Feedback
Submitted by Ar Kayon on Sat, 2010-01-16 14:12.
Design | Feedback
In one of my favorite movie firefights - in Tears of the Sun - Bruce Willis and his small team of Navy Seals are caught under heavy fire by an overwhelming opposition. They survive (well, some of them, anyway), by tactfully holding the line and then retreating. Watching this scene made me think of a combat skill that allows you to coordinate your group in battle, called "Battle Tactics".
Since combat time is based on action/reaction, a leader or other combat unit can call out a command or request (e.g. "cover me") and the recipient(s) of the command will be able to react to it, rather than have to wait until their normal turn. Naturally, the team will have to be trained in battle tactics, otherwise they will not be able to coordinate; an unskilled combatant might think, "What? What does he want me to do?".
Submitted by Ar Kayon on Sat, 2010-01-16 05:16.
Feedback | Mechanics
Rationale - To imbue gameplay with exciting physicality; to enforce a qualitative mechanics style over a quantitative one; to emulate the chaotic nature of combat.
Stun
Instant effect. Subtract 1 action from your remaining actions. If the combatant is out of actions, -1 penalty (non-cumulative) to his passive defense score until the end of the round. A stun represents a superficial injury or blow that phases you for a short moment. Category 1
Hurt
Lasting effect: 1 round. Sustain the "stun" effect and your remaining concentration is reduced to zero (not lasting). If you get hurt again within the round, this effect is replaced with the "damaged" effect. Being hurt represents a sharp blow that does superficial damage (for example, a bullet stopped by your headgear), but can accumulate into real damage. Category 2
Submitted by NickyBFWB on Fri, 2010-01-15 12:42.
Design | Feedback
Currently being called RPG this game is designed to appeal to RPers in a digital environment. Its not aimed to be a MMORPG but a coin termed by a guy I have met that called it a Small Multiplayer Online RPG.
The game will be set in a land that is being resettled by people that have become Exiles from their own land.
*************************************************************
Note all this is work in progress... I have to many Ideas written down so I am trying to make the actual lore and have it stick
Submitted by mbf123 on Sun, 2009-12-27 22:59.
Feedback | Mechanics
OK, so this is my first upload.
Please give me comments, i have been work on this game for a while, using spare time and working in the summer. Most idea's and chapters of the rule book are in my head because i am a slow typist. Another good chunk of information is on note book paper handwritten. The more support i get on this project the the more i will work at trans forming handwritten into typed.Also if you are interested in my setting or genre please feel free to help me out. I am trying to make thing a some what simple but accurate game. Finally all my missions or sessions are handwrttin and i could also type those up to give a good idea of what i am thinking about.
Submitted by wolfshadow5150 on Wed, 2009-12-09 16:52.
Feedback | Questions
this is a sample of this rpg i want to create i call it sons of the astral plane a preteen japanese young man called kawagarugi saito who was on his way to school with his friends and they was transported to another time and place where the astral plane ruled fate it determined your lifespan and defined the life you lead the boys didn't know what to do then a strange monk approached them then a boy from america that was in their group his name was brannon now he had a affinity with the weird and strange things he said "this weirdo here is making my hair spike up without hair gel stay back he could be dangerous"? the monk said "do not fear me i'am
Submitted by wolfshadow5150 on Wed, 2009-12-09 16:29.
Feedback | Questions
i have these crazy ideas about making rpg's but i just cant finish my idea because i get writers block alot of the time can you guys help me out here?
Submitted by ErrinF on Tue, 2009-12-01 16:39.
Feedback | Playtesting
Hello, fellow RPG Lab rats. I have just put up in book form here a fantasy boardgame I created called BattleBoard.
BattleBoard is a make-it-yourself boardgame using a chess board and 200 cards made out of poster board. In BattleBoard, two players vie to capture the other's King space using Battlers and Magics that they summon to do battle on the board. It is a simple game, but can take a while to win. If anybody wants to check out the game and give some feedback here at this blog, it'd be much appreciated. Enjoy!
Peace, Errin : )
http://www.1km1kt.net/Errin-Famiglia.htm
Submitted by Ar Kayon on Mon, 2009-11-23 00:25.
Feedback | Mechanics
Burst Fire Options
1. Short Burst - Fire 1d4+1 rounds (2-5; may be different for other weapons), or 3 if the weapon has a 3-round burst option. Your attribute comparison is for the entire burst and is not compared for each individual shot. You receive a bonus of +2 to hit with a short burst. This shot is also more deadly because the bonus will make it more likely that you will score the maximum gradient of success.
2. Medium Burst - Fire 1d4+3 rounds, for a +3 bonus but a penalty (-1) to the actual effect. Therefore, you are more likely to score a hit, but because it's harder to control larger bursts, the quality of your hit will be poorer.
Submitted by Ar Kayon on Sat, 2009-11-21 16:55.
Feedback | Mechanics
Since there are more random elements for firearms involved in determining success, the standard d4-1 exploding randomizer is always used, with an automatic -1 attribute consideration to compensate for the stacking randomizer.
So, let's say Lu Ordin is firing his shotgun at an opponent 18 yards away, who also has good cover. The opponent's passive defense of 6, plus the cover (8), plus the range penalties (10) requires an 11 total attribute minimum to score a hit. Lu Ordin has a 6 focus, which becomes a 5 + 1d4-1 for the purposes of firing. His first shot (1d4-1 = 2) is a 7, so he misses. He shoots again, but takes his time to aim the shot (1d4-1 = 3, exploding adds 1d4-1 = 2 + 1 for aim) which comes out to 11. Since the shot passed by a gradient of 1, the effect is 1, which for a shotgun means that the opponent staggers and is bleeding. The physical damage is superficial for a hit like this, however, the opponent will have a hard time trying to focus when he's bleeding, and the staggering will leave him vulnerable to the next immediate attack.
Submitted by Ar Kayon on Wed, 2009-11-11 12:14.
Feedback | Mechanics
This is decidedly a hairy topic for me to delve in. In role-playing games, I've noticed that social interaction is typically free form. Naturally, a player may assume that introducing mechanics to interaction is essentially non-interactive. I don't want to railroad, however. I want to offer new and exciting avenues of approaching a staple of role-playing.
Sometimes, in a session, players will go in circles trying to gain the upper hand in social interaction or attempting to derive information. In one session, I observed players interrogating a crooked merchant for HOURS. Sure, the role-playing was good, but it was fucking boring, and two of the action-type players were effectively removed from the session.
|