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The Great Conjunction (RPG DESIGN CONTEST)

fuindordm

Adventurer
Exactly. Mine borrows heavily from 3.5 and 4e but with everything switched to opposing rolls... It also allows all players to remain actively rolling dice throughout the game.

In this regard, this is where I'm experiencing unexpected issues. There are events and actions in any game that are not opposed by an active character, and so I have to account for these enough in advance to create rules for GM opposed rolls. If you try to bash a door down, the door must resist, but what if you're trying to remember something? Do you roll against a set number or roll against your own memory? And then there's all the stuff you take for granted and never think to account for until it suddenly pops in your head at the last minute. Since it's the first time I've tried to design a system, it's actually an interesting and appreciative experiment.

I'm taking a similar approach, and running into similar issues.

I think it's OK to have both contested rolls and rolls against a fixed target number, however. You just have to come up with the right scale, and the probability of success is very easy to predict.

My problem is that in combat, if every 'exchange' is a contested roll it blurs (or erases) the line between attacker and defender. I envisage combat being a little like a 4e skill challenge, where several contested rolls are needed to determine a significant outcome. But since each combatant is both attacking and defending in a single 'exchange', it's harder to define mechanics for purely offensive or purely defensive advantages. This gets back to the problem with shields I mentioned earlier, but I think I just had an idea on that score....

Writing about your problems helps, doesn't it?

Ben
 

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Alex319

First Post
I came up with an interesting core mechanic that I may be using in my entry.

The general idea is that characters have a pool of raw "magical energy" which they use to power their abilities. But in order to use this "energy," they have to convert it into various "refined forms" which represent different types of activity. For example there is "martial energy" to use for fighting, "arcane energy" to use for magical spells, etc. (The concept behind my world is that all spheres of activity, both overtly "magical" like casting fireballs and not overtly "magical" like swinging swords, are really based on the same fundamental "energy" phenomenon.)

Characters will be differentiated by how efficiently they can convert their raw energy into the various forms. For example a fighter character might be able to convert raw energy into "martial energy" at 80 percent efficiency but only convert into "arcane energy" at 30 percent efficiency, and for a wizard character that might be reversed. Then there will be skills, powers, items etc. which give you different types of actions you can do, and each type of action has an "energy cost." For example casting a spell would cost arcane energy, attacking with a sword would cost martial energy, etc. Then there will be ways of reclaiming lost energy, storing energy in items, etc.
 

I wish I had time (for a lot of things) to participate. I've been kicking around an idea where modern stage illusion is all real. Saw a woman in half (without killing her), walk through a solid wall, throw a blanket over someone and turn them into a tiger, etc. I have no idea how to do this in a game system but it seemed appropriate to this thread.

Gook luck, designers.
 

Jack7

First Post
I've been kicking around an idea where modern stage illusion is all real. Saw a woman in half (without killing her), walk through a solid wall, throw a blanket over someone and turn them into a tiger, etc. I have no idea how to do this in a game system but it seemed appropriate to this thread.

It's a very good idea I think and oddly enough JM, (or maybe not, I'm a big believer in parallel invention and development - where one or more parties invent or create similar things without any real contact with each other, but just because the idea seems ripe for the age, or the idea seems ripe for the subject matter or problem to be addressed - I've seen it on numerous occasions) that's kind of what I'll be doing with the human Wizard.

In the game on the human world there will be no "real magic" in the sense of more traditional fantasy RPGs. Instead Wizards and Magi will be proto-scientists and occultists.

Many Wizards though will be able to create illusions which convince others that the illusion is real. Sometimes they will use "components" and props to do this, but sometimes they will use their mind and will to convince others that the illusion is real. Similar to mentalism and hypnotism. Allowing them to "charm" others and to "enchant" them. Of course the Wizard profession won't be limited to illusions and tricks, they will also be what today would be called a technical expert, a proto-scientist, inventor, and engineer. But creating illusions will be part of their capabilities.

I'm also trying to think about how to redo Psionics. I'm going to move it away from Jedi and Matrix type powers and more back to be what the Greeks called psuchic or psychic (meaning of the soul, or sometimes of the mind) power. Unfortunately the term psychic has such a wide-spread negative connotation with fortune telling and that kind of thing in modern times that I'm almost certain I can't use the term. I may have to invent a new term.

In any case people like Hermits and some Magi and Wizards and others (these capabilities won't be limited to profession or class, that is there won't be a psionic class or classes, there will instead be individuals who are psychically capable) will have psychic powers more like ancient Oracles, Seers, and Prophets. Interpreting dreams accurately, knowing the best course of action to take or direction to follow, predicting the future or possible futures, obtaining information by unknown means, sensing what others may be secretly implying based upon their behavior, or patterns of speech and other psychic and mental capabilities.

I'm also working on "Skill Suites" though I'll call it something else, that is very well developed sets of interrelated skills that individuals can learn independent of class or race, such as Survival Skills, Ingenuity Skills, Vadding Skills, Thieving Skills, Psychological Skills and so forth. That is to say that characters can learn individual skills if they so wish, or they can learn specific suites. And something else that I've been working on for years (but revising and improving lately) and that my group has used for years and years, Transferable Real World Skills. When where a player has a real world skill that is applicable to the game, he or she can write that into their character. But mainly all of those things are part of the modular design.

Overall I'm approaching this gaming project much like some of the work I've done in the past on things like the Renaissance Soldier project, or things like that. the intent is less to produce a "specialist" and more to allow the players to produce Renaissance Characters, characters who are good at a wide range of different skills and who possess a wide range of capabilities. So that they can operate successfully in nearly any environment or situation. None of the individual capabilities for the human characters may seem flashy and impressive, but you put them all together and you produce an incredibly versatile and flexible and capable individual.

As for the non-human characters like the Giants and Elves and so forth, they won't be nearly as versatile, but they will possess very powerful attributes of a different kind, and in some cases, extremely potent, though dangerous magic. So the humans and non-humans will be completely different in design philosophy and have very different types of, but complimentary capabilities. In that way they act very well together as a team, but are also nothing alike in nature or culture. Or that's what I'm shooting for anyways.


Characters will be differentiated by how efficiently they can convert their raw energy into the various forms. For example a fighter character might be able to convert raw energy into "martial energy" at 80 percent efficiency but only convert into "arcane energy" at 30 percent efficiency, and for a wizard character that might be reversed. Then there will be skills, powers, items etc. which give you different types of actions you can do, and each type of action has an "energy cost." For example casting a spell would cost arcane energy, attacking with a sword would cost martial energy, etc. Then there will be ways of reclaiming lost energy, storing energy in items, etc.

By the way Alex, I like that general idea. In the non-human world I'm not limiting magical power based on class, or necessarily even by race, though I'm doing it differently than you appear to be doing, just like in the human world I'm not limiting miracles and "Divine magic" to just clerics, monks, and hermits. In the non-human world magic will be diffused throughout the cultures and in the human world a miracle might happen through anyone.

So I like your idea. Another example of parallel development.
 
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feuer_faust

Explorer
(Is it just me, or is EN World a very slow-loading forum?)

Work's slowing down on this RPG, as real-world work is going to be picking up. Hopefully something playable, one month to go! =/
 

fuindordm

Adventurer
Hope everyone is doing well! Only about 4 weeks to go.

I haven't made much progress over the past couple of weeks, but my inner musing have yielded some fruit that I should get down on paper soon. The structure of the rules is pretty much set--now I need to fill pages with enough rules on magic and magical obstacles to make the setting itself playable.

Cheers,
Ben
 

Jack7

First Post
(Is it just me, or is EN World a very slow-loading forum?)

It is FF, but then again I live so far out in the country that I can't get high-speed internet access and had just assumed it was because I am forced to use dial-up.


My progress, Thus Far


TABLE OF CONTENTS

THE GODD
The Apportional Design
The Basic Game
The Advanced Game

CHARACTER ATTRIBUTES
CHARACTER RACES
Human Races
Eldeven Races
CHARACTER PROFESSIONS
Human Professions
Eldeven Professions
CLASSES
Human Classes
Eldeven Classes
WEAL and FEAL
LANGUAGES
RELIGION and GOD
PERSONAL ALLEGIANCE and WORLDVIEW
LORE
SKILL and SKILL SUITES
CRAFT
INVENTION
TRWS
EXPERIENCE AND ADVANCEMENT
CHARACTER STRATEGIC EVOLUTION AND HEROISM
RENAISSANCE CHARACTERS

EQUIPMENT
ARMS
ARMOR

COMBAT
Physical Combat
Magical Combat
Psychic Combat

MAGIC (ELTURGY)
MIRACLES (THAUMATURGY)
MIND AND SOUL (WYTURGY and PSYCHAEC FORCE)

NEMESES
MONSTERS
NON-PLAYER CHARACTERS

MILIEU
MONEY and ECONOMICS
SOCIAL STATUS, TITLES, AND RANK
HERO, GENIUS, AND SAINT
KINGMAKING: BISHOP, KNIGHT, AND KING - MOVING FROM BEING A LEADING CHARACTER TO BEING A LEADER OF CHARACTER
VERTICAL ASCENSION and HORIZONTAL EXPANSION

ADVENTURING
CAMPAIGNING
WORLD CREATION and SETTING
ADVENTURE AND CAMPAIGN CREATION and THE TSS

CHARTS AND GRAPHS

GLOSSARY
 
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