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In lugnet.fun.gaming, Leonard Hoffman writes:
> Hey Matt,
> thanks for the thoughtful post. I was loosely
> following the discussion on the other RPG castle
> game, but got lost with the talk of character
> stats. There was no real detail, no real ideas,
> just loose concepts floating around.
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.
> I guess maybe could you possibly summ up what
> had been decided in the other project. My aim
> wasn't to divide and ruin what's going on,
> but to give it some more direction, especially
> into a realm that is more "tried and true."
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...)
> Despite admin flaws, IOM was a success (at
> least participation-wise), and it looks
> like Starship is too. I've never been
> a fan of D&D or other similiar RPGs,
Heh...then we have something in common. It
gets painfully redundant reading about
comparisons to a lego project and D&D.
> so I wouldn't be as interested in something
> like that. I don't think my idea necessary
> precludes a D&D RPG style game, because it
> would only need to be confined to a particular
> island, thus controlled by a GM who would then
> designate how things worked on his/her island.
> Other islands would also work differently.
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.
> There is lots of mess, but I try to not
> think it. It seems many view .castle as
> a single organism-group rather than simply
> just some individuals with similiar
> interests. As long as people build
> interesting MOCs and talk about them,
> castle will be just fine. We don't need
> any special projects to delurk people,
> or draw people in, merely a happy additude
> and creative constructions.
True...I was just kind of bothered with
some ofthe discussion aimed again's Alex's
discussion. (I don't see anything wrong with
taking an initiative...) but getting back
on topic, yes, we need more MOCS. A good
attitude would work as well. I don't
believe I'm going to continue the previous
discussion because I want to help keep
the community stable. (hence, my boost in
posting as of late to .castle.)
> always a good thing. let's talk, how
> about now? how about here?
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.
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?
<<_Matt Hein_>>
Fellow lego enthusiast
O s p r e y
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| 1112, draken (score: 1.075) |
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In lugnet.castle, Alex Polimeni writes:
> Here is a clarification of my idea for a
> expanded MM project.
<snipped>
> Anybody like it? I think it is a flexible
> design, and can be formed however, or not
> formed at all.
> I am probably not going to participate in the Medival Marketplace, but what i
> want is to try to keep it going, and perhaps expand it. if anybody likes my
> proposed idea.
Why not?
From what I read on the MM page, there is enough
ability to facilitate shops of basically any
size, and it looks very realistic, since most
cities would impose zoning limitations on
building space/ alley width, overhangs, etc.
These rules shouldn't limit you, though. The
beauty of working with models is to discover
the path to bypass these set limitations,
whilst still retaining an interesting product.
Nathan wells did a few very interesting shops,
and they seem to qualify for the MM.
(my apolgies for the lack of links, but
Brickshelf, as of now, seems to be swifting
their files about.)
> Another thing: This is just something im proposing,
> and seeing if anybody else in .castle likes it.
> That is all! Unless there is approval, i will keep
> this idea as a backup for an Uldeseen (my castle
> world) game i am trying to invent.
For your lego domain project, I suggest
you utilize DraK'en. The rules are pretty
much expansible, and you can work with
the whole scenerio/ city building process,
as well.
http://www.lugnet.com/~1112/Syndication
http://www.lugnet.com/~1112/DraKen
Hope that helped.
<<_Matt Hein_>>
Fellow lego enthusiast
O s p r e y
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| 1112, draken (score: 1.068) |
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In lugnet.castle, Alex Polimeni writes:
> Hello, all.
> As some of you know, im trying to get a game
> project or something similer going for .Castle.
> This is just a place that is not attached to
> any other worlds, and you do not have to have
> the characters from your castle world playing
> it, since each game probably will only last a
> month or two. However, each game or campaign
> would have to have one or two gamemasters,
> moderaters, whatever you want to call them.
> This is just about the only way i can see the
> campaigns working out. This game is not for
> hacking at other things. i want to develop it
> into an exploring-adventuring-conquering game
> that is based around the Midevil Marketplace.
> Each gaming group would have to "buy" their
> suppplys from the Marketplace and then go
> adventuring. A few of each team could get to
> gether themselves and create a chronicled story
> of each campaign. Since the only way to get
> something of the ground is to persue it and
> put wings on it, im trying to persue this, and
> perhaps some people will get interested. But,
> First of all, we need a team of people to try
> to figure this thing out through Lugnet .castle
> and email.
>
> The inspiration for this comes from the IOM
> (isle of mist) and Starship (did isay that right)
> game.
> So, any volenteers?
Nice to know you're proceeding ahead with
the Uldeseen Project! (I'm still wondering
if you read my DraKen page? There's some
interesting ideas there, and it could easily
integrate with the MM.)
Here's a few reasons.
Characters can interact with NPCs in merchant
shops to purchase supplies. (given they're
supplied with X amount of funds), and then
can proceed as they see fit. Purchases can be
made by trading equipment scavenged from
defeated enemy forces, or the occasional
reward reaped by completing missions or
prompts successfully. They would range from
the usual, like escorting a merchant to a
colony, to the asinine, which can range to
picking a cat out of a tree or acting like a
chicken before the mayor. (on national avian
appreciation day, of course! :)
Since stories will simply be chronicled
according to pictures, etc, this should
work very well with the scenerio process
and maps. (assuming each player builds a
city with MM structures, then assigns
them a position on a map. Players than
traverse about the map, moving in small
sectors at a time.)
Let's assume one of these grids would equate
to a full day's (or weekly) travel.
Movement would vary depending on mode of
transportation, so I would say between one
and three grids.
For a situation where several parties
happen to encounter, they would all be
notified of the situation, and then each
faction would be asked to confirm their
choices, which would be forwarded to
the other parties. (for the sake of
accurate reports.)
After receipt of the other parties
decisions regarding the conflict,
each party generates a report of
the events that happened, according
to them. (since I don't see much of
a way actual battles could occur on
lugnet.) After all reports are
submitted by the parties, the moderator
then reads them all and decides which
makes the most sense. The victor can
remain at the spot or move, while any
defeated parties fall back to their
previous grid.
A final report would then be issued by
the moderator to estimate what actually
happened, according to his judgement.
again http://www.lugnet.com/~1112/DraKen.
> Also, any complaints or ideas are welcome.
>
> Aramir
Interesting?
<<_Matt Hein_>>
Fellow lego enthusiast
O s p r e y
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| 1112, draken (score: 1.066) |
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In lugnet.castle, John P. Henderson writes:
> I do like this idea, the reports I mean.
> I'm not saying that anything is being stolen,
> only suggesting that we try to be original
> with our ideas. Not that we haven't been
> somewhat. Yes, other RPGs use similar
> ideas too, not just D&D. But D&D is known
> for using a set of stats similar to those
> being discussed, as well as being a game that
> includes a fair amount of "hack and slash"
> combat, also similar to what has been
> discussed. I just think this game could have
> so much more potential if newcomers weren't
> turned off by saying, "Isn't this just D&D
> with minifigs?"
Is D&D really due that much credit for
establishing the so called 'standard' for
RPGS? And what types of stats are you
speaking about? Dexterity, Hp, Mp and
magick, Skill, Agility, etc...
Okay...I only have three types of stats,
Ap, Attack and Magikal Aptitude. How many
types of stats are in a D&D game? Six?
Eight? I prefer to keep it simple...
And I'm not going to mess with the 'character
has to act in a role or certain way' state
of mind because that only limits the game.
For creating characters, I made my own
custom system.
http://www.lugnet.com/~1112/DraKen/Status
And if that isn't original, then I'll be damned...
> I think with the MM and possible settlement
> construction that there is a lot of potential
> for using the brick in this game. Again, my
> point was to serve as a reminder not to lose
> that focus. Not that anyone was losing that
> focus, but it is good to put the idea out
> there in so many words so newcomers get the
> idea that this is a game for fans of the brick.
I think that's mostly established already...if
it's being discussed in a lego forum, and
involves the MM project, I don't see why anyone
would think otherwise. I don't intend for this
to drift off topic when it comes to lego.
> It's okay my friend. I didn't mean to offend.
Right...
> I was just following along with the subject
> line of this thread. I was under the impression
> that we were all brainstorming ideas that could
> then be discussed and debated for a potential
> future as-of-yet undefined Lego Castle related
> RPG online.
Yes, we're brainstorming most of the health
schematics, but I believe the armor point
system is most fair. I'm not sure why you
suggested calling it DC when I wrote AP
earlier. (conflict of interest? Or just a
misintrepretation of how to phrase health?)
> I didn't realize that you already have ideas
> like AP set in stone on several pages on your
> site. It really is semantics I guess, so AP
> is fine with me, if we (we meaning the communal
> group developing the game) agree to it.
Not exactly set in stone. If the community
decided to utilize a new damage system, I
would easily change it on the DraKen
*advanced* [1] page. But with my private
project, I am very defensive towards
changing it for the sake of acceptance,
or whatnot. (I remember when I was
pressured not to call it an RPG...)
Everything's so technical these days
...sheesh.
[1] DraKen Advanced is the combat extension
of Uldeseen realm. Normal DraKen is not an
RPG unless the player decided to elect a GM.
(and rules are variable.)
Speaking of online gaming, how would it be
possible to implement the combat function
into all of this? Should the moderator simply
act on supposition when it comes to the
character values?
> ...Or am I misundertanding the reason for this thread?
Don't be so modest :)
<<_Matt Hein_>>
Fellow lego enthusiast
O s p r e y
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| 1112, draken (score: 1.065) |
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Hello, I've recently completed one of my comprehensive
lego rpgs for your enjoyment, so here goes.
http://www.lugnet.com/~1112/DraKen
However before you click on the aforementioned site
link, I'll explain some of the features further.
1. Rules can be fixed to fit the interests of the player.
Well, so as long as both parties agree to the provisions,
factors can be set, such as whether characters take
movement suppression from terrain, how many arrows can
be carried, and even such small matters of reloading
muskets. Mission objectives can be set as well.
They can be as flexible or stringent as warranted.
2. Environmental change.
If, perhaps a magical spell of attack were to contact
the environment, I decided to add a change factor. For
example, ice spells freeze water, fire melts ice,
thunder breaks away at stone, heal magic affects undead,
etc...tokens can be placed to signify such change, such
as a flame token next to burning grass, etc.
3. Easy party movement.
The player has the discretion of controlling single
characters, or the entire party at a given time. For
example, this comes into much use when no enemy
forces are near, and you wish to advance in less time.
4. Character Card system.
Tired of keeping track of all of the tokens to signify
status ailments, health, etc, next to your character,
I decide instead, to support character cards, small
pieces of paper with character information on them.
With this feature, you can rotate cards to tell which
characters have taken action, which have status
afflictments, and their classes, for quick and easy
reference. (this as well, keeps the field clear of
character signification tokens, which seem to be very
tedious, as times.)
5. New battle system.
New fixed battle system. Okay, it might not be the
best out there, however, it relies on quick combat
to determine the outcome of a battle quickly and
efficiently, as a realistic battle would show. (well,
maybe not all realistic battles, but rather skirmishes.)
6. Character development.
Designing your party can be quick and simple. Just
create a team of characters, assign them individual
properties, and send the mff into battle. I added a
class system, so each type of character has their
individual ability, for examply, Vagrants can steal
from enemy units and purge their artillerary, as
mercantalists can direct NPCs, as well as friendly
monster units.
7. NPC movement.
NPCs serve functions as well, although they cannot
engage in combat. Such functions include loading
artillery, repairing broken walls, buildings,
constructing war machines and barricades.
Any comments thus far?
<<_Matt Hein_>>
Fellow lego enthusiast
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