SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

[High Concept] Derelict Delvers

Started by Silverlion, May 11, 2008, 04:17:41 PM

Previous topic - Next topic

Silverlion

I'm developing a class and level based game called Derelict Delvers. It's "high concept" is to make dungeon crawls for SCI FI gaming. It's probably more inspired by "pulpy" sci fi--robots, rayguns, sword wielding pilots of spaceships and the like.

So what classes would a game need to cover the basics?

I've got:

Pilot-the ship operators, charismatic and dashing "nick of time" sorts.
Soldier- The traditional ground pounder. Takes the fight to the enemy.
Hacker- Opens the way, turns of the traps, fighter of computers and robots.
Medic-Healer role, limited protection due too crimson symbol they wear.
Esper-Uses crystal based nanotech to boost their power to dangerous levels.


I'm also considering a Scout--for the "natural" environments, getting to and from ruins on planets and having native lifeforms involved.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Silverlion

More general ideas:
Derelict Delvers, is a new project of mine I've been scratching out the old fashioned way. It's basically "dungeoncrawls in space"--a game set up around the party in a limited environment seeking out monsters, killing them, and taking their stuff.

 

It's setting is an "Old Universe" where the spread of Empires across the stars comes and goes, and right now its the Dominion of Man, the current up and coming empire. However, this empire is a thing of corporations, of getting the leg up on everyone else.

 

So ARCHIVE (Artifact Retrieval Control and Historical Investigations Venture Enterprise), licenses people to go to ancient ruins and claim their wonders (tech, data, etc) from the various vermin species, ancient warbots, and pirate bands operating within them.

 

Now on its surface it is a silly premise, but it can be a quite fun and useful game for humor, excursion play and exploration, as well as player cunningly using their brains to disable traps, face down monsters, and otherwise just let the players have a ball.

 

At the moment, I've decided to stick with the simple model early AD&D/Basic D&D--modified for the modern age. The basic stats are the same (Str, Dex, etc.) but I'm using 0 as average with the stats being the base modifiers for rolls.

 

Currently I've got the following "subspecies"

 

Heavies (High G Humans)

Lifts (Low G Humans)

Augs (Genetically Augmented Humans)

Terts (Normal Terrestrial Humans)

 

These map pretty closely to Elves, Dwarves, and Half Orcs, though it was only later in writing this up that I realized the similarities.

 

The classes will be Pilots, Soldiers, Medics, Espers, Hackers, and Scouts  each of these have basic skill expertise based on their training, as well as "special" abilities.

 

For example the Pilot has Good Proficiency level with vehicles of all sorts, and at a certian level the Pilot will get his own ship as one of his "specials."

 

That's about it so far. I've got notes for how proficiency levels advance (Good, Fair, None) as well

as how the specials work (gained so far at 1st, 5th and 9th levels but I may fill in some more as game development goes on.)

 

I've also got an idea on Esper powers (and how they take so long to recharge..much like D&D's spells. )

 

There are solid reasons for the design to encourage a similar "think outside the box" solutions to the limited resources of being delvers.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Age of Fable

One question - what does Strength do if everyone fights with guns?

You could have 'power armour' which requires Strength to use, and huge guns, but that's really a different feel than pulp sf.

Maybe have Agility and Dexterity - with Agility making you harder to hit.
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.

Age of Fable

If you changed Scouts to Pioneers or Settlers it'd have much more of a Firefly feel.
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.

Age of Fable

Quote from: SilverlionSo ARCHIVE (Artifact Retrieval Control and Historical Investigations Venture Enterprise), licenses people to go to ancient ruins and claim their wonders (tech, data, etc) from the various vermin species, ancient warbots, and pirate bands operating within them.

Wouldn't it be better if ARCHIVE were the people who tried to stop you doing unlicensed salvage?
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.

Age of Fable

Could warbots and pirates be extra classes?
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.

Silverlion

Quote from: Age of FableCould warbots and pirates be extra classes?


Possibly. I'm considering "Class as Race" for a couple of examples. (Warbots being one.) to make it like Basic D&D.

As to your other questions. I'm leaving Scouts, well scouts. It defines their role because they're all about being forward observers AND survivors, not settlers.

Strength is important in the game because of loot carrying. Power armor (already thought about :D), as well as melee weapons. While guns and such are important there will be times when its just better to whip out a mass mace or a beam blade, or some other alliteratively named melee weapon. Partly because of energy cells (which don't run out for melee weapons.) The game has partly a tactical design element which makes this work, because like D&D it has some nods to resource utilization. (Not a lot, after all it is aiming more for BASIC D&D or early AD&D feel.)
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

VBWyrde

Quote from: SilverlionI'm developing a class and level based game called Derelict Delvers. It's "high concept" is to make dungeon crawls for SCI FI gaming. It's probably more inspired by "pulpy" sci fi--robots, rayguns, sword wielding pilots of spaceships and the like.

So what classes would a game need to cover the basics?

I've got:

Pilot-the ship operators, charismatic and dashing "nick of time" sorts.
Soldier- The traditional ground pounder. Takes the fight to the enemy.
Hacker- Opens the way, turns of the traps, fighter of computers and robots.
Medic-Healer role, limited protection due too crimson symbol they wear.
Esper-Uses crystal based nanotech to boost their power to dangerous levels.


I'm also considering a Scout--for the "natural" environments, getting to and from ruins on planets and having native lifeforms involved.

Sounds neat.  You might want to bone up on the Lensmen Series as it probably has a lot of fodder for you.

Some thoughts:

Space Marines (specialized race of heavy duty space warriors)
Super Scientist
Scientist-Fighter (like Kinnison from Lensmen)
Ultra-Spy

Anyway, Lensmen has tons and tons of stuff you might be able to glean from.
* Aspire to Inspire *
Elthos RPG

Silverlion

Quote from: VBWyrdeAnyway, Lensmen has tons and tons of stuff you might be able to glean from.


I've read them :D

Though I'm trying to keep to a fairly specific "dungeon" focus. I'll take your suggestions and try them out in playtesting.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019