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<blockquote data-quote="garignack" data-source="post: 2251046" data-attributes="member: 31927"><p>I see that networking should support tabletop and internet gameplay. The networking cababilities should such that both methods can be used. </p><p></p><p>I typically break gameplay into 4 phases, adventuring, combat, rewards, character development. </p><p></p><p>My thoughts:</p><p></p><p>Adventuring:</p><p></p><p>Chat, common map display, a place to share NPC pictures, skill checks, dynamic map, (all not revealed at once). Sound Effects. (either streamed or locally stored, remotely triggered)</p><p></p><p>Combat:</p><p></p><p> networked combat management engine, players able to see what other players and mob's are doing while planning thier next move. Players able to move thier character on the combat map</p><p></p><p>rewards:</p><p></p><p> Dm driven Xp distribution. DM can give items directly or place items into a queue and allow players to divy up rewardst,</p><p></p><p>Character Development:</p><p></p><p>Dm can change any value on character sheets, Players are limited to using the leveling wizard. Creation of a Class Creation Wizard so that the DM can create custom prestige classes easier.</p><p></p><p>Those are the ideas that come to mind when talking about networked RPG games. I really enjoy using RoleplayingMaster. I love how it allows me to focus on the story and gameplay instead of spending tons of time on the technical specifics.</p><p></p><p>Garignack</p></blockquote><p></p>
[QUOTE="garignack, post: 2251046, member: 31927"] I see that networking should support tabletop and internet gameplay. The networking cababilities should such that both methods can be used. I typically break gameplay into 4 phases, adventuring, combat, rewards, character development. My thoughts: Adventuring: Chat, common map display, a place to share NPC pictures, skill checks, dynamic map, (all not revealed at once). Sound Effects. (either streamed or locally stored, remotely triggered) Combat: networked combat management engine, players able to see what other players and mob's are doing while planning thier next move. Players able to move thier character on the combat map rewards: Dm driven Xp distribution. DM can give items directly or place items into a queue and allow players to divy up rewardst, Character Development: Dm can change any value on character sheets, Players are limited to using the leveling wizard. Creation of a Class Creation Wizard so that the DM can create custom prestige classes easier. Those are the ideas that come to mind when talking about networked RPG games. I really enjoy using RoleplayingMaster. I love how it allows me to focus on the story and gameplay instead of spending tons of time on the technical specifics. Garignack [/QUOTE]
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