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.
The message boards have been upgraded. Please log in to your existing account by clicking here. It will ask twice, so that it can properly update your password and login information. If it has trouble recognizing your password, click the 'Forgot your password?' link to reset it with a new password sent to your email address on file.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Quadrante

Pages: [1] 2 3
1
Other Games / Tabula Trivium
« on: August 27, 2019, 05:18:55 pm »
Do you play "in game" games during RPG-sessions or just for fun to get the feel for the setting?

Here a game from a fantasy/pseudo-historical RPG world.

https://docs.google.com/document/d/13U_xA3vkgAjuSN1om0R5nVxmorrj9wgwFQYA1dxypb0

2
They want a good game and they like the name.

Maybe they even like the setting.

3
If there is no trolls, there is no RPG:s

4
Design, Development, and Gameplay / The Combatants (revisited)
« on: April 12, 2019, 03:13:04 am »
Quotes from famous people:

Quote from: Inigo Montoya
My name is Inigo Montoya. This is a good game. Prepare to roll a die!

Quote from: Fiore de'Liberi da Premariacco
This is the flower among games!

Quote from: Jörg Wilhalm
You can not beat me in my own game, but you could in this!

Quote from: George Silver
This game is as good as my own manual, a good introduction to the Art of Swordplay!

5
Why not use terms as:

Story centric RPG
Role centric RPG
Boardgame RPG

Et.c

6
Design, Development, and Gameplay / The Combatants (revisited)
« on: April 11, 2019, 03:41:56 pm »
Summary of the whole game

Quote from: Summary

This is the story of the back alleys in the big cities, the grasslands at the outskirts of the rural areas, the field of the duel at dawn, the meetup of fighters in the park. The game of swashing blades, rivalling schools and swordplay and the bash of combatants in battle. You are the duelling gentlemen, the nobles, the privateers, the henchmen, the thugs and fighters of the streets. Trying to defend your honour, prove your loyalty, do your master's biddings or just to survive. Pick up your sword and roll your dice.

This is the narrative of duelling. Duelling in the sense of swordmasters, fighting styles, sunset duelling and honour. You are a fighter with a specific style and your school. Combat is both luck and skill.

Manage your opportunities and movement, and you will come out on top. Whittle down your opponent's stamina in order to score hits, chase your opponent away from the battle, knock your opponent out and win the duel.

Base concept

Combatants in a melee or a duel are constantly manoeuvring, in and out of each other's range, accelerating, slowing down, changing directions. Swordplay is like a dance in that you are moving and responding to your opponents, but you also try to outsmart them and to hit them or to keep them far away. The combat, distance, and turn order in this game is an abstraction. There is no fixed amount of time per round or turn, nor a fixed distance between players. The aim of this game is to both be a tool in a narrative and like a game of duelling, you would even be able to play this as a regular board game, player versus player, teams versus teams or in a Battle Royal style.

Gameplay

In this game of duelling, your goal is to knock out or chase your opponent away from the battleground. Various stories may drastically change winning conditions and combat is not always the answer. But this time and in this story, it will solely be a story about the duels.

Once each turn, players will simultaneously roll several six-sided dice and allocate these as the attack, defence and action values. To aid you during gameplay there will be cards displayed as a playerboard, to visualize and present your decisions, both to yourself and other players.

One selected die, and in addition to this, dice combinations will give a final combat value. Each combatant will have a combat skill level and each skill level will gain you one combat die to roll. The combat skill will range between zero and nine and the most common level is between two and four. In addition to this, there may be bonus dies, and sometimes dice are removed from play or temporarily locked down.

Independent of how many dice you roll, only ONE of the combat dice is chosen and with its full value be used as the base combat value. The rest of the dice will be used in dice combinations, to either increase this base value or be used for actions. When you choose to perform any one of the various actions instead of, or at the same time as your general melee, dice will be used for action quality instead of as part of the final combat result.
The combat value is used both as your chance to avoid being struck by ANY opponents and as your chance to land a blow at ONE opponent. These values are compared between players to see who succeeds. The difference between values is the quality of the blow, and are used for fatigue and damage.

When a combatant is attacked by several opponents, the combatant's combat result will count as the defence value against them all, fully or partially lowering potential damage, regardless of it is a successful or failed onfall against any of the opponents.

If you are up against and is attacking several potential opponents, you have to declare who is your main target, as you only could have one main opponent each turn. As a combatant is attacking for damage, gets a higher result, and thereby succeeds with the onfall against one, lower this opponent's stamina by the difference between the two results minus any penalty from distance. Turn order and actions may interfere with the attack, distance and protection may change the level of fatigue and damage.

To be used as fatigue and damage level trackers, there will be three blue health dies placed on your character card. As your combatant gets hit, reducing the value on the health dies one at the time, equal to the quality of the blow. Starting with the topmost die, continuing until the whole value is accounted for.

As soon as a die is down to zero you remove it. A removed die will reveal a penalty written on your character card. The values of these health dies will differ between characters and are based on a combatants' constitution. Your combattant will be knocked out if all of your three health dice are removed.

At the beginning of every new turn, you reroll all of your available unlocked combat and bonus dice. Change your turn order. You allocate your dice as combat value and dice combinations. Priority of placed dice, onfalls, defences and actions are resolved in an order determined by a cycling sequence of timeslots. These timeslot sequences are determined by fighting styles and timeslot positions range between one to nine. Higher timeslot number is later in the turn.

Each fighting style sequence does not consist of all available timeslot positions, only a few and it varies between styles. You may voluntarily choose to act later within your own fighting style sequence and this may come with a benefit.

There is no death in this game if you not specifically choose to incorporate this. If you want to tell a more deadly story, you may allow for serious consequences, permanent injuries and coup de grace.


7
Quote from: Tanin Wulf;1082975
Interesting... but that definition, of being emergent instead of crafted, does that mean any game which has a semi-crafted narrative is no longer an RPG?

No, just that D&Dno longer is an RPG...

8
Pen and Paper Roleplaying Games (RPGs) Discussion / Learning curve
« on: April 10, 2019, 01:12:43 pm »
Yes, and this is as true. If it is not as usual, do not use that same old term.

9
Pen and Paper Roleplaying Games (RPGs) Discussion / Learning curve
« on: April 10, 2019, 08:21:01 am »
Quote from: Tod13;1082875
Which is another thing: don't change established terms. If you have AC or HP, call them that. No need to come up with a new confusing term.

And explain the use of whatever term you use, as some do have several meanings. AC and HP may not, but still always, if it is an abbreviation, explain it.

10
Pen and Paper Roleplaying Games (RPGs) Discussion / Learning curve
« on: April 10, 2019, 02:25:56 am »
Quote
In this game, you roll six-sided dice and allocate these to get a final combat result. This value is used both as your chance to avoid being struck by ANY opponents and as your chance to land a blow at ONE opponent.

These final combat results are compared between players to see who succeeds with onfall. The difference between values is the quality of the blow, and are used for fatigue and damage.

Turn order and actions may interfere with the attack, distance and protection may change the level of fatigue and damage.

When a combatant is attacked by several opponents, the combatant’s combat result will count as the defence value against them all, fully or partially lowering potential damage, both during a successful and a failed onfall against one of the opponents.

When a combatant is attacking to damage, gets a higher result, and thereby succeeds with the onfall against one, lower this opponent's stamina by the difference between the two results minus any penalty from distance.

Independent of how many dice you roll, only ONE of the combat dice is chosen and with its full value be used as base combat value. The rest of the dice will be used in dice combinations, to either increase this base value or as actions


///Not that this was supposed to be about my own writings ...

11
Pen and Paper Roleplaying Games (RPGs) Discussion / Learning curve
« on: April 09, 2019, 10:19:49 am »
Quote from: nDervish;1082785
Personally, I think that's kind of important to have, since it allows a weaker combatant to have some effect on a stronger opponent, but that may not be something you're concerned with, or you may already be providing that capability in some other form with your "additional actions" options.

Skill will, in most cases be equal to the possible use of "additional actions" and less the "massive damage", so I do have been thinking of it. But stripped away the critical successes or fails.

12
Pen and Paper Roleplaying Games (RPGs) Discussion / Learning curve
« on: April 09, 2019, 10:14:51 am »
Quote from: nDervish;1082785
So the core basically sounds the same as Tunnels and Trolls, then?  ("Each side rolls a handful of d6s and the one with the higher total hits, doing damage equal to the difference.")  I see there's more to your system which diverges from T&T, but just talking about the core here.

Almost, but do not use "successes" (dice roll over a value). Dice builds one value. But, the core idea is the same or at least similar.

EDIT: Ops, did double check T&T and its system, did confuse it with that other one. Still, I could say it is a similar idea, but you only choose one die (not the sum of dice rolled).

13
Pen and Paper Roleplaying Games (RPGs) Discussion / Learning curve
« on: April 09, 2019, 05:44:29 am »
Quote from: Alexander Kalinowski;1082761
This part could use some revisions.

Yes, still do this. What is obvious to me may not be to others! (wip revisions in the link below)

https://docs.google.com/document/d/1-BAetxtBchp4MOwlysxQIEiBJmygf94xaOXItTQ-p68/edit?usp=sharing

Quote from: Alexander Kalinowski;1082761
The combat is then resolved by comparing to dice allocated to attack/defence individually.

The opposite, this ONE value "the combat result" is as both defence and attack. If you are higher, you succeed with the attack, the lower of the two reduces the damage (the difference is the damage value).

Quote from: Alexander Kalinowski;1082761
As for "Turn order and actions may interfere, distance and protection may change the level of fatigue and damage.", I think you need to either make it more concrete so that I have an inkling of how they can interfere and which impact distance and protection have or else you're better off dropping the sentence.

hmm ... well, I maybe should drop this, as it does not have to be said here.

14
Pen and Paper Roleplaying Games (RPGs) Discussion / Learning curve
« on: April 09, 2019, 04:35:09 am »
Quote from: Alexander Kalinowski;1082757
Let me first try it on my own for Knights of the Black Lily:


Action Economy: Action cost.



Let me know if anything is missing/unclear.

Good overview. Just add a sentence or two about action cost at the beginning of the AE.

///Your overview reminded me to talk about damage/wounds and stuff ...

15
Pen and Paper Roleplaying Games (RPGs) Discussion / Learning curve
« on: April 09, 2019, 02:58:17 am »
Quote from: Quadrante;1082665
wrota a lot in a rule description.

Hmm, this was an interesting and useful exercise ... did notice a part of the rules I had left out!

Pages: [1] 2 3