|
Post by jaggedjaw on Aug 9, 2011 3:23:58 GMT -9
Ok I am going to work on a sci-fi rpg and wanted to know if there was anyone who wanted to help me with it. I was leaning towards a western/detective game and title wise I was thinking of Shadow of Deception. And unless you want to hear a long rant I'm not putting on what I have mechanic/fluff wise until a little later.
|
|
|
Post by paladin on Aug 9, 2011 5:05:33 GMT -9
It's really, really challenging to design a complete rpg system - beside the "fluff" part. There are (famous) designers tweaking and twisting their systems for literally decades. But considering your age, jaggedjaw, you can expect a working system with 20 and a really playtested system with 25 and up ... ;D. Do you wanna play or design ? Or play AND design ? There are tons (1000+) FREE rpgs out there -> nice selection: www.homebrew.net/games/and the full galore: www.darkshire.net/jhkim/rpg/freerpgs/fulllist.htmlYour head will explode, if you even start to read through this stuff ... . You will need a life-span of 5000 years to taste every delicious meal, which is offered here for free ... . Search with the keyword "sci-fi". You will get lots of hits with full classification and comment on the system/game world. Happy searching and enjoying !
|
|
|
Post by Vermin King on Aug 9, 2011 8:42:09 GMT -9
I wish I could afford the time to do this, but ...
|
|
|
Post by jaggedjaw on Aug 9, 2011 14:31:04 GMT -9
|
|
|
Post by paladin on Aug 9, 2011 15:10:35 GMT -9
Ah, ok. Yes, dead links are a problem everywhere in the net. So your genre/game system needs seem to be very specific. SciFi-Espionage and Investigation of - what ? Political intrigue, Cyberwar and smuggling data disks ? Strange lifeforms ? I am no expert of system design, and I don't know alot different game systems, mainly the "classics". The "ImpossibleMissions"-PDF by Tom McGrenery reminds me of "Traveller/MegaTraveller" flair. It would be possible with this old system to simulate everything "grim&gritty"-SciFi without problems. Espionage and assassination (of the Emperor) were opening plots for the "Shattered Imperium"-background campaign of "MegaTraveller", if I remember. I also love the flexibility/modularity of Chaosium's "Basic Roleplaying" (BRP) to mix and modify your own rule set for different genres. Feels like "Traveller", though a bit more complex, but you can choose the complexity level by switching rules on and off. For a "RuneQuest/BRP" conversion of "Classic Traveller" have a look at: www.soltakss.com/rq_scifi.docRich material here. As you know, "Call of Cthulhu" is BRP-based, so investigation and secrecy is really part of the game system. EDIT: well, if you want to rant, feel free ... . Maybe the readers have some points to pick then. There are quite a few threads in this forum, where people are discussing self-made systems, mainly skirmish rules though, not complete rpgs. EDIT 2: I just recognize, that your rant would be fitting in the "Gaming"-thread category one menu level above. And you seem to be not alone with a fresh rpg concept ;D ... .
|
|
|
Post by gilius on Aug 9, 2011 16:45:08 GMT -9
The links you posted made me think that maybe West End Games' D6 System meets your needs. I'm a big fan of their version of the Star Wars RPG (don't get me started on the awfulness of the d20 version) and nowadays you can get D6 Space and also the Septimus campaign setting for free on DrivethruRPG.
[EDIT:] and how could I forget Stars Without Number, also available for free from the same site. Since you mention Dungeonslayers, I assume you may want/accept "retro-style" mechanics and in any case this book is worth a look for anyone looking for a sci-fi RPG.
|
|
|
Post by jaggedjaw on Aug 10, 2011 3:03:28 GMT -9
I've looked at call of cthulhu but it's just not the same. Also should I move can someone move the topic to gaming or should I just post a new topic?
|
|
|
Post by Vermin King on Aug 10, 2011 5:46:20 GMT -9
A mod or admin would have to move it.
Until it is done, just keep this one going. Just message the admins and mods and I'm sure it will be taken care of.
|
|
|
Post by jaggedjaw on Aug 10, 2011 9:36:01 GMT -9
ok well I'll post the rant here: Depending on what calender you go by the year is different but the main ones are 2900, 3586, 4048, or 251(haven't decided which one is the main one). The 4 major powers of the universe:The Binary Star Soldiers(B.S.S.), The Empire, The Heresy, and the Syber(Resistance) are currently in a state of undeclared closed war over the hundreds of thousands of independent worlds and domains. In addition they also have to contend with the alien powers most notably the barbaric Trols, fallen Vergesson, dynamic Marow, ancient Orineth, mercenary Ohgorez, advanced Utillians, and the shadowy Werenaughts. The universe is a giant powder keg that a single spark could bring the whole universe to war. And that's were you come in. Your job is the truth: weather its applying true fact (the location of a pirate lair), the obtaining of it (that Orineth knows where the portal is), or the suppression of it (he knows to much) on any and every level (from common street murders to taking on One of the Four Major Powers). But the fact remains that no matter what you do there will always be a dozen guys with guns trying to stop you from doing it. But their is one truth that you already know, are you in? I thought of several playable races to go along with that: human-self explanatory Trols-can also be toll, troll, or trolz. They are seven foot tall, lean muscled creatures with 3 tusks(2 going up on the side on going down in the middle), pointy features, little brain, and no set skin color. They are generally overly bored, curious, and barbaric race but some times they can act "chivalized". Tecno-the literal translation of their name is "children of iron". They are basically robots. marow-The marrow are a younger race. They are around 5' tall, have oddly pointy features, and have an overall greenish-brown skin color. They are exceptionally smart, however, few of them make good casters or mercenaries. Vergesson-the vergesson were one of the first races to treed the galaxy but now are a failing mercenary empire. they tend to be around human sized and often have a purple or blue hue to there skin, hair, and eyes. What they lack in physical prowess they can more then make up for in speed, charisma, and brains. these are the classes I thought of: Detector-No advantages or disadvantages. Can, eventually, use all types of weapons and powers of observation can come in handy even in the thick of combat. Mercenary-Heavy weapons, heavy armor. This is the muscle bound guy who won't stop at killing you. Bounty Hunter-Likes to keep his distances. A bounty hunter is more concerned with bringing in people alive so his skills in apocothary will always be welcome. Assassin-Very light armor. Assassins can be tailored for making that impossible shot or for making that all important back stab. Caster-Extremely temperamental. This is a general term for a magic user, although how or even why it works for them is a case by case problem and ranges from the ability to exploit the currents of the Nalar to having a direct link to Hyperspace itself to having very big brains to having a Werenaught reside in there body to any one of a million things.
|
|
|
Post by paladin on Aug 10, 2011 11:42:48 GMT -9
;D Sorry, jaggedjaw. My German English is lacking clearness. I don't want you to play "Call of Cthulhu" (but you should try it anyway, if you haven't already ... .). My logic was: "Basic Roleplaying" is the core game system of "Cthulhu". As "Cthulhu" is centered around the investigation/detection (of cosmic horror ;D) theme, you could play this theme fairly easily with "Basic Roleplaying", which is this core system book: www.amazon.com/Basic-Roleplaying-Chaosium-d100-system/dp/1568821891Reading through the reviews, you will get a good impression of the system's thematical/genre flexibility. This is not a setting to game in, but a barebone toolbox to play in any setting you can imagine. It's a modular ruleset to build your own gaming worlds. It requires the full "fluff"-work by yourself, but the gaming possibilities are endless. And it costs some bucks. Same for the "Traveller" Mongoose Edition (2009): www.amazon.com/Traveller-Pocket-Sci-Fi-Roleplaying/dp/1906103984/ref=sr_1_4?s=books&ie=UTF8&qid=1313005462&sr=1-4This is alot cheaper (paperback only), but the setting and the rules are more rigid than the "Basic Roleplaying" toolset. Mainly 70ties (Hardcore-)Scientific Sci-Fi with a good measure of Space Opera (Star Wars mass battle, but no magic, Psionics only) in it. If you want the best of both worlds for FREE, just read through the "RuneQuest-Traveller"-doc-file, I have linked above. You will get the idea of both systems at once: the system from "Basic Roleplaying" and the flavor from "Traveller". You can crank out whole universes with that. gilius, your hint at "D6 Space" is brilliant ! Thanks ! I own "The Star Wars RPG 2nd Ed." (for its beautiful, nostalgic interior art ;D), but never played it. Didn't know, that you get the whole gamut for free ... . So, jaggedjaw, have a look at this: rpg.drivethrustuff.com/index.php?manufacturers_id=468As your interesting SpaceOpera/Magic/Espionage-mix demands some broad coverage of SciFi AND High Fantasy by the rules, I highly recommend the D6-stuff with its roots in the "Star Wars"-universe, your setting seems to be influenced by (Bounty Hunters). I think, you can mix the D6 Space and D6 Fantasy rules pretty easily. It seems to be a toolbox like "BRP" or "GURPS", but also specific and easy to pick up and play (with templates and pre-made stuff). It's very action-paced, cut-scene-like, while "BRP" is more "dry" and simulationist. D6 is FREE. Thanks, gilius, again ! ;D What a fun ride for me in the next weeks ... . So you have the "fluff", jaggedjaw, now choose a game system to flesh it out. I would not start from scratch and design a new system, unless you feel the desire to become a game designer. Then it would be a good practice (and foundation of later work). If you are interested in system mechanics you can dig W. J. Kirk's excellent handbook "Design Patterns of Successful Role-Playing Games" rpg-design-patterns.speedykitty.com/doku.php/startIt's a goldmine, but also a trapmine. You have been warned. ;D
|
|
|
Post by gilius on Aug 10, 2011 13:20:03 GMT -9
Wow, thanks for the RPG Design Patterns link, Paladin!
|
|
|
Post by paladin on Aug 10, 2011 13:27:21 GMT -9
gilius, you are welcome ! And now I slurp the D6 soup ... . EDIT: if you wanna be really astonished, then check out the lifetime work of Mr. Kirk: legendaryquest.netfirms.com/This is the most ambitious, best-researched Historical Fantasy RPG by a single author I've ever witnessed - and will be the only one, I am sure.
|
|
|
Post by jaggedjaw on Aug 10, 2011 16:13:51 GMT -9
I actually was trying to make my own game... well rule wise at least. and this is what i had in mind for stats, combat, and wounding: CS-combat skill(0-20) SS-shooting skill(0-20) PO-power(0+)(ranged1-15) AR-armor(5+) SP-speed(0-100) BR-brain(0-100) RE-resilience(0-100) CR-charisma(0-100) AT-attacks(0-20) RN-range(0+yrds) RoF-rate of fire(1+) WT-weight(0+(no set measurement)) DR-durability(1-20) HP-Hit points(1+) Close combat: D20<CS-enemy's SP bonus(you divide their speed by 10 and then round to the nearest whole number)(Ex.If you have CS12 and your opponent has SP49 then you'd need to roll a 7 or less to hit.) Ranged: D20</=SS+/-modifiers(modifiers are how much someone is in cover, how close they are, spc. rules, and how fast either of you moved last turn(-1 for every 6yrds))(Ex.you have a pistol(RN50) and your opponent is 20yrds away. you have SS11 you stood still while your opponent ran for 12yrds towards cover(he didn't make it.) bringing the total distance to 32yrds away. You would need a 9 or less to hit him(-2 because he ran away)). wounding: PObonus(except for ranged, just use PO)+D10(or D6 depending on weapon)>ARBonus+D6(or D10 depending on armor)(for every point the attacker's roll is over the defender's it causes one wound)(Ex.1 in the close combat the attack hit with PO33 against AR38. You roll a 6 and add your PObonus which gives you a roll of 9 and your opponent rolls a 4 and adds their ARbonus which gives them a roll of 8. You inflict 1 wound.) (Ex.2. Your shoot hits and it has PO1 and your opponent has AR24. You roll a 7 which gives you a roll of 8 and your opponent rolls a 6 giving them a roll of 8. there are 0 wounds inflicted.) for all other tests it was going to be D20<skill+/-mods unless there's something that you'd like to suggest that would work better and is simpler.
|
|
|
Post by paladin on Aug 11, 2011 13:32:21 GMT -9
I have a hard time to figure out the "math" behind a game system. You seem to like tinkering with rules, so maybe I cannot convince you to use a time-tested and stable system. What I've thought after a first read is: 1. Define the technical terms in a more rigid way. What is a "wound" ? One Hit Point ? 2. You are mixing % and d20-systems. This can work (like in "Pendragon", a "BRP"-modification), but could be also confusing for the player. Without a good reason, you should never change the metrics during game play and stay rather consistent in framing the "parameter scales". Players should know after a while, what a "DC of 15" (D&D) or "3D6" (D6-system) means in game chances. 3. Some procedures would make me too much headaches during gaming, e.g. value conversions (from % to 1/10) to get modifiers, speed and modifier calculation by movement space per turn, additional die roles for armor variables e.g. Try to express the gameplay-"feel" in most few variables and calculations possible: a) choose ONE consistent parameter scale system and stick to it. Scale all modifiers accordingly. E.g. d20 or 3d6 (nearly "bell curved", Gaussian d20) or d100 (%). Modifiers would be +/- 5 or 25% etc. b) use parameters with fixed steps and modifiers like: speed - very fast (+10 on d20<=RangedAtt). "very fast" can translate to 200 feet/combat turn of 5 seconds etc. c) give weapons and armor (and equipment in general) more distinct features and parameters (damage/speed/range/weight), players could use to their tactical advantage, but don't make it too random, as those things would lose much value then. A dagger and a short sword in Classic D&D are nearly the same thing (1d4 versus 1d6 damage - who cares ?). A full plate armor should protect reliable - or it would be not much fun. Make it expensive in speed and weight (= exhaustion !) costs though. This balancing of game "math" is really hard work to make the system feel ok.
|
|
|
Post by jaggedjaw on Aug 18, 2011 13:24:20 GMT -9
ok I was thinking of changing it to just the number plus d20, d10, or d6 for most tests anyway. especially for close combat. still if I did that are then any ideas for how to make the shooting work if I did that? Also i was thinking of having hit points or lives be represented by the race(humans are 1/2Ch+1/2Re, trolls are 1/2P+1/2Re, tecno..., vergesson 1/2Sp+1/2Br, and Marrow are 1/2Re+1/2Br) and you lose 1 hp for ever wound suffered.
|
|