To LUGNET HomepageTo LUGNET News HomepageTo LUGNET Guide Homepage
 Help on Searching
 
Post new message to lugnet.gamingOpen lugnet.gaming in your NNTP NewsreaderTo LUGNET News Traffic PageSign In (Members)
 Gaming / 1092
1091  |  1093
Subject: 
Re: Elements of a brick oriented RPG
Newsgroups: 
lugnet.gaming
Date: 
Tue, 14 May 2002 16:32:39 GMT
Viewed: 
3260 times
  
In lugnet.fun.gaming, Frank Filz writes:
I've been thinking about combining my hobbies of The Brick and Role
Playing. The question is what is the best way to go about it. Some
questions I've been asking myself:

I think a lot of these questions will answer themselves if you can answer
one question: who is the game intended for?  Lego fans, role-playing fans,
or something in between?  The more you intend it to be for Lego fans or
one-off convention adventures, the more you can push it Lego-specific.

For example, existing miniatures rules (skirmish or massed combat) usually
work quite fine with Lego as is.  No need to reinvent the wheel.  But I'm
approaching this as something I do with gamers, not Lego fans.  Something
like Brick Wars is designed specifically for Lego, and you'll get Lego fans
to play, whereas they might not bother with might be a cleaner set of
skirmish rules.


1. Do I go with an existing RPG and just use LEGO bricks to build sets?

2. Do I use LEGO minifigs, or do I use standard metal miniatures?

3. Do I use a rules light system, or a heavy system, or something in
between?

4. Do I use a canned setting, or build my own setting which is keyed to
a LEGO theme?

5. If I key the setting to a LEGO theme, do I try and maintain purity,
or do I just use the theme as a starting point?

I'd use it as a starting point only, regardless.


6. If I don't go with an existing game, do I build from scratch, or do I
start with an existing game, and adapt it?

The only real reason to go from scratch would be to make the game Lego specific.


7. What is the intention of the game? A game for one off con events? An
alternative RPG to give a break from something else? A long term
campaign as a primary game?

Do you have an existing group willing to play?  Are you trying to recruit
combined Lego-Miniatures crossover fans?  Play it as Lego conventions or
gaming conventions?  Both?


I'm very strongly thinking that I want to use LEGO elements for scenery
and miniatures. This will limit the inhabitants of the setting to those
easily representable by LEGO elements. A reasonable number of creatures
exist, and many more can be built from bricks, so a wide range of
settings should be possible. I'm mostly leaning to a fantasy setting
since I find that is what I enjoy gaming the most. Science Fiction also
works well and could be fun with LEGO.

I'd go the 100% Lego route if transportation and energy permit (no need to
ask if you an adequate supply of Lego with Frank Filz! <g>).


There is some consideration of a Pirate themed game to interact with
Evil Stevie's Pirate Game.

I've been looking at FUDGE, http://www.fudgerpg.com for one possibility
of a game basis. My gut feel is that I want a game of modest complexity.
It should be skill based, and have enough detail in the skills to allow
for interesting characters. I would like to be able to run a moderately
long term campaign, but probably won't play too often, so character
development should be granular so something can improve at least every
few sessions, if not more often. On the flip side, there has to be
enough depth that a years worth of gaming doesn't result in unplayable
characters.

I'd like to base the game heavily in an existing rules set to make it
easier to recruit players (this makes me wonder if I should look at D20,
though long ago I got tired of many of the elements of D&D).

Skill-based systems tend not to be of modest complexity.  Too often you need
to understand the whole system to come up with a character.  D20 introduces
players to increasing complexity as the game progresses, and the characters
are up and running faster.  Using existing rules, especially in infrequent
gaming situation would be better.

I have the D20 system, and all reports are that it is much, much improved,
but my own taste runs to GURPs or Hero.  Not familiar with Fudge.


A brick based RPG clearly calls for a moderately detailed combat system
which is tactical in nature (this would probably eliminate Everway for
example [of course Everway's character generation system wouldn't
interact with LEGO too well either I don't think]). On the other hand,
the toyness of bricks suggest that the system should not be too serious
or too detailed.

I'd give Everway a pass.  Interesting way of coming up with characters, but
too vague for me.

(clipping lots of interesting comments that don't really cry out for a reply)

Bruce



Message has 1 Reply:
  Re: Elements of a brick oriented RPG
 
(...) I am probably looking for something primarily for gamers, but it would be nice to make it attractive for AFOLs. (...) Hmm, have you ever taken pictures of your games? (...) Well, I don't have a group yet, so basically, part of what I will be (...) (23 years ago, 15-May-02, to lugnet.gaming)

Message is in Reply To:
  Elements of a brick oriented RPG
 
I've been thinking about combining my hobbies of The Brick and Role Playing. The question is what is the best way to go about it. Some questions I've been asking myself: 1. Do I go with an existing RPG and just use LEGO bricks to build sets? 2. Do I (...) (23 years ago, 14-May-02, to lugnet.gaming, lugnet.castle, lugnet.pirates, lugnet.space, lugnet.western)

48 Messages in This Thread:
















Entire Thread on One Page:
Nested:  All | Brief | Compact | Dots
Linear:  All | Brief | Compact

This Message and its Replies on One Page:
Nested:  All | Brief | Compact | Dots
Linear:  All | Brief | Compact
    

Custom Search

©2005 LUGNET. All rights reserved. - hosted by steinbruch.info GbR