worked up on how combat
could take place between a campaign and an
enemy. (NOTE: the enemys of the partys or party
would be controlled by the gamemaster, and would
move according to what the gamemaster thinks.)

I would suggest placing several 'nests' about
the field that would generate monsters, then
move enemy parties from them. (the gamemaster
would move several parties as a time, and when
a party is defeated, a new one is generated at
an adjacent grid to the nest.)

Also, if different partys met, they should
be able to deside if they wanted to:
A: go into combat.
B: join the partys into a larger one.
C: go their seperate ways.

I suggested something similar to that
earlier, but good call enyway. Glad to
see we're at an agreement on that.

I know about the IOM. I thought it was good,
but it didnt seem like there was alot of
action going on in it. (then i realised it
hadnt been updated in a year.) there was
only one combat between anything as far as
i could tell. And yeah, there were alot of
exploring dudes who were staking out lands etc.
But, it seemed like thats ALL they did.
Plus, all these partys were on one isle and
i dont think any of them met.

IOM was based far too much on exploration,
but there wasn't near enough documentation
on setting up villages and party encounters.
(maybe people were just defensive not to get
their characters killed in action.) That's why
this project needs diversity between fighting,
exploring and stories *badly*. I really hope
this takes flight.

I am finding some grid paper and drawing up a
sketch of the MM and the surrounding buildings
and walls, etc. (NOTE: though i would draw it
as a finished city or something, it would not be
the MM and the surroundings would be growing
ever bigger.)

And they'll expand until they the city
can't handle growth any longer, or they're
attacked by another campaigning party.

Also, the partys in the Game Project would
have to buy as much of whatever as they think
they needed for each campaign. Something should
be worked out so that over so and so many grid
spaces, so much food etc is worn out.

That's why the MM would need 'ration shops' and
commissaries. Dealing with food staples, I would
say a character can carry so many units of
rations (let's say at least ten per unit;
travelling one grid space will consume one
or two pieces, depending on the build of a
character.)

For carrying items, I would guess they
can carry one item for each hand, and
have two grids on their character card.
(one for food, the other for a utensil or
tool. An additional third grid may be added
if the character wears a backpack. Leaders
start out with three, so they don't need a
backpack.)

Skill Levels and Character Development: Over
the course of a campaign, each character should
aquire more skills. This means, that by the time
lets say food supplies run out, one or two of the
party should be able to hunt. This also depends
on where a campaign would stop. Would it stop
after you aquired so and so much loot, etc? or
would it just keep going until you had as much
land etc as you wanted?

Yes, I was hoping someone would bring this up.
I would say create a list of possible abilities
to expand on, and award characters points based
on their actions (let's say a nice report was
filed by a character based on exploring a
dungeon or fending off an enemy party.) So,
at the game master's discretion, awarding these
points could count sort as 'level ups', and
could be spent to further refine the abilities.

For hunting, an ability like 'improvisation'
could be used in the event characters run
out of arrows. (in which they forage for
rock shards, feathers and stocks for a
chance at hunting.) Improvisation could also
work should a character run out of food and
need to eat plants (their skills in biology
would come in use), or they need a drink, but
need to purify the water. (so they don't
contract illness.) Another nice skill pool
there.

Character development:
Every Player could have a few characters. Each
characters would start off with a few skills.
each skill would have a number on it. like 1
would be the lowest and 5 the highest. over the
course of the game, lets say after 30 grid spaces,
each characters skill points would go up.

Or after actions they've taken (or continual
use of a particular ability would award them
points. Like tapping the area for groundwater
or hunting small game.)

Im done brainstorming for the moment. if i
get more ideas, ill post again imidiatly.
Lets keep up the good work!

Keep the ideas coming. If you wish, I can start
adding these ideas into my FTX page so as to
chronicle them. Perhaps I'll append them to the
advanced are page.

Aramir


Oh, Yeah, one last thing: i know how the IOM died.
the people who created it just sort of dropped it.
and it died. (so what happened to the people on the
IOM?) Well, im going to keep going on this for as
long as there is support for it. Thanks!

From what I surmise, half of them faded into the
wind, some still remain, and a few converted to
the allure of space.

Also, for anyone who might be confused, the game
project is not my Uldeseen project. Uldeseen is
my own little realm, such as most of us castleheads
have to some extent. I havnt an idea on when i will
have uldeseen finished, but im disigning the homepage
currently.
And, my scanner doesnt talk to me that much....
so i dunno bout pics.....
Thanks!

Aramir

Hmm...any chance DraKen could integrate with
all of this? I have hope me ideas have an
application.

<<_Matt Hein_>>
Fellow lego enthusiast
O s p r e y



Message has 2 Replies:
  Re: Brainstorming ideas for Game Project....
 
(...) I was just wondering: what do you mean, integrate? I did look oat the DraKen page, but didnt read it closely. Looks Good! Congrats. But i thought DraKen was a game....I have a realm...how do you propose this would work together? Oh, and i do (...) (22 years ago, 25-Jan-03, to lugnet.castle)
  Re: Brainstorming ideas for Game Project....
 
Oh, yeah, i forgot to say in the last post.... I am not saying it will happen, but any character in a campaign can die. It doesnt matter if you want it to or not, but if the game master thinks that something has happened and that character gets (...) (22 years ago, 25-Jan-03, to lugnet.castle)

Message is in Reply To:
  Brainstorming ideas for Game Project....
 
(...) Hello all! Sorry for not responding sooner...i was away all day at an eyedocters trying to get a piece of wood bark out of my eye. ugh. >:p Thanks for beggining some brainstorming. I like Matts idea for combat with the different partys. Yes, (...) (22 years ago, 24-Jan-03, to lugnet.castle)

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