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RPG design ideas......I want to know what you guys think

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CIDIC
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Joined: 12/31/1969
RPG design ideas......I want to know what you guys think

have characters improve but not too much, unless you want a very romanticised unrealistic game like dnd. especially hit points, it becomes very hard to nail down how much damage something should do. in dnd your hp goes up 1000% from lvl 1 to lvl 2. so how do you nail down how much a bullet will do? (i know you won't have bullets but any weapon that does a consistent and predictable amount of damage becomes very hard to implement) if an average person has 10 hp i guess a bullet should do like 7?? just a thought that goes through my mind every time i play an rpg.

my second gripe is that charactes are just as functional at 1 hp as they are at full hp, gurps takes care of this nicely and so do many other systems.

Nandalf
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Joined: 07/13/2009
RPG design ideas......I want to know what you guys think

the thing is, they are just games, and it sucks if your char gets hit, and makes you an invalid... sometimes scraping your way through, allows awesome heroic deaths lol

sfictre
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Joined: 12/31/1969
RPG design ideas......I want to know what you guys think

Ok

thanks for the info.
Infernal, I live in Dubbo. Why do you ask though???
It is a pity that we aren't any closer as having a couple of commited gamers around helps.

In my rpg you will not really be gaining 1000% health per lvl. Perhapse 1 or 2, mayb 3 but that is all. Or if you are going wiz style you won't want health anyway. You'll want int. or mana.
So it should be pretty easy to determine as to how much damage things should do. They will just slowly progress i supose.
I will check a angus & robinson and see if they stock D&D.

The style that I am having is that I want it to be as realistic as possible.
while in the fantasy and undead D&D theme.
Basically a couple of sword hits and you are dead.
1 or 2 max arrows will kill you. But to compensate they will have less chance to hit.
Anything you guys strongly think that I should add in I would like to know.

Thanks guys

~sfictre

It's not wether you win or loose, but how you play the game.......
(can't remember who wrote this)

Infernal
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Joined: 12/31/1969
RPG design ideas......I want to know what you guys think

Quote:
Infernal, I live in Dubbo. Why do you ask though???
It is a pity that we aren't any closer as having a couple of commited gamers around helps.

If you lived in or around Canberra You could have joind my RPG group (I'm usually looking for more players.

sfictre
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Joined: 12/31/1969
RPG design ideas......I want to know what you guys think

fair enough infernal.

any of you guys have any good ideas for missions??
Or storyline twists??

one thing that I am sick of is the traditional storyline.
for example:
You are the main char and you find out later that your dad was a mighty warrior that saved the city a while back
Main char finds out that his dad is actually the "evil wiz" when he thought that he was an orphan.
Main char is brought up like a slave in the lower classes and finds out that he is actually a wiz or of royal blood.

things like this.
Normal storyline twists that bug you cause they are all so predicitable.

Any way.

let us know what you think

~sfictre
___________________

it dosn't matter whether you win or loose but how you play the game.....
(can't remember who wrote this)

Infernal
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Joined: 12/31/1969
RPG design ideas......I want to know what you guys think

I think that the Game Master should make up the story lines. You could have a demo adventure that come with the system, but most game masters will want to make their own story and adventures. The player's will also want to make their own back stories for the characters that they make.

For example suppose a player wanted to make a character that hated wizards and would never even try to become a wizar in his/her life. This would invalidate your proposed backstory and be a problem for playing your adventure.

Also your back story focuses on a single charcter, if a group of people play then the GM would have to change the adventure anyway.

sfictre
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Joined: 12/31/1969
RPG design ideas......I want to know what you guys think

ok,

now before we go on.........do you reckon that you could tell me ALL the functions of a GM. I thought that they had some pretty big set out rules but from what you're saying it dosn't sound like there is many.

Anyway please let me know.

Thanks a million

By the way.......if the GM makes up the storyline/s.......then how can you make it interesting???? I mean....how can you make SURE that it is interesting????
The main reason why this would be a problem is becuase the storyline is VERY in depth. It is complicated and needs to work properly.
There is 3 teams and the story line needs to work for ALL 3 teams.
Basically, 3 teams all aginst eachother.
But if the missions are boring or repetive then people will only focous on the lvl-ing side of things and the abilities side of things.
I don't want that. I want people to be brought into the game....almost like it's real. For that yo work then you need to have it not boring, believeable, fun and an adventure.

thanks again

~sfictre

Gogolski
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Joined: 07/28/2008
RPG design ideas......I want to know what you guys think

Most tabletop RPGs are cooperative games. The players work together to overcome the obstacles that the GM sets before them. The players usually play one character each. The GM presents the story/adventure and plays all the people/monsters that the players encounter.

Quote:
By the way.......if the GM makes up the storyline/s.......then how can you make it interesting????
An experienced GM will usually know what the players like in a game, and taylor the stories accordingly. To do this he has a huge amount of rules at his disposal, but through experience, you learn what is important or redundant. Also, if you make your own world, some rules wont work in your setting, because the world differs from the standard ruleset.

Cheese.

sfictre
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Joined: 12/31/1969
RPG design ideas......I want to know what you guys think

Ok.....so basically the only thing that the GM dosn't controll is how fast the beast and monsters move and how much they have in the way of special abilities and attack.
They controll the numbers of monsters, the type of monsters, the type of mission, how long the mission is......ect ect.

It would be nice, but can the GM actually play as well?? I don't know if it would go down that well if the GM couldn't........in my BGD group.
Is there some way/s to get around it??

If not, I may just have to write a complicated set of missions. I will definatly have someone that has ultimate controll over the game. For example, he has the last say in a debate over wether someone actually has LOS to a unit that he wants to attack with range. I guess now it is deciding exactly how much power the GM has over the whole game.
Is there some way to have a GM that can play as well????
Maybe the GM should have half stats or something.....a dissadvantage or something to equal out the fact that he knows what's going to happen before it happens........
let me know what you guys think

~sfictre
________________________

it's not whether you win or loose but how you play the game......
(can't remember who wrote this)

Infernal
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Joined: 12/31/1969
RPG design ideas......I want to know what you guys think

Quote:
t would be nice, but can the GM actually play as well??

I GM, and I consider that I am playing the game. The GM just play's it a bit differently than the character players.

The GM in an RPG has a big job (more so than the other players).

The GM must design the plot of the adventure, but they must be able to adapt to what the players decide to do. For example the players decide to kill the NPC that was to give them the quest, the GM must decide what happens now (which can lead to it's own story/adventure).

The GM must considder what sort of story/adventure the players would like to go on and create it.

The GM must creat the map (or area) that the players are exploring. This can range from the simple dungeon to a city or even an entire world (depending on how ambisious the GM and players are).

The GM must try to match the difficulty of the monsters to the players. This can be both the number and type of monsters. Also they must take into account how difficult an encounter is, as not all encounters must be life threateneing to the players.

The GM must play the monsters and other NPCs that the player's might encounter. This can be the lowly underlings of the bad guy that the players must fight to the Big Bad Evil Guy himself (or herself) to the local shopkeeper that the players buy their loaf of bread from each day to the King of the Kingdom.

An the GM must have a good understanding of the rules. An encyclopedic knowledge is not nessesary (but helps), just a good understanding and the ability to rapidly look up the ones that they don't understand fully.

Remember Roleplaying is a colaberative game where the Players and GM work to create a story. The player's arn't playing "against" the GM and either is the GM playing against the players. The GM does not solely creat a plot that the players must follow, but creates situations that the players can make choices that their character would do, and also create a story that the players can folow if they wish (or make up as they go - called: "winging it" and is the way I usually GM).

On the whole Role Playing Games are a differeent experence to Board Games, even though they share some similarities. There is, of course, some crossover in the experence (because they do share some similarities), but Role Playing is more like colaberative story writeing mixed with improvised acting (or at least the dialogue, unles you are playing a Live Action Role Playing game: LARP).

Quote:
I don't know if it would go down that well if the GM couldn't........in my BGD group.
Is there some way/s to get around it??

I supose that there could be ways around having a GM in an RPG, but I feel that having a GM makes the games better, as the GM can react to the players actions and addapt to the situation. Where as having a set of rules to take the place of the GM will change the experence of the game to that of a board game (and that is OK if that is what you are aiming for). However to get a roleplaying experence then you will need a GM so that they can, at least, control the reactions that the NPCs and monsters have.

Fields
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Joined: 12/31/1969
RPG design ideas......I want to know what you guys think

I'm currently in a group that meets every sunday to play RPGs. Our group really enjoys games that focus highly on character development (story wise, not improving stats) and in depth acting. We usually end up playing World of darkness games, mostly because our GM is very experienced with them and good at keeping a story interesting. We never play a game like D&D, because we prefer roleplaying, not monster slaying (no offence to any D&D players). Often we never roll a dice in a game, leaving most decisions up to our GM. Personally I think an RPG should have a very good and detailed background/setting and simple mechanics that prevent players getting bogged down in statistics.
Just my two cents :D

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