Subject:
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Re: Dragon's Archipelago
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Newsgroups:
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lugnet.gaming
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Date:
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Sat, 1 Feb 2003 01:35:28 GMT
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Viewed:
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11 times
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<snip>
> http://www.lugnet.com/DraKen/Status
>
> Character creation process. (lets
> you generate a short one line description
> of a character instead of taking a
> paragraph to do the same. Useful for
> quick reference, a character 'geek code',
> if I might say.)
>
> http://www.lugnet.com/~1112/DraKen/Classes
>
> Descriptions of chracters. (but for
> levity, I believe we should skip the
> numeric values for now...)
ill check these out when i next have some time.
<snip>
> So, each island has its own province basically?
> I'm liking the sound of this...sounds very
> similar to the location in my story project
> that takes place on an island. Here's a
> conceptual map I made a while ago.
>
> http://www.brickshelf.com/cgi-bin/gallery.cgi?i=279928
>
> Nice to know regions are naturally divided,
> so there isn't any dispute over borders, etc.
That is the essential part of my idea. Each island, a new world! New rules,
new ways of doing things. One would be exploration, one would be combat, one
would have monsters and evil.
I like this map, except LOTS more islands! I envision something like forty
islands (unnamed, so each GM could then name them), of all sizes. And a grid
designating distances between the islands (ie. to move one grid square takes
one week, etc). Maybe a big 'main' island where everyone starts out.. but that
isn't necessary.
Of course developing rules would be difficult, but only as difficult as each GM
wants it to be. Over-rules (extremely loose, applying to all islands) would be
necessary.
<snip>
> If someone actually goes off posting
> that this is irrelevant as well, I
> won't be too surprised. I'm going to
> continue discussing though, so let's
> see some interesting ideas.
well how about this:
Given the concept of the Archipelago design, what Over-rules would be necessary?
> But first off, is this going to be a
> story oriented role playing experience
> with emphasis on building and
> taking expeditions, etc? Hopefully not
> too combat oriented? Will it use the
> report idea I presented earlier, but
> modified?
Would you mind re-describing this report idea?
And I think that specific game design (rpg vs story oriented vs combat) would
fall under each island's administration (the GM).
Personally i like the report/story concept rather than RPG because I believe it
is more suitable to the online environment.
Essentially the way I see it: if something similiar to the Archipelago concept
is agreed upon, then what would need to be done is generate some brief
Over-rules, and then it would fall upon individual GMs to then develop further
rules for their islands (done at home), and then make a website or whatever
describing the island and it's rules/game.
It would be quicker than figuring an entire game concept all at once, but gives
more responcibility to individual participants (GMs).
_lenny
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Message is in Reply To:
| | Re: Dragon's Archipelago
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| (...) I was trying to figure out a way to combine all of these concepts so they can work, but I really can't see a way to apply character statistics to an online game, since that would give our nice GM a headache. We don't want that. (...) (URL) (...) (22 years ago, 1-Feb-03, to lugnet.gaming)
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