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Nique 08-15-2009 05:27 PM

System-In-a-Box - Tabletop game creator
 
My ongoing RPG project is taking new turns. In addition to different versions of the game itself, I'm in the process of creating a core system that will accomodate not only different genres but also different types of games. Like GURPS but with more freedom and, hopefully, more simple.

Anyone with game ideas willing to try basing one off this system?

Kim 08-15-2009 05:51 PM

Sure, I'm up for it. I've been wanting to make a game for a while, only I lack the finer understanding of P&P creation to really do one properly from scratch.

Nique 08-15-2009 07:05 PM

What sort of game were you thinking of genre-wise?

phil_ 08-15-2009 11:51 PM

Hey, Nique, did you ever get around to describing stuff like how all those neat abilities the system you showed me are actually resolved? 'Cause you went over initiative, but there was nothing like "this is what/how much you can do when it's your turn." Those kind of rules are important, even if they lack the appeal of ability-building systems and character creation.

Nique 08-16-2009 02:31 PM

Well, in the game itself it's simply turn based combat so whenever you preform one ability your turn ends and it's the next fastest characters turn.

In the core system, I'm still working that out because it depends on what will make sense for different games. Probably for a game that involves actual roleplaying, you'll have different stages of a turn movement with a certain amount of distance allowed per turn, actions, response, or something like that.

Kim 08-16-2009 09:59 PM

After some thought, and scratching out several ideas, I have decided I want to make an RPG set in World War II only there is also magic. What all do you need to know for this to work?

phil_ 08-16-2009 10:17 PM

I want an NPF RPG. Make that work. I'm aware that this is an unreasonable demand.

Nique 08-17-2009 03:11 AM

Quote:

After some thought, and scratching out several ideas, I have decided I want to make an RPG set in World War II only there is also magic. What all do you need to know for this to work?
Are combatants comprised of individual soldiers or entire army units?

Also are, for instance, Generals more powerful than Soldiers, or do they simply receive a different skill set or bonus? You're going to need to establish what stats and skill types to include in the game. Do you want everyone to start out the same and level up to specialize in certain areas, or do you want to start players out in pre-set classes? Let's make it simple, here's what I'll need to start.

1. To build stats, what matters in this game? Str, vit, dex, int, wis, spd are all obvious choices but you don't have to be limited to those.
2. List of classes and major differences between them (different types of soldiers, what they specialize in
3. Weapons, armor, and, if applicable, vehicles.
4. What kind of magic?

Quote:

I want an NPF RPG. Make that work. I'm aware that this is an unreasonable demand.
I don't even know where to begin. I guess I could translate post-count into a stat of some kind, or like, if attacks caused the thread to go over the post limit in defiance of mods or something? Could also base it on the plethora of NPF member comics depicting NPF as a typical RPG town. Really though who wants to play in a table top game pretending that they are forumites in an even less real version of an internet forum? the mind boggles.

Krylo 08-17-2009 03:18 AM

Quote:

Originally Posted by Nique (Post 960255)
Really though who wants to play in a table top game pretending that they are forumites in an even less real version of an internet forum? the mind boggles.

Phil, apparently.

Kim 08-17-2009 03:39 AM

Quote:

Originally Posted by Nique (Post 960255)
Are combatants comprised of individual soldiers or entire army units?

I was slightly inclined to say units, because I thought that'd make things harder for you which in a sense would be a good thing, but nah, let's go with individual soldiers.

Quote:

Also are, for instance, Generals more powerful than Soldiers, or do they simply receive a different skill set or bonus? You're going to need to establish what stats and skill types to include in the game. Do you want everyone to start out the same and level up to specialize in certain areas, or do you want to start players out in pre-set classes? Let's make it simple, here's what I'll need to start.
Let's have them start out the same, and then level up and go into stuff, kinda like a job system or some such. Rank could take the place of levels.

Quote:

1. To build stats, what matters in this game? Str, vit, dex, int, wis, spd are all obvious choices but you don't have to be limited to those.
2. List of classes and major differences between them (different types of soldiers, what they specialize in
3. Weapons, armor, and, if applicable, vehicles.
4. What kind of magic?
1. Actually, since this is going to be WWII-ish, let's go with...
A. Something like endurance or stamina for running about, and being able to run while carrying stuff. I can't of want to make it a game where you'll be running around a lot because where you are and cover and stuff is important.
B. A stat that determines health and maybe has an effect on natural defense.
C. Probably one for accuracy with guns.
D. A stat for magic power and points.
E. Something for ability to use/repair/pilot vehicles or something like that.
F. Agility
G. Although I don't expect melee combat to be a big thing in the game, probably strength for melee attack or something.

2. For classes...
A. Infantry: Just a regular run and gun soldier.
B. Sniper: They snipe!
C. Pilot: Pilots planes.
D. Driver: Operates a tank.
E. Demolitions Expert
F. Spy
Can't think of any others at the moment.

3. Weapons would probably be pistol, semi-automatic rifle, automatic rifle, sniper rifle, grenades, and rocket launcher. Probably daggers and bayonets for melee. At least those would be the weapon types, and being able to get stronger versions of each. Maybe through a weapon upgrade mechanic?. Armor would probably just be standard military uniforms with varying stats. I can't really come up with too much in the realms of armor that really fits the period.

4. Magic can function JRPG-ish. Have magic points. Give them the ability to learn various elemental spells, like wind/lighting/fire/ice, with differences in AoE or strength. Probably also have spells that temporarily lower/increase accuracy, stamina, and defense?


A lot of what I'm doing, since you're testing your new system, is trying to do stuff that I haven't personally seen in most P&P RPGs, and see if it trips it up.


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