This was at the start a 24 hour RPG but got iterated afterwards.
The traits can change on two occasions:
- at the end of the turn of the mighty one: it is based on the description of the deed at the beginning (for example if you would like to create a creature with 4 characteristics, that is described at the beginning of your turn, but your create trait will get lowered by 1 at the end of your turn) independent whether it was successful or not!
- at the end of the round depending of what the creatures did: this changes only those mighty ones' traits who performed a successful deed, because "it's their fault" what the creatures did so to say
Wich means that if you want to raise any of your traits wich is 0 at the beginning of the game, you have to create creatures who do things for you to raise them.
There is no difference between places and entities. For example the basic nature of a mountain can be to be tall and unclimbable wich means that it is happy when noone can climb it. On the other hand a knight can visit the dragon, wich means that he is "at the dragon".
I didn't think about any defined goals, because as I saw it, RPGs have no defined goals. This can be maybe a problem, I don't know.
If I would add a limiting element, that would be something wich limits the length of descriptions based upon how long descriptions can still be understood by the other players. I don't want to make this into a speed game, where the quicker "wins". But I would like to limit somehow this two-page-long thing wich is only a problem because the players can't follow what happen and not because the mighty ones can get mighty.
Not to misunderstand: the concept is that the mighty ones ARE mighty.
Re: Full of questions
This was at the start a 24 hour RPG but got iterated afterwards.
The traits can change on two occasions:
- at the end of the turn of the mighty one: it is based on the description of the deed at the beginning (for example if you would like to create a creature with 4 characteristics, that is described at the beginning of your turn, but your create trait will get lowered by 1 at the end of your turn) independent whether it was successful or not!
- at the end of the round depending of what the creatures did: this changes only those mighty ones' traits who performed a successful deed, because "it's their fault" what the creatures did so to say
Wich means that if you want to raise any of your traits wich is 0 at the beginning of the game, you have to create creatures who do things for you to raise them.
There is no difference between places and entities. For example the basic nature of a mountain can be to be tall and unclimbable wich means that it is happy when noone can climb it. On the other hand a knight can visit the dragon, wich means that he is "at the dragon".
I didn't think about any defined goals, because as I saw it, RPGs have no defined goals. This can be maybe a problem, I don't know.
If I would add a limiting element, that would be something wich limits the length of descriptions based upon how long descriptions can still be understood by the other players. I don't want to make this into a speed game, where the quicker "wins". But I would like to limit somehow this two-page-long thing wich is only a problem because the players can't follow what happen and not because the mighty ones can get mighty.
Not to misunderstand: the concept is that the mighty ones ARE mighty.
I hope you'll try it once. Or twice. Or more. :)
my RPGs