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Any interest in some collaborative RPG designing here?

Started by Bloody Stupid Johnson, July 29, 2012, 12:40:38 AM

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Bloody Stupid Johnson

Quote from: Catelf;579646Hi, i'm reading through the Mediafire download at the moment, and saw a note on avians perhaps using antigravity.
 
I have a different solution:
Regular avians tend to be small, and they also have hollow bones in order to be lightweight.
Essentially, define movement as usual (whatever you decide on, since it isn't settled), but reduce any flight move for avians by the total amount in strength + endurance.
Yes, this may result in zero or less flight move, but it is still important when considering any antigrav-tech (see below).
Glide move may also be affected, but with a notably less amount.
 
Antigrav-tech may still be possible, but it may be costly, and more weight means higher cost.

Hi Catelf! Thanks for checking it out.
I forgot I put that in (it was something I was musing, that we hadn't actually discussed as a group. I don't know how "realistic" we were planning on being, but using physics a bird the size of a human wouldn't work - at least, not without enormous wings - but not being able to fly which would sort of eliminate the point of playing one, so I was pondering the idea of having an antigravity device that reduces weight somewhat (but not eliminating it completely; i.e. keeping it from being useful for non-birds).
 
Just having bird-type creatures be small is another option. Reducing the flight based off size would be possible, although we may end up having a Size attribute that better represents that, rather than needing to reduce flight speed for high Strength (although I have seen that before: Tunnels and Trolls used to prohibit Fairies from flying if they ended up with a Strength greater than 2).
 
Welcome any further thoughts. I'm a little worried it may be ending up more complex than we'd aimed for initially.

Catelf

Quote from: Bloody Stupid Johnson;579655I don't know how "realistic" we were planning on being, but using physics a bird the size of a human wouldn't work - at least, not without enormous wings - but not being able to fly which would sort of eliminate the point of playing one, so I was pondering the idea of having an antigravity device that reduces weight somewhat (but not eliminating it completely; i.e. keeping it from being useful for non-birds).
 
Just having bird-type creatures be small is another option. Reducing the flight based off size would be possible, although we may end up having a Size attribute that better represents that, rather than needing to reduce flight speed for high Strength (although I have seen that before: Tunnels and Trolls used to prohibit Fairies from flying if they ended up with a Strength greater than 2).
 
Welcome any further thoughts. I'm a little worried it may be ending up more complex than we'd aimed for initially.
I said strength + endurance.
Concidering all characters may be fairly well-trained then size doen't matter much, since the character would obviously have wings of matching size.
No, strength equal mass, and as for endurance it partially equal mass, but also remember that anyone with hollow bones(just like birds), probably also would get their bones broken more easily, therefor a lower endurance ... unless one wants to make more particular rules for it.

As for the risk of it getting more complicated ....
I agree.
I have also aimed for as easy and fast as possible as i could in my own system, you have seen it, considering your comments in my first thread here, but i link it here as well for others to perhaps get inspiration from(It is free for use):
http://catelf.webs.com/streedrpgcorerules.htm

The complexity in this collab - game partially comes from different opinions on what to include and how to solve different things, and on what is seen as "the fastest" and "the simplest possible".

One way of making it simpler is otherwise to just include the bare neccessities + just a little extra to spice it up.

My Core Rules are of course what i think is the fastest and simplest possible, without going into freeform-styled rules ... at least as far as multi-genre rpgs goes. (Some has of course disagreed with me.)
I may not dislike D&D any longer, but I still dislike the Chaos-Lawful/Evil-Good alignment system, as well as the level system.
;)
________________________________________

Link to my wip Ferals 0.8 unfinished but playable on pdf on MediaFire for free download here :
https://www.mediafire.com/?0bwq41g438u939q

The Traveller

Quote from: Bloody Stupid Johnson;579655I forgot I put that in (it was something I was musing, that we hadn't actually discussed as a group. I don't know how "realistic" we were planning on being, but using physics a bird the size of a human wouldn't work - at least, not without enormous wings - but not being able to fly which would sort of eliminate the point of playing one, so I was pondering the idea of having an antigravity device that reduces weight somewhat (but not eliminating it completely; i.e. keeping it from being useful for non-birds).
What about something like "Cybrids", cybernetic hybrids that have had their genetic code altered to such an extent that they naturally grow cybernetic components from birth? This might be an a-g core or simply much stronger nanotech muscles enabling more power in a smaller package.

Has anyone given any thought to stat checks by the way? One arguable issue with skill+stat roll high systems, or indeed any system that mixes skills and stats to attain a target number, is that checks on raw intelligence, strength or speed are at a disadvantage when trying to reach target numbers.

In my own system for example, someone with average strength and average skill (5+5) can roll a 5 on a d10 and attain an average success. All well and good so far. But the same person trying to attain a 15 on a strength roll without a skill (say to resist poisons) must roll a 10 on a d10.

So reduce target numbers for purely stat based rolls, or switch to a roll under system for those instances?
"These children are playing with dark and dangerous powers!"
"What else are you meant to do with dark and dangerous powers?"
A concise overview of GNS theory.
Quote from: that muppet vince baker on RPGsIf you care about character arcs or any, any, any lit 101 stuff, I\'d choose a different game.

Benoist

Quote from: MGuy;578214I'm gonna be behind for a while. Things keep seeming to come up (mom's in the hospital now and her recovery from the surgery isn't going well in this case) so I might have to sit this one out for a while as I haven't even been able to advance on my own project. I pretty much (between staying at the hospital and work) only have enough time to make angry posts on various forums online. So I'm not gonna have the a full write up on the 7 factions done as I had planned until I can hammer out a schedule again.
Here's hoping your mom recovers. Best wishes, MGuy.

Catelf

Quote from: The Traveller;580790What about something like "Cybrids", cybernetic hybrids that have had their genetic code altered to such an extent that they naturally grow cybernetic components from birth?
////////////
So reduce target numbers for purely stat based rolls, or switch to a roll under system for those instances?
Personally, i use a roll under system for non-combat skills at all times, but since you use a target number instead, then i agree that raw stat-checks (without any complimentatry skill possible at all), should really have lower target numbers.

....I personally prefer "bionics" since cybernetics is the knowledge about communications, really ... but whatever.
The idea is interesting, though.
I may not dislike D&D any longer, but I still dislike the Chaos-Lawful/Evil-Good alignment system, as well as the level system.
;)
________________________________________

Link to my wip Ferals 0.8 unfinished but playable on pdf on MediaFire for free download here :
https://www.mediafire.com/?0bwq41g438u939q

Bloody Stupid Johnson

Yep, the nanotech thing is interesting.
 
The raw stat checks being harder is a good point too...as another idea for that, how about keeping the difficulty table as is but adding a bonus of [2 x Stat] to the d10 roll for raw stat checks, if no skill applies?

The Traveller

Quote from: Bloody Stupid Johnson;580846The raw stat checks being harder is a good point too...as another idea for that, how about keeping the difficulty table as is but adding a bonus of [2 x Stat] to the d10 roll for raw stat checks, if no skill applies?
That works too, but in all cases you have to be careful that you aren't substituting for an actual skill. It needs to be specifically only in situations where no skill exists.
"These children are playing with dark and dangerous powers!"
"What else are you meant to do with dark and dangerous powers?"
A concise overview of GNS theory.
Quote from: that muppet vince baker on RPGsIf you care about character arcs or any, any, any lit 101 stuff, I\'d choose a different game.