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(...) One of the ideas I've been keeping on the back burner for BrikWars is a supplement for some kind of construction-campaign system. It's anybody's guess as to when (or if) this idea will ever get fleshed out, so I'd be just as happy to see it (...) (22 years ago, 20-May-02, to lugnet.gaming)
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| | Re: Elements of a brick oriented RPG
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(...) Well, I haven't totally bagged the idea, plus, I'm always interested in exploring game mechanics. (...) True. (...) Good advice. I really need to get my behind down to some of the gaming events at the local stores. (...) Hmm, construction (...) (23 years ago, 20-May-02, to lugnet.gaming)
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| | Re: Elements of a brick oriented RPG
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Hi Frank and all, I just got around to reading this thread and it seems that you've already decided to bag the idea, but I wanted to make some comments. (...) I think this is the heaviest question here. Everything else stems from how this is (...) (23 years ago, 19-May-02, to lugnet.gaming)
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| | Re: Elements of a brick oriented RPG
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(...) Rather than trying to "lego-ize" a game system, I would say just pick whatever game you and your friends want to play and use lego to augment it. My friends and I have been doing this for years. The first time was a 2nd edition AD&D campaign (...) (23 years ago, 18-May-02, to lugnet.gaming)
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| | Re: Elements of a brick oriented RPG
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(...) When I ran a long term RQ campaign, what I did which eliminated the "ok, now I pull out my niblick and try and hit him with that" was to hand out a limited number of experience rolls. The I hit, he parries thing is a real problem though. (...) (...) (23 years ago, 17-May-02, to lugnet.gaming)
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| | Re: Elements of a brick oriented RPG
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(...) Dungeon scenarios don't have to be devoid of role playing. Actually, most of the Fantasy campaigns I have run have had a majority of the scenarios involve an underground or indoor location. Outdoor locations though can be the easiest to do if (...) (23 years ago, 17-May-02, to lugnet.gaming)
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| | Re: Elements of a brick oriented RPG
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(...) I'm coming to the conclusion "LEGOizing" a game system won't be worthwhile. (...) I'm not thinking of stacks, but two dimensional arrays laid out on a plate. I have been trending to using arrays of mark off boxes on character sheets with the (...) (23 years ago, 17-May-02, to lugnet.gaming)
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| | Re: Elements of a brick oriented RPG
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(...) Almost forgot - the other thing we used to do is build a whole bunch of dungeon 'modules' on the old green 10x20 bricks. We'd hide them under the table and asseble them together like dominoes as the players traveled further and further into (...) (23 years ago, 17-May-02, to lugnet.gaming)
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| | Re: Elements of a brick oriented RPG
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(...) This is probably the single most important consideration, since there have been plenty of Lego-RPGs that have come and gone over the last couple of years that failed because they were just standard RPGs with Lego elements tacked on in a shoddy (...) (23 years ago, 17-May-02, to lugnet.gaming)
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| | Re: Elements of a brick oriented RPG
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(...) I can't comment really on Traveller because my only experience is with the original dreadful system (fun to roll up characters, and that was it). RuneQuest experience was all about mini-maxing. I hated it almost as much as I hated the endless (...) (23 years ago, 16-May-02, to lugnet.gaming)
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