Skip to Content
 

The legacy...

16 replies [Last post]
Anonymous

Alright folks, this is the same guy that posted of Knights and Castles. Obviously we got off to the wrong foot. I've made a few changes probably for the better. Here's how they go.

Board
Have you ever seen those magnets that are huge, like 8.5x11 like the size of letter sheets. I've used some of those, actually alot, trimming them and placing them on some thin foam board, making a 15x15 board. The beaty about this is that the placeable scenary that I talked about in the previous version of the game will all have magenets on the bottom, making for the pieces to stick easily to the board and easily interchangeable.

Pieces
As I talked about earlier, the pieces are in great abundance. Anything and everything. If you can think of it, it'll be on here (mind you it must fit, mideavil fantasy period.) Different lvls of characters, i.e. an elf only wearing clothes would most likely be a low lvl, and a fully armored knight with two big weapons would be on a high weapon. The pieces will all have stat sheets that are universal, i.e. the stat sheets do not change for the character. For example, a simple creature like elf on lvl 1 will have the same stats as another elf on lvl 1. Along the way, if the Gamemaster so chooses, you can gain weapons, powers, abilities, which will be recorded on another piece of paper.

Plot
The plot is interchangeable. I've made up 10 preset plots that will come with the board game. These plots will tell the gamemaster exactly what to do along the quest. But the other thign about it is, it comes with a template for Gamemasters to create their own plot. This will only work if the Gamemaster is creative and original.

Gamemaster
The Gamemaster is your god, without a god. He controls what you do without deciding your path. Let me explain this. In this game, the Gamemaster only has power over what is his....which is everything but you. He can lay his own pieces, which include treasure chests, dragons, evil warriors, hidden weapons, whatever he wants. He can not change the scenary, however until the the characters have entered into another scenary. The job of the Gamemaster is to stop the other characters from completing their quests, while helping them. What I mean by this is, that he can lay creatures down to fight you whenever he wants. He can also lay down weapons that characters can find to help in their attack or defense.

How to play

Fighting System
The fighting system consists of a dice similar to those used in other games. It, however is a D&D dice, with numbers like 75, 41, 103, now 1-6. This determines how much attack/defense you can do. The attacking creature, i.e. if the Gamemaster lays a creature out when you hit a space the creature would be the attacking one. If he was already there and you moved to him, you would be the attacking creature. The attacking creature rolls and say for example he does 42 damage. You must then roll for defense. If you get higher than 42 then you roll for attack and he rolls for defense. If you get lower than 42 then the Gamemaster rolls a damage dice, which has number 10-20. You take the number he rolls as damage.

Winning
This is what makes it a great game. The game only ends when the Gamemaster decides that it should end. He can take you through thousands of lands, castles, forests, rivers, lakes, whatever he wants. When he finally decides that a new plot should be formed, he can bring you to the right spot where you actually have a face off with the Gamemaster. The Gamemaster must choose a piece that is on the same lvl as the number of places he took you through, i.e. if he took you through 10 forests and 5 castles, he must choose a lvl 15 character. After beating him the Gamemaster is allowed to take you through one final stage to get what you are questing for, unless your quest is to kill the Gamemaster.

Losing
The only way to lose is to be killed by the Gamemaster. If you are killed by a minion of the Gamemaster then you are transported to the first square of the stage you are on and you must go back three lvls. If you complete stage before other players, you wait or you have the ability to walk around and kill other monsters, search for gold or weapons, or whatever you want.

Raising Levels
You raise levels when you kill the Gamemaster's minions. Since he can not take damage directly when you roll for attack and you get more than his defense, roll a damage dice. The number you roll goes towards you level counter, which you will keep track of on a piece of paper than tells you when you grow to a new level.

Review
2 dice- 1 damage 1 attack/defense
interchangeable stages
custom plots
thousands of creatures, weapons, chests, and stages
Games that don't end in five minutes
Incredible game play, and attention to detail

Want to help? Here's what I need...earlier I got negativity from some people...but they call it "constructive criticism" kind of like, don't say "hate"
say dislike kind of thing. So I'll say this...my idea is mine...I don't want it any better any worse...i don't want ideas so don't say "I can make it better," or, "it would be better if..." I don't care, guys...all I need is if anyone wants to help just post and say so and I'll tell you how you can help and get a free copy of this game...

PS thanks to the OPS for all the constructive criticism...

Thanks...
Patrick

Anonymous
...

SO you arent willing to change anything? ANYTHING at all? even the teensiest, tinsiest bit? Like, for example, making characters have different attack/defense dice specific to them so that, well, you aren't just rolling identical dice to see who got the higher number? It would add some uniqueness to the game if monsters came with their own unique dice. And there wasn't anything negative on the other board until your last comment there.... someone just said that your game doesn't yet stand out from the hundreds or thousands of other fantasy themed roleplaying things out there. Oh and one more thing:

In your system, can the Dungeon Master "win"? Because that never seems to work out well given the DM's omnipotence within the game... you'd need a very detailed rules set.

hpox
Offline
Joined: 12/31/1969
The legacy...

*shrug* That's what people were doing, helping you, by replying with ideas and criticisms. That's what we do and so far nobody had complained, it was what they were looking for... What other kind of help do you want seriously? You're being so vague...

May I remind you this is the Game Design forum?

Anonymous
The legacy...

I think he said he wants us to build pieces for him...

IngredientX
IngredientX's picture
Offline
Joined: 07/26/2008
Re: The legacy...

Korogo wrote:

Want to help? Here's what I need...earlier I got negativity from some people...but they call it "constructive criticism" kind of like, don't say "hate"
say dislike kind of thing. So I'll say this...my idea is mine...I don't want it any better any worse...i don't want ideas so don't say "I can make it better," or, "it would be better if..." I don't care, guys...all I need is if anyone wants to help just post and say so and I'll tell you how you can help and get a free copy of this game...

PS thanks to the OPS for all the constructive criticism...

Thanks...
Patrick

Hi Patrick...

I notice that you're still reluctant to take people's suggestions and comments about your game. Correct me if I'm wrong, but it seems that you have a completed game on your hands, and you just need help realizing it somehow.

If this is the case, and you have gone through scads of playtests and have questioned every rule in the rulebook twice, then best of luck to you!

However, if you haven't playtested this game yet, or if you've only run through it a couple of times with assorted friends and family members, you are taking an enormous risk in trying to realize it in any form other than a rough prototype. I find that it's best to create a quick, cheap mockup of the game, solo test it to hone in on the "fun factor," try to bring out the fun factor with rules revisions, and then playtest with other people.

Make no mistake: the last step is brutally difficult. There is a good chance that your testers may say, "I'm sorry, but I'm not having any fun. Can we stop this?"

If they do say this, they are doing you a favor. It is better to find that your game idea does not work after spending a couple of nights and $5 of raw materials, than to go through the gauntlet of producing and releasing your game, only to find out that people hate it.

(Shameless plug: I made a post about the importance of playtesting and taking criticism here.)

Again, if you do have a fully playtested game, and are just asking for help producing the game, my apologies. But since this post is in the "Game Design" area of the site and not the "Game Production," I think most people are going to assume you need help with the design of the game.

Good luck with everything!

jwarrend
Offline
Joined: 08/03/2008
Re: The legacy...

Korogo wrote:
earlier I got negativity from some people...but they call it "constructive criticism" kind of like, don't say "hate"
say dislike kind of thing. So I'll say this...my idea is mine...I don't want it any better any worse...i don't want ideas so don't say "I can make it better," or, "it would be better if..." I don't care, guys...all I need is if anyone wants to help just post and say so and I'll tell you how you can help and get a free copy of this game...

Patrick,

First, welcome to the site! I'm not a big fan of D&D or RPGs in general, but I think your game could have some merit. I particularly like the idea of using magnets as pieces; it would be particularly cool if your pieces were 2D guys who could have "magnetic armor" and other gear "stuck" onto them; something like that could be neat!

In my experience, this group really shines at brainstorming and helping with mechanics, so closing that avenue is, in my estimation, unwise. Of course, everyone will respect that it's your design in the end and that you will make the final decisions. But if you don't want help with mechanics or the like, definitely be more specific as to what it is you're actually looking for the group to contribute.

Without those kinds of specifics, I think that an opening post that declares a game as brilliant and original is just begging to be attacked. People don't like people who are arrogant, and while I don't feel that you've conducted yourself that way at all, I think making a claim that an idea is original and revolutionary is always going to put people on a defensive posture, and make them want to prove you wrong. I'm not sure why that is. I think your second post does a much better job communicating the crux of your message than your first, but the gratuitious slap at the group is probably unwarranted and you ought to be more clear on what exactly it is that you are looking for help with. Otherwise, the default assumption (since, as hpox says, this is a game design group) will be to discuss the game's conception and mechanics critically. Don't be dismissive -- your game will be better in the end for the help the group can offer. I, and everyone else here, can attest to that.

Good luck with your design.

-Jeff

Sundog
Sundog's picture
Offline
Joined: 12/09/2008
The legacy...

It sounds like the DM would have too much power. Back in the day (20 years ago) when I played D&D, this was seemingly always a concern. Headline "18th level Ranger falls to his death only after surviving a horde of cliff-dwelling werehounds" (DM) ironically, there's a spear at the foot of the cliff pointed straight into the air. Did your ranger die from the fall or the spear? you make the call....

IMO, I think the DM should be more limited.

Anonymous
Stuff and Things

1: Do stronger monsters have dice with more sides/higher numbers?
2: Would some monsters have maybe a 12 sider with 10 weak sides and two very strong sides?
3: Are the monsters dice for attack/defense different? AS in, would a stone golem have a dice with medium numbers for attack but a differnct dice with higher numbers for defense? Of would the dice faces have two numbers on each face, like a red number for attack and a blue one for defense?
4: Do characters choose their own dice, or do the dice go with the figures?
5: Is there a difference between, say a level one elf and a level one dwarf?
6: If there are really 100 levels of characters, multidtudes of monsters, terrain pieces, and all of a whold pile of dice, how much is this all gonna cost?

My thought: Each figure could come on a tall base that holds its dice (still small by dice standards, but nevertheless) for attack, defense, and possibly magic. The game would probably work better if levels didn't go up to a hundred for the simple fact that 100 miniatures are really expensive. Maybe some of the dice could have little symbols on them that would do different things for different characters? Like, a wizard-like character might roll some kind of rune, and that means he gets to cast a certain spell off of his reference card or even printed on the base? Kind of a little tiny version of the new shadowrun game (anyone played that, btw?). These are just my thoughts, please don't use them if you don't want to, they are just that: thoughts.

hpox
Offline
Joined: 12/31/1969
The legacy...

Thanks Gil and Jeff, excellent posts. That's how I feel too, I hope Patrick doesn't get the wrong impression from my quick post. Welcome and I hope that you find what you are looking for in the end.

Anonymous
Let's clear it up

Okay, asnwer a few questions...all people get the same dice...they all have the same number...if you're a lvl1 or a lvl 35 you use the asme attack/defense and damage dice...higher lvls add to damage and attack/defense...like a lvl 20 might add +10 to attack/defense and damage...that means that using the same dice will not make lvl 1's even with higher lvls...

Anonymous
The legacy...

strengths are all the same at the same lvls up to lvl 10...then it starts to change depending on what race or armor, or weapon you have...the statistics sheet will show abilities an elf might have say that a dwarf might not have. As for the cost...we all got ot put bread on the table...buying tiny little firgures three in a pack is only like three bucks...and each lvl doesn't have a creature...say an axe might bring you up a lvl...therefore you may not have a 100 creatures for 100 lvls...and if you have ten ppl playing the game...it's not all that expinsive...the game is based on each player providing what they need for their journey...so they can spend ten bucks on pieces as will everyone else and you'll have a mass amount of pieces for journeys and quests.

Anonymous
The legacy...

The dungeon master, as i said before, does not have power over you. Falling from a cliff, you will die, depending on the fall...which is disputable...but say if your character has like a temporary flying then you could use it.

Anonymous
The legacy...

The rules I posted would not be the rul;e book...those are a simple version..game master's when if they kill the other characters...which is as fair a chance as everyone else...I don't want you to build the pieces...I want you to help buil;d pieces...sending in your own piece is kind of nice...making a hu7ndred pieces myself would be dsifficult

Anonymous
The legacy...

So you have the entire game figured out already? Then this should be in game production, not game design, for apparently the game is already designed and set. The best way to start would be to just use tokens printed on cardstock. Then, when you are ready to market the game, you can get a publisher to make figures. I sincerely doubt you are going to get anyone to handmake figures for your game and send them in to you so you can sell them $3.00 to a pack.

One more question: So, If you have a level 1 character, and you want him to go to level two (after gaining experience of course) would you have a new figure with an axe, or would you have a separate axe piece and add it to your figure?

Anonymous
Of course I got it figured out.

I'm trying to hammer out some details...and to clear something up...there are three dices...the damage dice and the attack/defense every character has and they are all the same...then each different character, i.e. elf, dwarf, knight, cmes with a custom dice with their abilities on it...i.e. wizard different spells

DavemanUK
Offline
Joined: 12/31/1969
NetHack

Hi Korogo, Just a quick mention that after reading your game outline the first thing that sprang to mind was 'NetHack' (http://www.nethack.org/). (now that would be a highly replayable board game) :-)

Best of luck,
Dave.

OldScratch
Offline
Joined: 12/31/1969
The legacy...

I've got to agree that you're probably not going to get anyone to sculpt miniatures for you. That's something people do for money. Your best bet is to use standups with illustrations.

Question: When you want to go up a level, does your figure have to change? I'd really hate to have to keep track of 100 pansy elves with 100 different variations on his person. This just doesn't seem fun to do at all. Why is it that your figure has to change upon gaining a level? Why not just have an elf figure and a number on your character sheet saying what level you are?

And what type of figures do you go out and buy 3 for 3 bucks?

The whole multitude of figures thing really puts me off of this game. I'd probably try it if I didn't have to lug around 500 miniatures to get my friends to play. I kinda like the idea of the board, but it seems too limited to me.

What kind of mechanics does your game use? Do all you do is fight monsters and go to the next board? Is there weather effects, travelling to towns, haggling, picking up side quests, environmental hazards, finding magical artifacts, any sort of competition with other players aside from the GM, or roleplaying at all? The way you describe it seems to be a hack and slash game with nothing else to offer. The reason I stopped playing D&D was because our DM thought a good adventure was 7 hours of fighting Orcs, no roleplaying whatsoever. As a roleplayer and boardgamer, you haven't sold me on either genre.

Syndicate content


forum | by Dr. Radut