Subject:
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Re: Brainstorming ideas for Game Project....
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Newsgroups:
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lugnet.castle
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Date:
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Sun, 26 Jan 2003 17:53:38 GMT
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Viewed:
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3542 times
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In lugnet.castle, Alex Polimeni writes:
> Hello, all, again.
> i spent a good long time yesterday making up some rules.
> Here is a loooooooong list of brainstorming i did.
I see you've spent a lot of time on this :)
> MOVING:
> for moving over all areas, town and plain alike, each player gets a map.
> for the town, the map would be complete. for the open land, you would have to
> draw up the map (the leader of the party could do this) from what the
> gamemaster tells you you can see. when you send in a map to the Gamemaster, he
> then compares it to what he has planned etc. (note: the gamemaster has a
> comeplete map of where your going etc) If you happen to stumble into another
> party, or a group of monsters, the GM will tell you. you can then deside what
> you want to do, and go into combat etc.
About moving grids on the map: Maybe movement
would differ based on the method of transport.
Walking would be the lowest value of grids
moved per day, compared to an aerial vehicle
or creature, which would several times faster.
The idea of a drawn up map sounds good, but I
also think the game master should first provide
a small template of what the area looks like.
(to avoid misintrepretations on the area.)
Also, with movement, how would players take the
topography into question? (assuming low areas like
marshes or mountains are in their way? Would this
simply work by doubling the time taken?)
> STRENGTH:
Sounds good on its own, but I think
the value of the weapon type equipped
should also be added. (when the GM is
checking out the stories, would he
check the strength values of two attacking
forces and pit them against each other to
see who emerged victorious? Kind of sounds
like the board game 'Stratego' :)
> DEXTERITY:
Factored into agility as well? If one
particular character decided to escape,
this may be factored. (vagrants and
lightly armoured warriors would have
higher values.)
> WEAPON SKILL:
> HUNTING SKILL:
This seems like a good value on its own, but
I would propose moving all of the skills to
a separate list. (since there are so many
skills a character can choose from.) The skils
selected will then appear below his main
state, and show his prowess in their use.
> TOUGHNESS:
> ARMOR:
I would suggest fusing both armor and toughness
together. Since toughness is similar to
resistance, this would definitely simplify
things a bit.
> ALLIGNMENT:
As in spiritual alignment? For
elementals, I've derived a character
coding for quick communication.
> SPELL SKILL:
> SPELL BLOCK:
> MOVING POINTS:
> OVERALL HIT WOUNDS:
>
> MOVING IN THE MM, BUYING THINGS ETC.
<snip>
Sounds good thus far, but I'm going to
clarify a few points later.
<<_Matt Hein_>>
Fellow lego enthusiast
O s p r e y
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Message is in Reply To:
| | Re: Brainstorming ideas for Game Project....
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| Hello, all, again. i spent a good long time yesterday making up some rules. Here is a loooooooong list of brainstorming i did. NOTE: these are proposed ideas, and can change and be refined etc. MOVING: for moving over all areas, town and plain (...) (22 years ago, 26-Jan-03, to lugnet.castle)
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