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What do I need to do?

Started by sithson, November 29, 2007, 03:40:29 PM

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sithson

I have a problem.

Currently, with my friends I am developing a game (See the pandora thread)
They all seem so-so excited about it. However, I am doing most of the work, which is okay I expected that. However here is my problem. No one else seems to care. I Offer to pay writers, and in fact I have hired an artist, and still, its more of a ... and? sort of movment atm. Then I get stuff like this:

"Not that, you know, I ever expect to see this atrocity on a shelf anywhere..."

Owch. KOTRT didn't get this much hate when they made there rip off of DnD Called hackmaster. In fact becuase it was "Old school" gaming it was embraced. I want every one to know that this game is not a DnD clone. That this game is unlike any they have every played, even though its a fantasy game, with a touch of futuristic/fantastical stuff thrown in there.

So What do I need to do? Can anyone give me a suggestion? What do I need to put down so that people can understand the game that it is Im trying to create, and then get behind it? I need help!

Here are the basics of the game:

The game is set at the beggining of the worlds creation. Elves are top dog, and humans are nomads (Think conan level tech) Dwarves are "The elves shadow" and while a bit shorter are technicaly elves with black hair. Orcs are undead elves, but become more alive as they absorb and kill life. Titans walk the world, their living rooms are the the size of small kingdoms and they are huge. Dragons and other monsters rule the outer edges of the world, for its just begining to form. There will be parts were the map..simply ends into the abyss of nothing.  The titans having mastered most everything are starting to wander off (and or die) (They effectivly later become the ancients) Leaving their technology (Later refered to as artifacts) behind. It is just now that things /wars will begin and the characters will be heros and myths of legends in the future. (Be the first to slay the dragon that later becomes the worlds peak!, that sorta thing) Its sorta of a prequil if you will. I think its a neat twist.

To facilitate "Exploding dice" and a bell curve rolling method, im using a 3D6 roll method, with one of the dice being a variable. This allows the roll to be between 1-20 (And also allows players to decide weather or not to stick to the d20) as well as renaming and re utilizing the standard 6 attribute array into a functioning hub. We still havent worked on talentsor skills but thats in the works. Right now were near as we can be to the extreame basics of the system, but i really, really need help, and so far At the few sites I have visited Ive gotten 0 support. What can I do to change this?

I even developed a page formating methology to make it so that each page is perfect. Columns on the outside of the page so you dont have to crack the book open all the way to reach charts, that sort of thing. Still a..and? sort of response.  

I'm at my wits end here people. Please help!
 

Xanther

I would say in a word organization is what you need more off.  I tried to read your first post on the game system but it was very hard and basically gave up as it wandered all over the place.

I think your setting summary in this post is very good.  Concise, to the point and gives a feel for what you are creating.

Second, keep what you are asking help for focused on one area to the extent you can.  Say your overarching mechanic (if you have that). Of course this may spill into a bit on classes/skills/attributes, etc. to the extent they impact this.

Third, be very clear on what you are looking for.  Pose specific questions if you want constructive answers.


In general, this game seems in the most embryonic of stages.  You have some setting ideas and an idea of the mechanics you will try but the devil of a playable game is in the details (IMHO).


Suggested way to proceed, focus on that mechanic and explore how it will play out.   Run playtests, statisitcs, or by analogy to a similar game.  Determine how you want modifiers, class levels, skillls, etc. to interact with that.  After that try it out on your end, do you get wonky results, or results you don't like?  Keep trying until you get at least one approach you like, maybe you'll have more than one.    THEN present this info to the forum with specific questions about it/them.  

I'd summarize what you did and the results you found.  Use bold and other formating to make it easier to read, to break up sections.  Draft your post in a wordprocessor so you can spell check.

Give us an idea of what your goal for the mechanic is.  For example, I'd give very different input for a mechanic that is supposed to be cinematic vs. grim & gritty.

An example, from my own homebrew system which I never intend to publish; unless I hit the lottery :),

I use 2D10 added together as a base mechanic for many things, in particular combat.  I want the non-linear aspect, especially for how it effects modifiers.  I especially want a -6 to +6 modifier range to pretty much cover the gambit of almost all situations.

One question I might pose then is asking for views on the stacking of modifiers, a big thing to consider in non-linear mechanics.  There are three approaches I'm considering: (1) stacking rules; (2) modifier addition; (3) a combination of both.

So then I might pose questions on stacking categories, what people have experienced and what I am thinking of.  This last part may require a bit more explaination as these categories might get into other areas of game mechanics.

On modifier addition, not sure what to ask there except maybe exprerience with such and opinions.   For example, my current thinking is geometric addition (at least I think that is what it is called), where 1+1=2, 2+2=3, 3+3=4, etc.  You add like numbers first starting with the lowest.  Then I would give some examples, but since we are looking at a 6x6 or 8x8 table at the most, a table can be used for the less mathematically inclined.  The thing is to examine this in play.  For example, if play ends up with a PC commonly having 6 variable modifiers, this could be burdensome.  However, if the play environment results most often in 1-3 modifiers the math or look up is not a big deal.  



The above is all very crunchy, maybe you are not looking for crunch but concepts to design towards or maybe an opinion poll on same or you have your concepts and want ideas on the best crunch.   Some simple formated categories with options you are considering or things you want would be good.  Example:

Character Generation
Limited number of stats:  looking for examples on the bare minimum and categories, thinking of Strength, Dexterity & Intelligence.  EXAMPLE maybe here an example of the kinds of PCs you want to support, fine tunig of PC definition, and impact of these stats on action resolution.

Feel of Action Resolution
Gritty: looking for experiences with games that give that feel, thinking of damage effecting stats which directly effects performance, but want to avoid quick death for PCs being common.  EXAMPLE need a playtest example most lilkely here with pros, cons, and ideas.  Keep it simple.

Character Ability to Act Definition
Can't decide if on an approach more "class-like" or "skill-like" or "stats-like" system.  Give example of what you are have tries and what you are considering and why.

Lastly, avoid hyperbole or marketing speak (unless marketing really is your goal :)).  Phrases like, "nothing you have ever seen" really add little.  Show us what it is and we'll know if it really is so.  Realize, that any one piece of your game is unlikely to be revolutionary, but the combination (like cooking) could very well be an amazing tasty dish of combining previously known elements in a new combination with the right balance.  That, however, is going to take a lot of work.

P.S. I'll say I did not take my own advice and spell check this thing.
 

sithson

Thanks for the reply. I think I need to self analyis this a bit more. See what i need to do, i'll continue to do research.
 

Sean

Great setting - hope you pull it all together !

Age of Fable

What's the 'point' of releasing the game - is it the system, or the setting, or what?

What does it do that existing products can't do, or can't do as well?
free resources:
Teleleli The people, places, gods and monsters of the great city of Teleleli and the islands around.
Age of Fable \'Online gamebook\', in the style of Fighting Fantasy, Lone Wolf and Fabled Lands.
Tables for Fables Random charts for any fantasy RPG rules.
Fantasy Adventure Ideas Generator
Cyberpunk/fantasy/pulp/space opera/superhero/western Plot Generator.
Cute Board Heroes Paper \'miniatures\'.
Map Generator
Dungeon generator for Basic D&D or Tunnels & Trolls.