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Singelli
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The Trumpet is Calling!

 

02-17-13 07:50 AM
Singelli is Offline
| ID: 741480 | 79 Words

Singelli
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thenoobtester :
fire emblem10604 :

It's still not ready for play at this point, which is why I'm trying to get some help in designing it.  My goal is to have it ready to play once the summer hits.  if you're still around in June, I'll count you both in as game testers.  

Also, I'm going to try either today or next weekend to talk about another aspect of the game since I haven't gotten any feedback on the landscapes.
thenoobtester :
fire emblem10604 :

It's still not ready for play at this point, which is why I'm trying to get some help in designing it.  My goal is to have it ready to play once the summer hits.  if you're still around in June, I'll count you both in as game testers.  

Also, I'm going to try either today or next weekend to talk about another aspect of the game since I haven't gotten any feedback on the landscapes.
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Singelli


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02-17-13 09:32 AM
Mia03 is Offline
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Mia03
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Singelli :   I'll play in June when it's set up and everything. I like the idea for the landscape too. Also this sounds like the Elder Scrolls Oblivion game if you want to look into it for ideas. However, this game has magic so since you won't tolerate magic; I'd just ignore those parts.
Singelli :   I'll play in June when it's set up and everything. I like the idea for the landscape too. Also this sounds like the Elder Scrolls Oblivion game if you want to look into it for ideas. However, this game has magic so since you won't tolerate magic; I'd just ignore those parts.
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The Shadow Wolf


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02-17-13 09:53 AM
thenoobtester is Offline
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thenoobtester
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Man this is awesome, I hope that you can get it ready by June, so yeah. I'll keep checking this forum too. Also, the choosing landscapes by dice roll is an awesome idea, and I love the landscapes too. Although, I think in a jungle, people should get hungry less quickly, since there is tons of leaves and animals to eat, but slows down movement because of all the trees and brush you have to get through. Forest and plains should be the only two that don't add anything or decrease anything though. Everything else seems really good though, and it isn't too hard to understand
Man this is awesome, I hope that you can get it ready by June, so yeah. I'll keep checking this forum too. Also, the choosing landscapes by dice roll is an awesome idea, and I love the landscapes too. Although, I think in a jungle, people should get hungry less quickly, since there is tons of leaves and animals to eat, but slows down movement because of all the trees and brush you have to get through. Forest and plains should be the only two that don't add anything or decrease anything though. Everything else seems really good though, and it isn't too hard to understand
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02-17-13 11:16 AM
Kyle! is Offline
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Kyle!
BluemageKyle
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I'd love to try out the game and help you create it. 
  One day, I'll tell my grandkids about this and say how awesome it was, minus it didn't help me into college.
And I can understand why you don't want magic in it. 
I'd love to try out the game and help you create it. 
  One day, I'll tell my grandkids about this and say how awesome it was, minus it didn't help me into college.
And I can understand why you don't want magic in it. 
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02-23-13 06:28 AM
Singelli is Offline
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Singelli
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Mia03 :  Alright, I'll summon you as well when the game is fully designed (which I hope is this summer).  Just know that it will likely contain many glitches, and that's the reason for the testing.  Also, thanks for the feedback on the landscapes.

thenoobtester :  I hope I can get it up by June as well!  If a few people would write cards for the cities, it'd be a great help.  Also, help with designing the battle system (and thus leveling).  Those are the two main things holding me back, because I've got just about everything else done.  Thanks for the input about my explanation of the landscapes.  I'll go ahead and incorporate your ideas because I think it'd be nice to have the game as 'realistic' as possible.

BluemageKyle :  Hehe.. I don't know if it will be something to brag to your grandkids about, but that definitely gave me a huge smile.  Thanks.    I'll try to remember to summon you when we are ready to play.



Everyone else:
Since there wasn't much to say about the landscapes this time, I'll go ahead and talk about how a 'turn' works.  You know how most games have several parts to each turn?  For example, in monopoly, you roll and move, decide if you want to buy, commence in trading, etc... all before your turn is over?  Well my game is the same.  Keep in mind, however, that an rpg like the one I am aspiring towards is pretty complicated.  Most of the time they're played, a rule book is kept nearby so that it can be referenced often.  Therefore, read this slowly and consider each step individually.  Please let me know if anything doesn't make sense.

First though, let me explain the very basic gist of the game. You and however many players start off at level 0, with stats depending on your race and chosen talents.  You can choose three talents, though one you choose to specialize in.  Although you can complete training in any of the dozens of talents, the three you pick will become experienced by a quicker rate, with your specialty growing the fastest of all.  There should also be a group 'leader' which is really just the epicenter of the group: all traveling by any one character must be done within a certain radius of the leader.

Dice rolls determine how many spaces will be moved and players will be 'blind' to the cities and resources around them.  Whenever they land in a new landscape, dice will be rolled to determine which resources (from a set designed for each landscape type) will actually be available, and players can choose to gather those resources.  (Some resources will require tools and such.)  These resources can be used to feed the group, build objects and buildings, create tools, or heal injured characters.  They can even be used to trade or buy things from NPC's, or in order to satisfy quests.

There will be 50 dots on the world map.  These don't change location and are left untitled.  When a player lands on a square with a dot, they draw a city card, and that dot then becomes that city and fits whatever description is on the card.  (i.e. Whatever buildings or NPC's or goods abide in that city.)  That dot will remain that city for the duration of the game.

Now, here's where it gets a little interesting in my opinion.  ^.^  The location of the bad guy is unknown.  (Actually, you can have more than one bad guy if you so wish, and I even suggest having one 'super' bad guy and one 'mini-boss'.)  At the beginning of the game, you draw a card per bad guy and jot down the town name.  Those cards get shuffled back into the town deck, and when that card is drawn, it becomes the location of your nemesis.  This way, you never know when you might stumble upon him, and you'll have to make the decision to either backtrack immediately, or to attack him.  The goal of the game, of course, is to become strong enough to defeat him, and once you have done so, the game is over.

I've toyed with the idea of having the boss stats fixed, or having them increase slightly ad the game progresses, so that he becomes tougher to beat.  I like the latter idea, but I'm afraid it would be too complicated to keep track of when there's already so much to keep a record of.


Okay, well, I wasn't expecting that synopsis to be that long and my bible study is in a minute, so I'm going to leave this thread here.  Give me some feedback on this general idea (how to improve it or make it more clear), and I'll come post the turn rules later.
Mia03 :  Alright, I'll summon you as well when the game is fully designed (which I hope is this summer).  Just know that it will likely contain many glitches, and that's the reason for the testing.  Also, thanks for the feedback on the landscapes.

thenoobtester :  I hope I can get it up by June as well!  If a few people would write cards for the cities, it'd be a great help.  Also, help with designing the battle system (and thus leveling).  Those are the two main things holding me back, because I've got just about everything else done.  Thanks for the input about my explanation of the landscapes.  I'll go ahead and incorporate your ideas because I think it'd be nice to have the game as 'realistic' as possible.

BluemageKyle :  Hehe.. I don't know if it will be something to brag to your grandkids about, but that definitely gave me a huge smile.  Thanks.    I'll try to remember to summon you when we are ready to play.



Everyone else:
Since there wasn't much to say about the landscapes this time, I'll go ahead and talk about how a 'turn' works.  You know how most games have several parts to each turn?  For example, in monopoly, you roll and move, decide if you want to buy, commence in trading, etc... all before your turn is over?  Well my game is the same.  Keep in mind, however, that an rpg like the one I am aspiring towards is pretty complicated.  Most of the time they're played, a rule book is kept nearby so that it can be referenced often.  Therefore, read this slowly and consider each step individually.  Please let me know if anything doesn't make sense.

First though, let me explain the very basic gist of the game. You and however many players start off at level 0, with stats depending on your race and chosen talents.  You can choose three talents, though one you choose to specialize in.  Although you can complete training in any of the dozens of talents, the three you pick will become experienced by a quicker rate, with your specialty growing the fastest of all.  There should also be a group 'leader' which is really just the epicenter of the group: all traveling by any one character must be done within a certain radius of the leader.

Dice rolls determine how many spaces will be moved and players will be 'blind' to the cities and resources around them.  Whenever they land in a new landscape, dice will be rolled to determine which resources (from a set designed for each landscape type) will actually be available, and players can choose to gather those resources.  (Some resources will require tools and such.)  These resources can be used to feed the group, build objects and buildings, create tools, or heal injured characters.  They can even be used to trade or buy things from NPC's, or in order to satisfy quests.

There will be 50 dots on the world map.  These don't change location and are left untitled.  When a player lands on a square with a dot, they draw a city card, and that dot then becomes that city and fits whatever description is on the card.  (i.e. Whatever buildings or NPC's or goods abide in that city.)  That dot will remain that city for the duration of the game.

Now, here's where it gets a little interesting in my opinion.  ^.^  The location of the bad guy is unknown.  (Actually, you can have more than one bad guy if you so wish, and I even suggest having one 'super' bad guy and one 'mini-boss'.)  At the beginning of the game, you draw a card per bad guy and jot down the town name.  Those cards get shuffled back into the town deck, and when that card is drawn, it becomes the location of your nemesis.  This way, you never know when you might stumble upon him, and you'll have to make the decision to either backtrack immediately, or to attack him.  The goal of the game, of course, is to become strong enough to defeat him, and once you have done so, the game is over.

I've toyed with the idea of having the boss stats fixed, or having them increase slightly ad the game progresses, so that he becomes tougher to beat.  I like the latter idea, but I'm afraid it would be too complicated to keep track of when there's already so much to keep a record of.


Okay, well, I wasn't expecting that synopsis to be that long and my bible study is in a minute, so I'm going to leave this thread here.  Give me some feedback on this general idea (how to improve it or make it more clear), and I'll come post the turn rules later.
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Singelli


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(edited by Singelli on 02-23-13 07:47 AM)    

02-23-13 06:47 AM
Mia03 is Offline
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Mia03
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  I like the idea of the leveling boss as well as the other features already mentioned. I'm wondering what kinds of weapons there would be. Do you like bows/arrows, medieval style or swords. I don't think it'd be very fair to put guns in the game since that would make it too easy to kill someone. If you need some help on the different types of talents you want in your game I'll be able to rattle off a good list of talents.
  I like the idea of the leveling boss as well as the other features already mentioned. I'm wondering what kinds of weapons there would be. Do you like bows/arrows, medieval style or swords. I don't think it'd be very fair to put guns in the game since that would make it too easy to kill someone. If you need some help on the different types of talents you want in your game I'll be able to rattle off a good list of talents.
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02-25-13 01:18 AM
Singelli is Offline
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Singelli
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Mia03:  I would use medieval weapons, so yes.... bows and arrows, swords, spears, maces, clubs..... things like that.    No guns or any such nonsense!  (Not that I'm against them, but in that they wouldn't fit the genre well.)

I actually have a list of 16 talents, and they are follow 'strands'.  In other words, as your character levels up, the talents get different names and abilities.  For example,if you choose to excel in the skill of archery, you'll start off as a ranger, and then progress through the following talents: crossbowman, longbowman, shortbowman, archbender, recurver, quiver, arrowman, and finally bowman.  Each 'level' will allow you to use better weapons and tools.

Here are the lists of talents and their strands (and yes, I'm aware that many of these words are made up for the purpose of this game):
Archer ranger, crossbowman, longbowman, shortbowman, archbender, recurver, quiver, arrowman, bowman
Swordsman knight, banneret, caballero, cabalier, champion, chavalier, gallant, paladin, templar, fencer, gladiator
Brute beastly, feral, strongman, muscleman, rufian, troglodyte, caveman, wrestler, fighter
Herbalist doctor, apothecary, medicine man, minister, nurse, pharmacist, druggist, dispenser, practitioner, concoction maker, brewer, doser, elixir mixer, stimulator
Stealth sneak, secretman, clandestine, covert, spy, concealer, isolator, secluder, solitary, suppressor, hermit
Seek applicant, aspirant, claimant, petitioner, suppliant, searcher, delver, investigator, quester, scout, explorer
Socializer mediator, diplomat, ambassador, attache (accent over the e), emissary, conciliator, envoy, legate, barter, moderator, negotiator, plenipotentiary, scammer
Strategy contriver, planner, schemer, tactician, plotter, conniver, agent, scroll writer, blueprinter, teacher, professor, mentor 
Smithing artificer, artisan, blacksmith, machinist, maker, manufacturer, mechanic, specialist, technician
Clothes weaver, tanner, knitter, designer, fabricator, seamstress, tailor, costumer, couturier, clothier, outfitter, needle workman
Gather forager, farmer, hunter, aggregator, collector, culler, hoarder, farmsteader, granger
Tame bridler, cultivator, domesticator, habituater, subduer, trainer, yoker, herder, shepherd, companion
Heal alleviator, conciliator, mender, rehabilitator, reliever, physician, surgeon, apothecary, rejuvenator, remedy maker, reviver, soother, medic
Cook chef, baker, culinarian, mess sergeant, sous chef, master chef
Crafting tool maker, architect, artist, builder, creator, designer, engineer, inventor, maker, master builder, originator, planner, crafter
Steal plunderer, brigand, thief, bandit, hijacker, hooligan, marauder, outlaw, pillager, pirate, raider, robber

Now, of course (if you read the whole list), it needs some work.  I repeated a couple of the titles within a few strands, and some strands have more titles than others.  I also don't remember if those were ever ordered in the way I wanted them to be, or if this was merely a list of the titles I wanted to include.  Therefore, I might also rearrange them.

I only had 6 races to choose from though, and I'm not creative enough to write a visual description of them, much less give a piece of art to help visualize them.  Maybe someone will volunteer who's great at generating art on a computer.  ^.^

As per my list, here are the races and their qualities:
Human (no benefits or disabilities)
Usurper (increased fighting abilities, decreased experience gain)
Giant (increased health points, increased food consumption)
Leeth (increased stealth in battle, decreased health points)
Wysor (increased experience gain, decreased stealth and travel)
Minuteman (decreased food consumption, decreased fighting ability)

Leeth and Wysor were names I made up, based off the words leech and wise, respectively.  Minuteman does not refer to the sense we use it in the english language, but is used in the essence of minute being small (like dwarves).

I know I was going to type the way a turn runs next, but this got brought up so I decided to share it instead.

Input?
Mia03:  I would use medieval weapons, so yes.... bows and arrows, swords, spears, maces, clubs..... things like that.    No guns or any such nonsense!  (Not that I'm against them, but in that they wouldn't fit the genre well.)

I actually have a list of 16 talents, and they are follow 'strands'.  In other words, as your character levels up, the talents get different names and abilities.  For example,if you choose to excel in the skill of archery, you'll start off as a ranger, and then progress through the following talents: crossbowman, longbowman, shortbowman, archbender, recurver, quiver, arrowman, and finally bowman.  Each 'level' will allow you to use better weapons and tools.

Here are the lists of talents and their strands (and yes, I'm aware that many of these words are made up for the purpose of this game):
Archer ranger, crossbowman, longbowman, shortbowman, archbender, recurver, quiver, arrowman, bowman
Swordsman knight, banneret, caballero, cabalier, champion, chavalier, gallant, paladin, templar, fencer, gladiator
Brute beastly, feral, strongman, muscleman, rufian, troglodyte, caveman, wrestler, fighter
Herbalist doctor, apothecary, medicine man, minister, nurse, pharmacist, druggist, dispenser, practitioner, concoction maker, brewer, doser, elixir mixer, stimulator
Stealth sneak, secretman, clandestine, covert, spy, concealer, isolator, secluder, solitary, suppressor, hermit
Seek applicant, aspirant, claimant, petitioner, suppliant, searcher, delver, investigator, quester, scout, explorer
Socializer mediator, diplomat, ambassador, attache (accent over the e), emissary, conciliator, envoy, legate, barter, moderator, negotiator, plenipotentiary, scammer
Strategy contriver, planner, schemer, tactician, plotter, conniver, agent, scroll writer, blueprinter, teacher, professor, mentor 
Smithing artificer, artisan, blacksmith, machinist, maker, manufacturer, mechanic, specialist, technician
Clothes weaver, tanner, knitter, designer, fabricator, seamstress, tailor, costumer, couturier, clothier, outfitter, needle workman
Gather forager, farmer, hunter, aggregator, collector, culler, hoarder, farmsteader, granger
Tame bridler, cultivator, domesticator, habituater, subduer, trainer, yoker, herder, shepherd, companion
Heal alleviator, conciliator, mender, rehabilitator, reliever, physician, surgeon, apothecary, rejuvenator, remedy maker, reviver, soother, medic
Cook chef, baker, culinarian, mess sergeant, sous chef, master chef
Crafting tool maker, architect, artist, builder, creator, designer, engineer, inventor, maker, master builder, originator, planner, crafter
Steal plunderer, brigand, thief, bandit, hijacker, hooligan, marauder, outlaw, pillager, pirate, raider, robber

Now, of course (if you read the whole list), it needs some work.  I repeated a couple of the titles within a few strands, and some strands have more titles than others.  I also don't remember if those were ever ordered in the way I wanted them to be, or if this was merely a list of the titles I wanted to include.  Therefore, I might also rearrange them.

I only had 6 races to choose from though, and I'm not creative enough to write a visual description of them, much less give a piece of art to help visualize them.  Maybe someone will volunteer who's great at generating art on a computer.  ^.^

As per my list, here are the races and their qualities:
Human (no benefits or disabilities)
Usurper (increased fighting abilities, decreased experience gain)
Giant (increased health points, increased food consumption)
Leeth (increased stealth in battle, decreased health points)
Wysor (increased experience gain, decreased stealth and travel)
Minuteman (decreased food consumption, decreased fighting ability)

Leeth and Wysor were names I made up, based off the words leech and wise, respectively.  Minuteman does not refer to the sense we use it in the english language, but is used in the essence of minute being small (like dwarves).

I know I was going to type the way a turn runs next, but this got brought up so I decided to share it instead.

Input?
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Singelli


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02-26-13 12:03 PM
thenoobtester is Offline
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The talents and strands are cool, but is it going to be like every level you go up to the next class, like level 0 is archer, level 1 is ranger, or is it going to be grouped, like every 5 levels you get a new title?
The talents and strands are cool, but is it going to be like every level you go up to the next class, like level 0 is archer, level 1 is ranger, or is it going to be grouped, like every 5 levels you get a new title?
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02-26-13 12:11 PM
Singelli is Offline
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Singelli
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thenoobtester : I was thinking that they would be grouped.  Did you have a better idea?
thenoobtester : I was thinking that they would be grouped.  Did you have a better idea?
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02-27-13 01:28 AM
Singelli is Offline
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Singelli
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How the game functions (copied directly from my notes, so if something doesn't make sense, just ask!):

A.  Before any game may be started, the map should e set.  To see instructions on how to do this, see the section called "Landscapes".

B.  Next, each player must design a character to start with. Any player must start with a human character, and the options to play other characters and other races will present themselves during game play.  All beginning characters (regardless of race) will start off with simple hemp pants (ankle length, no color), a cotton shirt (white), and a pair of simple sandals (brown).  Each character will also start with a very basic inventory depending on what skill sets the player chooses for their character.

Each play must set the following details for their character: gender, age, physical appearance (hair and eye color, height*, any notable features), general temperament or personality, birth date, brief background, and 3 chosen skill sets.  For more details on choosing skills, see the sections entitled "Skill Sets".

*must be reasonable according to race

C. There are two 'villains' to be defeated. After placing all the town cards in one pile, randomly draw 2 of them.  These will be the locations of the enemies.  Write them both down somewhere so you won't forget them, put them back in the deck, and shuffle -all- cards well.

D. Choose a starting position for your characters.  It does not matter where you begin so long as you do not start on ocean, lake, or river territory.  It is not advised that you start in desert, volcano, or quicksand territory but there is no rule against it.

Due to game events or character decisions, your partner(s) might not always be in the same grid space.  However, you must start on the same space.  Pick one character to be the 'leader' and all other characters must remain within a five square, 7 square, or 9 square 'radius'.  To determine this radius, envision a 5 (or 7 or 9) square line extending in the four cardinal directions from the leader.  The diamond formed by these lines is the allowable territory for other characters to be in.  The size of this radius depends on the number of characters in play.  A radius of 5 squares is to be used by one to 4 characters.  A seven square radius is for 5-10 characters.  More than ten characters would require a radius of 9 squares.

If there comes b an occasion for it, players can split into groups (each with their own leader) and compete.  To see how this is done, see the section entitled "Game Variations".

**There is also a visual of what a 'radius' looks like inserted into the instructions here.   A 5x5 radius as I have described it, would allow 60 possible positions.  I know that sounds like a lot, but the map is also very large.

An easy way to check the radius would be to cut a grid of the appropriate size and poke a hole in the middle of it.  Lay the hole over the leader's position, align the cardinal directions, and you get a quick image of the allowable distance for other characters.

(Not written in the notebook:  If I were to ever get a version of the game actually published, I'd have 3 radius pieces made of plastic to come with the game so that the players wouldn't have to create them.)

E.  The oldest player will take the very first turn.**  Several things may take place in a turn.

   a) With every turn, a character's satiation bar decreases by 5%.  If the character's satiation bar reaches 0%, the character will die. I a character reaches 80% hunger (20% satiation), that character's success rate for any act will decrease by 25%.  To prevent satiation, a character must eat.

Also, with every turn, a character's stamina will decrease by 2%.  If a character's stamina bar reaches 0%, the character will die.  If a character reaches 80% exhaustion (20% stamina), that character's success rate for any act will decrease by 25%. To prevent exhaustion, a character must rest.

If a character is 80% hungry and 80% exhausted (both), his or her success rate will be decreased by 50%.

   b) The character can choose to eat and/or rest.  A character can only eat food in his/her own possession.  (See tables for effects of different foods on the satiation bar.  Prepared foods are more effective, remember.)  If a character has no food, he or she may ask for a donation from other players and eat what is given.

Each turn rested will restore 25% of stamina but completely ends that character's turn.

   c) Roll one die to determine the number of spaces the character may travel.  The character does not -have- to move that many spaces.  For example, if a player rolls a 5, the character can move 0, 1, 2, 3, 4, or 5 spaces.  Characters can not move diagonally, or outside of the leader's radius.  The leader cannot move in such a manner as to put other characters outside of the radius. (No man left behind.)

** When a player obtains more than one character, each character gets its own turn as though played by different players. However, a player cannot have two characters played in succession.  For example: Player A plays character 1, player B plays character 2, player A plays character 3.  NOT: Player A plays character 1, player A plays character 3, player B plays character 2.  

   d) If a character has landed on a new space, resources must be determined for that space.  Each division (there are 50 of them, remember) of landscape will have certain resources available, and the player who landed on the space will draw a resource card of the appropriate landscape type to determine which resource can be found on that square.  For example, if the character is in a jungle landscape, he or she will draw a jungle landscape card.  On the card, 6 resources will be labeled and numbered 1-6.  The same player will then roll a die to determine what resource will be found, and that card will be placed into the bottom of the deck it came from. Whatever the player rolls is what resource will be found in that square for the rest of the game, and will be signified through the use of a colored dot.  (To learn more about resources, see the section entitled "Landscapes".)

If the new space has a dot on it, no resource will be assigned.  Instead, the player will draw a town card, and that grid will become the town drawn (for the rest of the game).  There will be a alphanumerical title in the upper right hand corner of the card so that the dot on the map can be labeled appropriately.

   e) Once a grid assignment has been made, a player can make a decision on how to react. They can eat -and- choose from the following: collect a resource, use a skill, interact with one person in the town, or rest.


((I'm going to leave the instructions off right there, since this is already a lot to consider.  Once I get some more feedback on what might be confusing or what might need to be adjusted, I'll continue on with what happens during a turn.))


How the game functions (copied directly from my notes, so if something doesn't make sense, just ask!):

A.  Before any game may be started, the map should e set.  To see instructions on how to do this, see the section called "Landscapes".

B.  Next, each player must design a character to start with. Any player must start with a human character, and the options to play other characters and other races will present themselves during game play.  All beginning characters (regardless of race) will start off with simple hemp pants (ankle length, no color), a cotton shirt (white), and a pair of simple sandals (brown).  Each character will also start with a very basic inventory depending on what skill sets the player chooses for their character.

Each play must set the following details for their character: gender, age, physical appearance (hair and eye color, height*, any notable features), general temperament or personality, birth date, brief background, and 3 chosen skill sets.  For more details on choosing skills, see the sections entitled "Skill Sets".

*must be reasonable according to race

C. There are two 'villains' to be defeated. After placing all the town cards in one pile, randomly draw 2 of them.  These will be the locations of the enemies.  Write them both down somewhere so you won't forget them, put them back in the deck, and shuffle -all- cards well.

D. Choose a starting position for your characters.  It does not matter where you begin so long as you do not start on ocean, lake, or river territory.  It is not advised that you start in desert, volcano, or quicksand territory but there is no rule against it.

Due to game events or character decisions, your partner(s) might not always be in the same grid space.  However, you must start on the same space.  Pick one character to be the 'leader' and all other characters must remain within a five square, 7 square, or 9 square 'radius'.  To determine this radius, envision a 5 (or 7 or 9) square line extending in the four cardinal directions from the leader.  The diamond formed by these lines is the allowable territory for other characters to be in.  The size of this radius depends on the number of characters in play.  A radius of 5 squares is to be used by one to 4 characters.  A seven square radius is for 5-10 characters.  More than ten characters would require a radius of 9 squares.

If there comes b an occasion for it, players can split into groups (each with their own leader) and compete.  To see how this is done, see the section entitled "Game Variations".

**There is also a visual of what a 'radius' looks like inserted into the instructions here.   A 5x5 radius as I have described it, would allow 60 possible positions.  I know that sounds like a lot, but the map is also very large.

An easy way to check the radius would be to cut a grid of the appropriate size and poke a hole in the middle of it.  Lay the hole over the leader's position, align the cardinal directions, and you get a quick image of the allowable distance for other characters.

(Not written in the notebook:  If I were to ever get a version of the game actually published, I'd have 3 radius pieces made of plastic to come with the game so that the players wouldn't have to create them.)

E.  The oldest player will take the very first turn.**  Several things may take place in a turn.

   a) With every turn, a character's satiation bar decreases by 5%.  If the character's satiation bar reaches 0%, the character will die. I a character reaches 80% hunger (20% satiation), that character's success rate for any act will decrease by 25%.  To prevent satiation, a character must eat.

Also, with every turn, a character's stamina will decrease by 2%.  If a character's stamina bar reaches 0%, the character will die.  If a character reaches 80% exhaustion (20% stamina), that character's success rate for any act will decrease by 25%. To prevent exhaustion, a character must rest.

If a character is 80% hungry and 80% exhausted (both), his or her success rate will be decreased by 50%.

   b) The character can choose to eat and/or rest.  A character can only eat food in his/her own possession.  (See tables for effects of different foods on the satiation bar.  Prepared foods are more effective, remember.)  If a character has no food, he or she may ask for a donation from other players and eat what is given.

Each turn rested will restore 25% of stamina but completely ends that character's turn.

   c) Roll one die to determine the number of spaces the character may travel.  The character does not -have- to move that many spaces.  For example, if a player rolls a 5, the character can move 0, 1, 2, 3, 4, or 5 spaces.  Characters can not move diagonally, or outside of the leader's radius.  The leader cannot move in such a manner as to put other characters outside of the radius. (No man left behind.)

** When a player obtains more than one character, each character gets its own turn as though played by different players. However, a player cannot have two characters played in succession.  For example: Player A plays character 1, player B plays character 2, player A plays character 3.  NOT: Player A plays character 1, player A plays character 3, player B plays character 2.  

   d) If a character has landed on a new space, resources must be determined for that space.  Each division (there are 50 of them, remember) of landscape will have certain resources available, and the player who landed on the space will draw a resource card of the appropriate landscape type to determine which resource can be found on that square.  For example, if the character is in a jungle landscape, he or she will draw a jungle landscape card.  On the card, 6 resources will be labeled and numbered 1-6.  The same player will then roll a die to determine what resource will be found, and that card will be placed into the bottom of the deck it came from. Whatever the player rolls is what resource will be found in that square for the rest of the game, and will be signified through the use of a colored dot.  (To learn more about resources, see the section entitled "Landscapes".)

If the new space has a dot on it, no resource will be assigned.  Instead, the player will draw a town card, and that grid will become the town drawn (for the rest of the game).  There will be a alphanumerical title in the upper right hand corner of the card so that the dot on the map can be labeled appropriately.

   e) Once a grid assignment has been made, a player can make a decision on how to react. They can eat -and- choose from the following: collect a resource, use a skill, interact with one person in the town, or rest.


((I'm going to leave the instructions off right there, since this is already a lot to consider.  Once I get some more feedback on what might be confusing or what might need to be adjusted, I'll continue on with what happens during a turn.))


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Singelli


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(edited by Singelli on 02-27-13 01:33 AM)    

02-27-13 03:18 AM
Crazy Li is Offline
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Crazy Li
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How have I never seen this thread until now...?

This looks very interesting. Any way I can help?
How have I never seen this thread until now...?

This looks very interesting. Any way I can help?
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02-27-13 03:24 AM
Singelli is Offline
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Singelli
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Crazy Li :  Of course you can!  Hehe.  My progress is slow since... you know... work and all, but I'd really like to have it all ready by June or July.  Did you read through all my posts talking about the game and did it all make sense?  Any suggestions you would make so far?

Right now I'm just trying to put out what I've designed one little bit at a time. Once all that is ready, I need the most help with developing a battling system and leveling/stats system.  I'm not sure how to work all the numbers, though I've tried a few things.

The simplest areas I'd need help in, is designing town cards, right now.  Then, later on, just testing how the game plays out.
Crazy Li :  Of course you can!  Hehe.  My progress is slow since... you know... work and all, but I'd really like to have it all ready by June or July.  Did you read through all my posts talking about the game and did it all make sense?  Any suggestions you would make so far?

Right now I'm just trying to put out what I've designed one little bit at a time. Once all that is ready, I need the most help with developing a battling system and leveling/stats system.  I'm not sure how to work all the numbers, though I've tried a few things.

The simplest areas I'd need help in, is designing town cards, right now.  Then, later on, just testing how the game plays out.
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Singelli


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02-27-13 03:26 PM
Crazy Li is Offline
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Crazy Li
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Yeah, I read through the thread. I think I get the gist of what you're trying to do.

I can help with statistical stuff. I've worked on making RPGs before, so I have experience making battle algorithms and and level/parameter curves.
Yeah, I read through the thread. I think I get the gist of what you're trying to do.

I can help with statistical stuff. I've worked on making RPGs before, so I have experience making battle algorithms and and level/parameter curves.
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02-27-13 03:49 PM
ender44 is Offline
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ender44
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So, what are you using to design this game anyways? I wanted to make an RPG and I was looking for software.
So, what are you using to design this game anyways? I wanted to make an RPG and I was looking for software.
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