Skip to Content
 

Imminance & Survivor

11 replies [Last post]
Blazingwolves
Offline
Joined: 12/24/2011

Okey-dokey. Before I explain Imminance, I just want to ask anyone reading this to check out my other epic game, Survivor. I would really appreciate ideas right now, as I need some more ideas for it. Let me know if you can't find it, then I'll make a whole new post. I would really appreciate it, if you would check it out as this is the main game I am working on right now, and I am really excited about it.

You guy's know what MMO's are? I am making one on paper (cheap version. Remember, I have 50 cents to my name). There will be TONS of maps (4 sheets of graph paper taped together to make one map) that players will travel around, exploring the huge world. Different terrain affects gameplay, such as mountains/plateaus, for example, that you cannot enter unless your character has a rope, wings, or some weird magical artifact, or you find a ramp. That's just one type of terrain. Their will also be weather and time of day. Your character is the size of a square on a piece of graph paper. I have written a list of my races that will participate:
Humans (Basic)
Elves (Basic)
Dwarves (Basic)
Aquillons (Basic)
Kitilids (Basic)
Angels (Expansion)
Demons (Expansion)
Vampires (Booster)
Haxxons (Booster)
The winged ones (Booster)
Draconians (Expansion)
Minotaurs (Expansion)
Werewolves (Booster)
Shapeshifters (Expansion)
Leonins (Booster)
Pulseons (Expansion)
Orcs (Booster)
Cursed races, like zombies, vampires, werewolves, ethereal, etc.
Each race has a base stats of Hp, Speed, Strength, MP, and abilities. Choosing classes such as rogues or warriors will further affect your character's stats. After later leveling up, you distribute points to your characters stats. You can find armor and weapons, gold and artifacts, etc. NPCs give quests and tips, and I'm debating to wether give them AI such as fighting, etc. After spawning in the main town, you buy gear, get set up, go get a quest, check out the help center, and set off. Remember me telling you about the maps? 4 sheets of graph paper taped together, and you're the size of a square. Once you reach the edge of a map, and move into the next area, you draw the map that goes adjacent to that side and move into there. Monsters will chase after you if you get within their range. The Imminance Compendium houses all rules, monster stats, items, quests, terrain, AND resources. You can make food and houses in Imminance, too, like Minecraft. Many, many players can play at once, each playing at different areas. There is a main log where they can log on, and save where they are on a map by placing tape over their character until they play again.

When first playing, you have the basic version.
Basic races, classes (5/? to be determined)
Normal World (-)
Regular stuff, a few special stuff (-)
Regular quests (-)
Very few easter eggs (-)

For 1$ you can purchase a booster pack that has:
Extra map/area (1)
Extra race/class (1-2/1-2)
Extra stuff, occasional special stuff (5)
New quests (3)
Extra easter eggs (2)

For 3$ you can purchase an expansion that has:
New maps/areas/DIMENSIONS (3)
New races/classes (3/3)
Better stuff, more special stuff (10-15ish)
More new quests with more loot (5)
Easter eggs! (5)

Um.. there is probably a lot of stuff I haven't covered in here yet, for example, players may not talk to each other unless their characters are on the same map. Um..... yah, PLEASE INPUT/IDEAS!!!!!!!!

Don't forget, input on this and Survivor!

Blazingwolves
Offline
Joined: 12/24/2011
Feedback?

Feedback?

Cogentesque
Cogentesque's picture
Offline
Joined: 08/17/2011
Feedback ey? Well ok, MMO's

Feedback ey?

Well ok, MMO's are cool - but they are cool specifically because they are massively multiplayer online games.

As I understand, Imminence will not be online, massive, or multilplayer - will it?

In which case I would say that it would be more focussed as an RPG rulebook? Something like dungeons and dragons or pathfinder or something?

If you go through this path as an RPG rule book, then you can have rules for everything (and of course the dungeon master/games master will control the npc's). to turn it intro a boardgame, you will probably need very simplified nd abstracted rules. The game would need to be "on a board" (that could perhaps resemble graph paper as you say) and of course you could release expansions.

But I think the thing you really need to work on would be the actual rules. Remember that rules for something like hero quest are "Each character can move x sppaces, each has x hitpoints and can do x attacks" - that's the kind of thing you need to work out.

How do I move? How do I attack? How do i win the game? Am I against other people or are we in a team? Are there resources? Are there little cardboard circles of gold to collect? How is combat settled? With Dice? With cards? What kind of game is this?

And remember that MMO's are cool, and it would be great to play one but: If I want to play an MMO, I would play an MMO. If I want to play a boardgame, I will play a boardgame. If I want to play an RPG, I will play an RPG - where does immininence sit?

:)

hope iv'e helped man!

sam

Blazingwolves
Offline
Joined: 12/24/2011
Reply

Cogentesque wrote:

As I understand, Imminence will not be online, massive, or multilplayer - will it?

Not online, it's a game. Yes, it is massive and multiplayer, capable of holding 20+ players.

In which case I would say that it would be more focussed as an RPG rulebook? Something like dungeons and dragons or pathfinder or something?

Ish. There is an Imminance Compendium. You can build houses (Think crafting like Minecraft) and quests to go on.

If you go through this path as an RPG rule book, then you can have rules for everything (and of course the dungeon master/games master will control the npc's). to turn it intro a boardgame, you will probably need very simplified nd abstracted rules. The game would need to be "on a board" (that could perhaps resemble graph paper as you say) and of course you could release expansions.

Again, ish. Which is what i'm doing. It is a lot more complicated, but simple. It really isn't stupid, it works; I've tested it.

But I think the thing you really need to work on would be the actual rules. Remember that rules for something like hero quest are "Each character can move x sppaces, each has x hitpoints and can do x attacks" - that's the kind of thing you need to work out.

I have actual rules. Races have stats: HP, MP, Speed, Strength, and special abilities. Faster speeds means more attacks, also. I have the rules pretty much done. Even terrain affects gameplay. For houses and such, flaps cover them until you go into there.

How do I move?
Move your speed, then resolve actions.
How do I attack?
Roll a die when attacking: 1= you missed 2=hit at lowest damage 3=hit at medium damage 4=hit at max damage 5= critical strike, 2x max damage 6= missed. Weapons have different damage ranges along with effects. Monsters also will run after you and attack you.
How do i win the game?
Uh.... go on quests? No real "end" to it yet.
Am I against other people or are we in a team?
Both. You can form alliances to go destroy the Giant worm for a quest, or fight other players.
Are there resources?
Absolutly: you can build houses, weapons, potions, etc.
Are there little cardboard circles of gold to collect?
Yes, gold is used. You loot monsters or chests, barrels, boxes, and NPCS :D
What kind of game is this?
Freakin awesome epic game that is still in process

And remember that MMO's are cool, and it would be great to play one but: If I want to play an MMO, I would play an MMO. If I want to play a boardgame, I will play a boardgame. If I want to play an RPG, I will play an RPG - where does immininence sit?
RPGish board game

:)

hope iv'e helped man!

sam

Cogentesque
Cogentesque's picture
Offline
Joined: 08/17/2011
Hiya Blazing! Ok well that

Hiya Blazing!

Ok well that makes more sense, the dice rolls seem pretty high on first observation - but a very interesting way of doing it too.

So players can ally, players can fight, players can build houses and create things (like minecraft) and there are quests to go on, npc's, and a games master to move all npc's.

So this game, assumingly (like an mmo) is a very looong game. So it is not "2-6 players, play time 1 hour" it is "2-30 players, play time ?? hours "

I imagine this like one of those epic wargames that remains "set up" in the garage permanantly? Or like an RPG campaign that takes years to go through? If you are making this an RPGish boardgame in the style of an MMO, it will take a long long time to "play through" - especially as we don't yet have a win condition.

So it's going to be pretty cool I think, I would propbably say that you either need it to be on paper (like a proper rpg) or you need to make the map relatively small scale, so as you and the guys will come over to your house every wednesday evenening to play, you will need to keep the map easily (enough) to expand without requiring additional table space :)

s

Blazingwolves
Offline
Joined: 12/24/2011
Yup

Well, it's an infinite game, so players will be "logging" on and off whenever. I will always add new things every tuesday, also. The maps can fold, so if a few players are on one map, and one on another, the rest of the maps will be hidden. It is epic, though.

Krossus
Krossus's picture
Offline
Joined: 01/15/2010
Constructive Criticism

You have a vision which would be great for a core "RPG" game. Most table top RPG's like D&D have supplemental maps for purchase which adds to scenarios, but what you are creating is the world in which the players will dwell. I wish in my "hayday" playing D&D there was a world map which depicted our adventures, so you may have something unique.

However, the die (D6) mechanics for attacking is pretty much straightforward. 1 & 6 misses if I'm correct. Have you thought about assigning each monster/unit with a armor rating that would determine success/failure? For example, a vampire might have an armor rating of 12 (d20) and unless you roll a 12 or greater, you miss. Or in the case of a d6 mechanic, a vampire might have an armor rating of 4, so anything below a 4 misses. I'm thinking a d6 mechanic may be too simplified, just my opinion. However if you are assuming that each unit/monster has equal chances of hitting one another, d6 mechanic may be the way to go.

As for your "logging" in for later games, have you considered what would happen to your MMO community if the map was accidently bumped into and all the pieces were scattered or worse, in the floor? If there is a clear, identifiable GM (Game Master), then he/she could basically control the NPC's and make up quests and determine the randomly generated encounters which would make more sense. If you make pre-determined attack - radius zones, then players are going to memorize those values and ignore certain zones of control to avoid encounters.

Blazingwolves
Offline
Joined: 12/24/2011
Thanks!

Actually, I only have d6. I would, and will use other dice, later on when it gets running. The save feature has a piece of tape over the player, so they're frozen in time... monsters won't group around them. It's like they're not there. Also, you're right with the game master. Since I'm the maker, and know all the quests and such, I would be the main game master. The Imminance Compendium is for reference. They go to me for problems, combat, NPC quests, looting, building, etc.

Check out Survivor.

Blazingwolves
Offline
Joined: 12/24/2011
More input?

?

bonsaigames
bonsaigames's picture
Offline
Joined: 12/20/2010
Legacy

Have you looked at Risk Legacy? It may give you some direction on finding a middle ground between Board Games and RPGs.

Logging sessions and having those sessions effect the game is a great idea in a tournament setting, but players may feel unfairly disadvantaged if some of them can "log in" every day and others only every week.

When this happens in an MMO, you can just stick to the areas you are the appropriate level for or join a PUG until you can catch up with your friends. This seems lik eit may be more difficult in a board game as you have laid it out here.

Blazingwolves
Offline
Joined: 12/24/2011
...

...

Blazingwolves
Offline
Joined: 12/24/2011
Restarting work, need more input

Yup

Syndicate content


forum | by Dr. Radut