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 Matt Hein / Syndication /

Advanced RSF Concepts

Welcome to my advanced concepts page.

Additional information on DraK’en can be located here. But first off, these are advanced multiplayer concepts.

As of now, I’m converting this project to work in conjunction with the MM/Undeseen discussion currently in progress at lugnet.castle. The normal rules of DraKen combat do not apply with Uldeseen, unless of course, the game is not played online.

For online combat, this will be done by reporting the situation, and the gamemaster. (or third party entity) will decide the actual results after reading both reports.

The Scenerio Compendium

For DraK’en, I had taken much thought to the scenerio process, in which multiple parties are given scenerios, and must find their way through them either through a picture story or a compilation of images. (this is for diaplay of battle results, if someone were to post them online.)

For instance, let’s say Rivera’s party encounters a band of monsters. Given the scenerio, you can either escape from the threat, or figure out your own way out.

To tell the story, well, that’s up to you. Telling the story is the fun part, and for other members to check it out is better. That’s the interactive part of DraK’en. Trade ideas, create a saga, inspire others to do the same. These stories are labeled ‘reports’ and after each mission, battle or expedition is completed, one would simply send it to the game master.

Other such theories would to include party encounters in which two different parties happen to cross paths. From then on, the same scenerio method would invoke, with both parties being notified, and of course, a story from both parties being a direct result. Decisions lie within the jurisdiction of the game master.

City encounters are the same. Stepping in, you can deal with the game master to purchase rations, weapons and armor, or even trade your previous items in for better ones.

What about reports?

Reports are essential to DraKen online, and work in the fashion that after a quest or event is completed, characters would simply compile a summary of pictures and text, then send it to the GM for review. Based on the quality of your report, the GM will decide on its quality, and from there, you are awarded a set amount of skill points based on the quality.

Points are awarded based on the number of characters in your party. (NPCs, such as merchants and guides do not count as party characters, so they don’t receive points.)

Rankings
  • Poor report, 1 point for each character.
  • Moderate report, 2 points for each character.
  • Commendable report, 3 points for each character.
  • Four star report, 4 points for each character.
The report feature works, as a game master may collect a report from each party, the conduct a review of each for comparison. Searhes will be conducted for use of skills, solutions, compleness of the summary and the general effort used. After review, the game master will decide the results. He may even decide to write his own report from the two, and based on that report, address the true results.

Lack of effort, poor report.

A lack of effort or poor decisions could result in a poor report, and perhaps a casualty rate. These could include improperly using a skill, or attempting and succeeding at something not physically possible. like jumping ten metres to a safe distance. Poor reports usually result in casualties. Remember, you cannot revive a dead character. medics and acolytes do not have this ability on DraKen online.

Modest effort, but not quite there.

Some fairly good decisions and a generally good effort will result in a moderate report, but as a party, you should aim higher. This rating is attained by either not enough detail, or few skills/ decisions being used. Although not entirely bad as a poor report, it is not entirely convincing.

An overall nice report.

It is recommended you aim for the Commendable ranking report. Here, it would be demonstrated that the party wrote a nice summary, placed generally good effort, and made plenty of good decisions and apt use of their skills. It is generally convincing, and makes sense.

The ideal report.

The highest ranking a report can earn is the Four Stars ranking. This is most difficult to achieve, though, because it must be shown that the party placed exceptional effort towards writing the report, and used a very ingenious method to arrive at a sound solution. Plenty of thought is placed into the manenr in which characters use their skills, and the report is very convincing.

Remember, no matter tha ranking of your report, there is always the chance that a casualty may ensue for your party. If this happens, the party size is simply decreased by one and points awarded to the surving members based on the new count.

Information about skills

So far, there has been a general debate on what skills a character can utilize, and the limitations thereof. After some consideration, I have decided to enumerate these for further explanation below.

1: Agrarian - These characters generally plant and cultivate crops (this occurs most likely near an MM settlement or plantation), or grow healing herbs for travelling. Most generally, they are very knowledgeable of techniques for increased capitulation of resources. (and hence, a greater crop for the settlement)

2: Foundry - This ability is reserved to those whom employ themselves in the profession of blacksmithing and metal working. They deal with repairing and maintaining staples of the party such as weapons and armor, as well as wheel rims for carriages and what else. They can also work with mined alloy to craft weapons, but this can only be done around a campfire.

3: Necromancy - Those whom control the dark art of evocation of spirits are best suited to necromancy. The ability, although very archaic, deals with the summoning of spirits (there can only be a maximum of two in play at any time), which can be sent out to combat enemy forces. As skill level increases, so does the strength of the spirits, but damage taken to them also damages the spellcaster.

4: Industrious - Insudtrious characters generally tend to be quite resourceful, but deal in the art of geological excavation, and the tracking of mineral deposits or signs of earlier civilizations. (archeologists or anthropologists.) Keen to their surroundings, such sharacters can easily mine and excavate ores or tap into water sources as well, proving to be a useful asset to any party.

5: Cultured - The envy of the state, cultured characters tend to be quite knowledgeable of their environs, and most kilely specialize in the interrogation of citizens and the general pursuit of knowledge. Their inherent abilities to survey the area, decipher runes and conduct general investigation makes them quite useful to any party.

6: Resourceful - Recourceful characters tend more often than not, be hunters and scavengers, knowledgeable about methods to survive in the wild and build general structures. An engineering persona, the abilities of this character also lie in the collection of building, fuel and rationing resources, as well as the ability to direct excavations for stability.

7: Hospitable - For those characters whos interests lie in this field generally arrange for the distribution of rations and the general care of the forces of the party, as well as the animals present of the entourage. Their strengths lie in the healing of wounded characters as well, using potions prepared by a bioogist.

8: Biologist - Characters whom specialize in the art of biology generally make assessments of their environs based on the species of plants and animals present, as well as search for alchemical components. Their line of importance lies in botanical application, checking plants gathered for their safety, if they are to be rationed to the party.

9: Tactician - Military strategists and historians who specialize in the arrangement and execution of combat strategems for the party. Their strengths generally lie in determining the best course of action to take in case of a conflict, and assist in the conduction of diplomacy with foreign parties.

10: Mediator - Note: This ability is automatically assigned to the main character designated ‘leader. Non leader characters may not possess this ability. The general role of a mediator is to direct the actions of a party into near perfect synergy so they function as warranted. Mediators make the effort to efficiently run the party, and are usually assisted in their decisions by specialists working below him. These leaders can arrange for the temporal split of a party, or the release for expeditionary parties to uncharated areas for a survey. (parties can only be split into two groups, but must rejoin at the end of a reported mission.) They also deal in conducting general diplomacy, writing treaties, etc.

Advanced Concepts

Recruiting monsters.

If, of course, you happen to have a Mercantalist in your party, with the Oversight ability, you can take control of, and direct up to three monsters at a time to follow your forces into combat. Going about finding monsters is another story, though. Normally, any creature on the field would attack any character within its reach, however, the oversight ability changes this. Don’t be surprised, however, if your enemy takes control of a creature as well...one oversight ability may override another. Do a skill roll to determine this. Remember, no matter the amount of mercantalists in a party, only three monsters may be under your control at one time.

Besides actual monster species, there are three general types: Aggressive, which cennot be persuaded to join a party and usually attack without provocation, Non-aggressive, which would serve little use in combat, but do not attack unless provoked, and Diplomatic, which cannot be deemed threat or non threat unless a mercantalist tried to establish a dialogue with them. Such reasonably intelligent creatures include Dragons, Raptors, Anubis, Phoenix, etc. If you choose to start your faction with a monster, it can only be diplomatic, but unlike other monsters that can join, innate monsters can learn new skills, but don’t need armor. some can even self regenerate over time.

Some monsters include, but aren’t limited to:

Dragons, Ravens, Mantises, Wolves, Lizards,
Serpents, Chimeras, Anubis, Centaurs, Birds
of prey, etc.

Monsters can serve as vehicles as well, such as a Dragon or a bird, so a character can actually board one for an increased movement range of five, and if the monster has any, new abilities. However, the character and monster are considered one unit, and if either are killed, or dismount, are now condiered two units. and all perks are lost.

Please go to my monster page for all of the values. Remember, though. Monster placement is agreed upon by both or more parties.

Launching new campaigns, coalitions and alliances

Launching multiple campaigns is another great aspect of DraK’en. Two or more parties may launch a coalition against an opposing force, or you can simply go it alone against a larger attacking force. The whole affair basically plays out like an epic. The MM project supports a single campaign where parties can traverse between MM constructed cities, and embark upon quests of that sort. Epics are simply reports drawn up by charactrer parties to summarize their journies.)

Leveling Up

When characters acquire experience on the field, they can level up their stats, and thus, grow stronger. Fortunately, I’ll try to support this with DraKen online, but otherwise, play the normal version without the leveling factor. This feature, though, lacks credability, and should only work on the online version, due to the fact that any player could just ‘claim’ they leveled up massively before a normal game. Not good. If you want, you can play multiple missions with a friend, and use the level process from there, but that’s the only pinnacle of credability in the system.

However, the only implement I could see in the leveling up process, would be to raise all three attributes for each battle won. (considering, in fact, you were to play multiple missions, or contine a storyline.)

MM strategies. Here’s how it works: for every character you have, he is given a set amount of points to distribute between the abilities available to them. Placed into skills, with the repeated use of them and missions/ events completed, characters can earn more points towards their abilities, and hence, level up.

Elementals, working with abilities

After you have created a chracter and assigned an element to it, this will have effect on the abilities the character can learn and use. (Besides spells, of course.) For example, let’s say Osprey’s assigned the elemental of lightning, so he decides to use the points given to him at the beginning of his quest to place towards new abilities.

Since lightning is his strong suit, he would be best off learning an ability such as ‘industrious’ which allows characters to find potential sources of energy and use them to their advantage. (Like extracting matallic and fuel ores from the vicinage.) But since he’s lightning, it wouldn’t be best for him to learn an ability from fire, like Forge.

Magikal Weapons

Magikal weapons are another complicated factor of the game, in which an equipped weapon carries status effects, such as poisoned arrows, a flaming whip, or an ice sword, etc. When working with these, though, remember that members of your team can only start out with these it they are leaders of your squad, or a governor of a province. your side of the field.

Controlling NPCs

NPCs, or non playable characters. NPCs can combat enemies, but only on provocation, such as an attack by an enemy force. They mainly serve as curators of a city, building new houses and constructing buildings, as well as trading items at the local marketplace, appraisal of scavenged items, healing injured characters of curing ailments. The only NPCs that can leave a city are merchants or guides.

Eqipped Shields

Shields can only be equipped by a Knight who has the Shielding ability. This basically decreases the damage taken in combat by five armor points. It can be used once during the enemy phase, but serves well to suppress extra damage, and works with spells, as well.

Tactical Espionage

Tactical espionage, and important factor with DraK’en, works the best with such important characters as Vagrants. The purpose of this is to have a one man, or small party intrusion force, to quickly storm an enemy establishment, infiltrate its walls, and kill the leader quickly. Due to the Vagrant’s great perks such as climbing walls, unlocking doors and stealing items, they can do heavy damage to the enemy quickly, but remain compromised if cornered.

Controlling NPCs

A mercantalist can control NPCs to perform such important tasks as healing characters and monsters, selling and buying items, forming a blockade, locking and unlocking gates, and of course, maintaining the city by repairing broken structures, and replacing destroyed foliage. They have a movement range of ten studs. They cannot, however, leave the city limits or your establishment.
Primary content in this document is © Matt Hein. All other text, images, or trademarks in this document are the intellectual property of their respective owners.


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