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Nique
08-31-2010, 02:04 AM
So I've been continuing work on my untitled game (http://www.nuklearforums.com/showthread.php?t=38294). I won't be asking questions about mechanics as much in this thread, but I am interested in hearing your thoughts on tabletop RPGs in general and specifically, suggestions for a Steampunk-esque world.

To start with, I'll sum up the mechanics to give you an idea of how it's played.

Players assign points to raw Stats which determines Ability scores. Add or subtract any relevant modifiers and roll that many D6 against either enemy rolls or difficulty levels.

Skills are a form of energy manipulation that enhance and use ability scores, in addition to other interactive features. Skills use up MP or are free to use as a part of equipped weapons/ armor (there is a cool down time for offensive skills when part of an equipped item). There are more detailed rules for this I am still working out but I am allowing for the possibility that not every class will have the exact same access to skills, and that some might not have access at all and need to use tools.

My questions for you:

In general, what kind of features do you find fun/ enjoyable in an RPG that you would recommend?

We're trying to build this in a steampunk setting - what are some good ideas or concepts to include in such a universe? How would they relate to the existing mechanics?

Also; What are some good names for the game? :)

Other misc. advice is welcome, as always!

greed
08-31-2010, 04:23 AM
Frankenstein's monsters as a PC option would be neat I always thought they work pretty good in steampunky settings and they'd be a good option for a big brute race that actually fits.

Sky Warrior Bob
08-31-2010, 07:04 AM
In general, what kind of features do you find fun/ enjoyable in an RPG that you would recommend?

Killing is a rather easy affair & so is returning to the game with your next character/life. Okay, so I'm a fan of Paranoia (2nd edition at least, I own a few books for the current version, but as I don't actively play anymore, I haven't bothered to learn).

SWB

Nique
08-31-2010, 05:11 PM
Frankenstein's monsters as a PC option would be neat I always thought they work pretty good in steampunky settings and they'd be a good option for a big brute race that actually fits.

Great suggestion! How would this translate into an actual 'race' though? They might be decendants of this world's original Frankenstein monster?

Killing is a rather easy affair & so is returning to the game with your next character/life.

You mean if a character dies make it easy to respawn? Save points, pheonix downs, that kind of thing?

greed
08-31-2010, 05:34 PM
Great suggestion! How would this translate into an actual 'race' though? They might be decendants of this world's original Frankenstein monster?

I was thinking maybe they get produced en masse for the military and hard labour that requires intelligence by the government, industry, random mad scientists or other Frankenstein monsters(the latter would probably make them as a sort of family, rather than as a workforce) the PCs being those who managed to get freedom somehow (or were "born" free as the "children" of other monsters). Not sure they'd work as actually being bred, seeing as they're basically stitched together intelligent zombies made from mad science rather than magic. So they're a race because while they don't breed (well conventionally anyway, as I suggested, monster's might make others as a sort of pseudo-family), they're produced in large enough numbers that they've probably got their own cultures by this point.

Daimo Mac, The Blue Light of Hope
08-31-2010, 05:35 PM
Steampunk Elves would be so much win!

krogothwolf
08-31-2010, 05:43 PM
You could have Steampunk Elves and then Anti-Steampunk Elves!

Daimo Mac, The Blue Light of Hope
08-31-2010, 05:46 PM
You could have Steampunk Elves and then Anti-Steampunk Elves!

The faction that has embraced the technological revolutions, and the faction that prefers to be at one with nature?

I can get behind that.

Sky Warrior Bob
08-31-2010, 05:51 PM
I cited Paranoia (http://www.mongoosepublishing.com/rpg/series.php?qsSeries=19)specifically, because of the nature of its rules. In Paranoia (the Roleplaying game) you play a clone. You get nixed, your next clone replaces your original as soon as the GM feels like it.

Again, in the same game. You don't have hit points of any kind. You can be slightly tougher to kill, depending on your endurance attribute. But overall, you die almost as easy. Armor can help, but it only helps so much. Also, armor can only protect you from certain types of attacks (the heavier it is, the better it protects) & has a limited life span. (After so many bullets, Kevlar breaks down.)

(Like in the Dresden books, they constantly mention how Kevlar is good for stopping bullets, but doesn't do diddly against teeth & claws. So the characters tend to also wear chain mail, but its much more cumbersome.)

In a way, Paranoia is a much more realistic system of dealing with the fragility of life. However, it requires rapid replacement to make for "fun" roleplaying. (Plus, a very unique & humorous view of a future gone mad.)

I don't know how you could necessarily translate this into your game. But maybe have everyone have at least 1-2 backup characters on hand. Maybe always have your characters be part of a clan/guild of sorts, that could explain why there's always a source of backup to be had if ppl die.

I like Paranoia mostly because hit points tend to get way out of control in most every game. There isn't ever a limit, and it requires a GM to devote a lot of time keeping track of how much is taken. Also under some systems, a knife can take out a tank if said tank just sits still for long enough.

In Paranoia, certain weapon types just can't hurt armor of that sort.

Which is why, I like Paranoia.

Of course, I don't have a wide range of games I've played. I know the rules of 2nd Edition D&D, 2nd edition Palladium, and vaguely remember a bit of GURPS, but beyond that I can't state for much other than Paranoia.

But of those, I like Paranoia (2nd edition) because it seems to boil things down to basics.

Of course, the current edition of Paranoia might be a bit more complicated. I own a few of the newer books, but I haven't sat down & read any of them.

SWB

Daimo Mac, The Blue Light of Hope
08-31-2010, 06:51 PM
Nique, if you get this online, and the Steampunk/Anti-Steampunk Elves I would so get behind this!

Magus
08-31-2010, 07:27 PM
You could just go ahead and call the Frankenstein's monsters something original, like "Golems"!

My main familiarity with Steampunk is Shadow Run, I myself prefer something more medieval but with mechanical elements. How about fire-breathing magical-mechanical horses piloted by blunderbuss wielding knights?

EDIT: Also giant spider and scorpions trained by one faction to use as mounts (Anti-Steampunk elves?)

Daimo Mac, The Blue Light of Hope
08-31-2010, 07:49 PM
I also like the idea of personal airships. Styled after the airships from FF9. And with the airships, Sky Pirates.

Nique
08-31-2010, 08:26 PM
Armor can help, but it only helps so much. Also, armor can only protect you from certain types of attacks (the heavier it is, the better it protects) & has a limited life span. (After so many bullets, Kevlar breaks down.)

I still need to develop some type of 'durability/longjevity' rules for weapons and armor.

I like Paranoia mostly because hit points tend to get way out of control in most every game.

That's true but low numbers seem to help.

Nique, if you get this online, and the Steampunk/Anti-Steampunk Elves I would so get behind this!


We were thinking of basing the races on elemental types (fire/earth/wind/water) but I don't see any reason why this wouldn't work!

I also like the idea of personal airships. Styled after the airships from FF9. And with the airships, Sky Pirates.

Any suggestions for airship mechanics?

Daimo Mac, The Blue Light of Hope
08-31-2010, 08:38 PM
Any suggestions for airship mechanics?

Maybe the Airship can transport people from one place or another. You go to an Air Depot, buy a ticket and take an airship. While on the airship, you can interact with NPC's, including the captain. It could be utilized like an extended rest or an inn function. While in the air, if you are attacked by sky pirates, you would treat it a s a battle field with limitations, let's say your Golem-Stein punches someone, they could do enough damage to push him over the edge of the airship.

The Airship itself could be used as a character. The Airship takes enugh damage it can crashinto the ground. The Airship, or course is used by the NPC.

Sky Warrior Bob
08-31-2010, 08:39 PM
Any suggestions for airship mechanics?

I suggest you try Cid. Decent mechanic & fixed up my sloop, but good. :)

...

Armor class, engine type, offensive abilities.

More armor - less speed. Less armor - more speed, but not around for long.

Engine type also determines speed. Be creative - have each type have issues. Maybe one kind takes a lot longer to get going. One type that is very fast for short bursts, but overwork it & it breaks down. That sort of thing.

Offensive abilities - how much hurt you can inflict.

You might also want to look into helium Vs. hydrogen. Yes, I know that hydrogen goes boom, but I think there was a reason it was used at all. It might be a factor in your dirigible creations.

SWB

Funka Genocide
08-31-2010, 09:06 PM
Steal all the mechanics from White Wolf, then create something interesting that has fuck all to do with elves.

Sithdarth
08-31-2010, 09:21 PM
^ This

Seriously Alchemical Exalted = Premade Steampunk rule setting. Just strip the flavor you don't like and add your own. Maybe change essence to inner vitality or life energy or something (that is basically what it is anyway). You don't even have to use actual Exalted. You could strip Alchemicals out of the game entirely and go with Heroic mortals and crazy man machine hybrids for that dark and gritty feel. Someday when I get ambitious I want to strip all the flavor from the Exalted series and replace it with stuff from the Matrix and run the most awesome RP in history. But that is a project for when I'm bored and have a lot of time on my hands.

Fifthfiend
08-31-2010, 09:33 PM
You mean if a character dies make it easy to respawn? Save points, pheonix downs, that kind of thing?

I think he means the end of The Prestige.

And if he doesn't, he should.

Magus
08-31-2010, 10:24 PM
Get all your goods back by finding and robbing your corpse, that way.

Sky Warrior Bob
09-01-2010, 06:11 AM
I think he means the end of The Prestige.

And if he doesn't, he should.

If you think I want to end a movie about a pair of competing stage magicians, you'd be right, but that has nothing to do with what I was talking about.

However, if you were thinking that I was talking about getting rid of nigh immortal players, in favor of relatively easy-to-kill flesh bags. Then yes, yes I was considering that.

I was suggesting that you have a mindset from the start that your people are going to die, its just going to happen. Rather than grind game play to a halt, like some systems. To require a player to dredge through making a new character & finding some excuse to join the group, try to implement some ideas to work around that.

As mentioned, in the roleplaying game of Paranoia, every player has exact duplicate back-ups. Instead of that, maybe have some simple rules about stat swapping. So every time a player dies, he just swaps a few stats (by die roll?) and comes into play as a new guy.

The replacement comes from a clan/guild that is on hand to always replace a lost team member.

In short, make your players feel like the game is a grim pitting against tough & challenging odds. Not just some grind quest on World of Warcraft.

But maybe that's just me...

SWB

Nique
09-01-2010, 08:56 PM
If you think I want to end a movie about a pair of competing stage magicians, you'd be right, but that has nothing to do with what I was talking about.

He means that Hugh Jackman cloned hisself a buttload of times and if he had kept those clones alive he could have done basically what you were talking about.

'Cept magicians don't uh, go on roleplaying adventures. Yeah.

Magus
09-02-2010, 02:03 AM
I never understood why console RPGs allowed you to resurrect people with magic or pay a priest to do so or whatever, but tabletop RPGs never had it. Even D&D video game adaptations have the mechanic in them, even if it costs an arm and a leg, you can usually resurrect a dead character if you don't let them decompose or they aren't blown up or whatever.

Nique
09-02-2010, 04:11 AM
Or if you want to avoid the issue altogether you can simply make healing magic extremely effective, like in the video game RPGs that you mentioned. Or make it extremely hard to actually die. (monsters loose interest in you once you're passed out? I dunno)

Krylo
09-02-2010, 05:04 AM
The reason tabletop games make it more difficult, is because giving people the possibility of actually losing their character adds a level of threat to the dynamic of the game.

If it was basically impossible to stay dead GMs could never torture players with curiosity vis a vis warded doors or forbidden artifacts. If you know you'll just be rezzed pretty much immediately afterward, there's nothing to stop you from opening that sealed chamber, or seeing if the forbidden artifact in that chest is going to murder you or help you murder others.

In fact one of my favorite MUDs back in the day was an RP MUD that involved perma-death.

Funka Genocide
09-03-2010, 09:22 PM
To answer the original questions presented in the first post, I think you need to define what particular aspects of "steampunk" you're trying to carry over.

What is steampunk?

Steampunk is a somewhat inverted envisioning of cyberpunk, wherein a dystopian future is juxtaposed with an anachronistic past. Its main stylistic cues are victorian fashion and anachronistic technology coupled with alternative technological advancement paths.

Vis a vis the ubiquitous airship, which is functionally speaking a dirigible. The advent of fixed wing aircraft really made the technology obsolete, however if we consider an advanced development process for the dirigible and the absence of the modern air plane, we begin to see the makings of steampunk.

Another main point of difference between steampunk and cyberpunk is the tone, or the general zeitgeist. The fatalistic, dystopian reality of cyberpunk is in many ways antonymous to the artificially over-developed and adventuristic steampunk setting.

However, steampunk is really just an aesthetic at its core. It lacks any sort of transferable substance in its barest form. Its just a frilly backdrop.

So to call a setting "steampunk" and leave that as the main method of description seems pretty halfbaked. Where is the human element? What is going on? Who is doing what to whom? You need to define a lot more elements of the setting to get any real feed back on the idea, which right now sounds about as concrete as "standard fantasy, with elves and shit."

In terms of what I enjoy in a table top rpg, I think I can only answer that in terms of what I've seen. Namely, the intent of the game and the success in achieving that intent.

First and foremost you have to define a focus to the mechanics. Generally speaking this revolves around combat in varying forms. Conflict, both small and large scale, is the general purview of rpg mechanic systems. So what sort of dynamic do you hope to engender?

A particular brand of cinematic action? Gritty realism? Something in the middle?

Will the characters be total badasses who smite the world asunder with their god-like fists, or poor schmucks in over their head trying everything they can to stay alive?

Do you want to run the game like an accountant, keeping track of various numbers and pools from round to round, or do you want to have a more paired down and immediate experience? Hit points or some abstraction of wound states?

How far removed from reality will things be? Is a 9mm the ultimate weapon, or will you have great towering barbarians that can fight off a horde of lesser things with naught but a loincloth and a high THAC0?

I guess what I'm trying to say is that you should define your goals more clearly before undertaking the design process.