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 22:39:51 GMT
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Viewed:
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3714 times
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In lugnet.castle, Alex Polimeni writes:
<snipped>
Sorry I didn't summarize the rest in the
previous response.
> when one starts the game, he enters the mm.
> he then goes around and visits the local
> inns and talks with people. eventually, he
> will have a group of other people. then,
> the real people tell the gamemaster what
> they think this campeign should be for. once
> they deside, they roam the marketplace,
> discussing with each other what to buy. once
> they have bought everything, they then set out on
> their mision.
Interesting. Regarding the communications
with other players, I'm guesing this would
be done either by email, or by an instant
messenger. (email seems more plausable, but
it's slow at times, and IM is quick, but
difficult to coordinate.)
As for checking the marketplace, I would
suggest using the item grid system to place
a limit on how much characters can carry on
them. (each character gets a two item grids
on their character cards, that can support
twenty pounds of unique equipment each.)
I'll define unique, as a one type of basic
item such as a ration (2 pounds) or an apple
(1 pound.)
> they talk to other people who are REAL players
> (not just extra people the gamemaster put there)
> by what the gamemaster tells them. he tells them
> who they see on the streets. they can then diside
> who they want to talk to.
Okay, so groups of people may start at the
same map grid of a city, then spread outwards
from there to create their own cities, or
explore already established cities.
> I advise that after you have picked a campeign,
> you go to the local inns and talk with the
> people there. you can get valuble artifacts
> and news from the people, usually. Also,
> you can talk to the people in the houses,
> if any are built, for the same thing.
> also, if you dont have the money, you might
> get free room and board at someones house.
Sounds good for a beginning basis to a story.
I've already created a character and started
her story.
> In an inn, if you pester someone enough, or
> this person just doesnt like you, it could
> turn into a bar fight and you might get
> killed, depending on how strong the other
> person is and if he has a large weapon or not.
Ouch...then that would mean not heading
towards the ghetto section of a city.
(Assuming the MM started at has severe
acrimony between the upper and lower
classes, and has established industry.)
> For free weapons, military news, and training
> in the ares of dexterity, weapon skill,
> toughness, and strength, you can go along
> the battlements (if anybody has any built)
> and talk and get training ffrom the soldiers.
And for magikal/ spiritual prowess, characters
can head to temples, chapels, dojos or the
occasional university. (for a modest fee, of
course.)
I believe that all characters should start with
a quota of say 100 gold coins or lucre. (a grid
can support an amount of a thousand coins.)
> (NOTE for any who would build battlements:
> each battle ment has to have at least 2
> soldeirs on it at all times.)
And all shops should be occupied by at
least one character.
> once encountered, partys/monsters would
> get a choice of if they wanted to fight
> or not. if a party comes across a band
> of evil demons, they will fight until the
> death.
Typical battle scenerio...good. About
wild monsters though, there should be
two types; aggressive and non-aggressive.
Non aggressive monsters usually don't
attack unless provoked. (like elk or
moose.), as opposed to aggressive
creatures like Dragons or wolves.
Mercantalists can actually train an
aggressive/ NA monster by nearly defeating
it in combat, and using their unique
skill 'leader'. Only one monster may
be in the party at a time.
> however, if two partys run across each
> other, they can deside wether they want
> to fight, join up, or go their separet ways.
> if they want to fight, they can announce
> this and go into combat. characters would
> write their moves on a map and tell the
> gamemaster what happened.
Or they can document their actions in a
'report', then submit it to the game master,
and wait for his judgement. (to tell who
was killed based on their actions, and
the surviving forces.)
> the gamemaster would move the monsters.
> they would have to be in adgacent squares
> to hit with swords, two squars away from
> the enemy with spears, etc. the other
> person could say he blocked the blow,
> and the gamemaster would deside if he did
> or not. i or others will put this into
> greater detail later on.
Okay, I see where you're going. Are you
proposing to have the map drawn to as to
represent very small space grids? This
might be pretty difficult to coordinate,
which I why I support reports. (if both
parties send their forces at each other
without innediately knowing the other's
moves, it would be like playing the
game 'risk' blindfolded.) Maybe I need
more detail on your idea...
> Each character would have a number of
> WOUNDS or HIT POINTS. each characte would
> start out with lets say 20 wounds. if you
> get hit with a knife, lets say, it does 1
> wound damage. that means your down to 19
> wounds. if nursed, the wound will heal, or
> if it has magic potion, it will heal. if
> its not nursed, it could get infected etc
> and that hit point will never heal.
> again, i will go into
Eh, interesting...I would account hit points
into the armor point factor, though. Depending
on the armor worn, you may be given X
Armor Points. Damage is dependent on the weapon,
but expect to take a lot of damage if you're
impaled by a lance or sword, or hit by
artillery. (Which attributes to realism.)
Medics can do healing on the field, as
well as the occasional Acolyte. When
AP reaches zero, the character is either
dead, or on his final reserve. (which
means one hit equates to death.)
Your system makes sense as well, but
thinking about it, battles might take a
very long time in their duration.
> greater detail later. (not this post
> though.) If you have 20 hit points, and
> you get cought in an arrow trap, each
> arrow costing 2 points damage, and theirs
> 30 arrows, that will get rid of all your
> hit points. once all your hit points or
> wounds are gone, you are dead. You can
> go on a quest for a magic item that
> will ressurect the player, but, as i
> stated before, it will be the hardest,
> deadliest, worst-for-the-players mission
> i ever created.
And this should only happen for a party
once. (it really isn't worth it unless
a general is lost, or a very skillfull
party member was killed.) Characters should
then make a journey to find the remains
of the dead characters, and bring them
back to an acolyte.
> This is all im going to put into this post
> next post, i wil have an idea for prospecting
> &building in the wild, and also how much weight
> things are, if you can have horses,and more
> on how what i wrote above works, i hope.
Such as the materials available and
how to build structures? I think
building can be variable on the
character's skills. (in the engineering
department.)
<<_Matt Hein_>>
Fellow lego enthusiast
O s p r e y
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Message has 2 Replies: | | I need to do some serios thinking....
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| Hello, everybody. Im going to spend a while working this thing out for myself, combining the restrictions of the internet etc to it, while still having all the elements of a complete d@d or something adventure. there are two things that keep popping (...) (22 years ago, 26-Jan-03, to lugnet.castle)
| | | Re: Brainstorming ideas for Game Project....
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| (...) Trying to catch up on this thread, but running out of time to post right now. Gonna go quick... Another suggestion: How about a third type of monster: Diplomatic. Thus, Non-Aggressive would be like elk, Aggressive would be like wolves, but (...) (22 years ago, 28-Jan-03, to lugnet.castle)
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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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