Played several RPGs over the years and decided to try my hand at design. Just getting used to the site and so I'm just doing a few test posts. Thanks for reading.
Random
The Beginning
Submitted by earwig74 on Sat, 2010-01-16 00:57. Design | RandomMassively Multiplayer PnP
Submitted by alderneyvamp on Thu, 2009-11-12 17:24. RandomSo I've not been having many ideas about mechanics or settings lately, as has been mentioned in some of my other posts. But I have been having little snippets of inspiration about games in general. Nothing I say should been taken as a serious proposal, but as the idle musing of someone who doesn't have much else to talk about.
PnP RPGs are made for small groups. I have never played in a group of more than 8 and I have always found playing in a group of more than 5 to be a bit awkward. I've played singleplayer computer RPGs and always find the worlds to be a bit hollow, because the revolve around me. However I have played in MMORPGs and LARP games in which there are hundreds of other people swarming about me doing there own thing whilst I'm doing mine, and that feels right. They make the world seem alive, and when I do interact with them I feel like I'm still telling my own story, just roping in what is effectively an NPC, and I imagine they get a somewhat similair feeling.
Items in Dramo Worlmoro
Submitted by Ar Kayon on Tue, 2009-11-03 09:10. Design | RandomDescription: A general inventory of items to be found in the dream world.
Weapons
Lizard - Lizards found hanging around can be caught and used as fun projectile weapons. Pull their tail, and watch what happens! Will it be a stream of fire? A predigested animal? A bunch of rocks?
Ball n Chain - Ball n chains are some of the best tools for defeating bosses.
Really Big Fist - Essentially weaponized Hulk Hands.
Croc Cannon - Assuming that you can manage to not get devoured in the process, pull a croc's tail for maximum mayhem. You'll be the coolest kid on the block!
Musing
Submitted by Ar Kayon on Mon, 2009-11-02 11:16. RandomIf I made Nevercast into a video game, it wouldn't be action-oriented, although the short bursts of action would be intense and visceral. It would focus predominantly on the development of a character.
You would play as the Des Xiac woman Indra, Meh Kada's protege, from her teenage years to early thirties. Instead of solving people's problems, the game will revolve around the harsh and insane training regimen that Meh Kada subjects her to. She will learn the high arts and philosophies of the Old Masters, and will suffer frequent beatings and verbal abuse at the hands of Meh Kada, more so should she perform to sub-par standards. It's possible to die during training. As the player, you will be required to time your learned techniques perfectly and with strategy as you spar with Meh Kada, smash through stone, free-run, shoot guns, get shot, ride a power cycle, duel students from other schools, break into places, stalk people, role-play personalities in social settings, and pick fights with dangerous Outworlders on the streets.
Finally Back Home
Submitted by mjluke on Wed, 2009-10-28 11:15. Design | RandomFinally back from Texas, El Paso... land of the eternal burrito... Looking forward to getting back to illustration forays... I contacted Williamm earlier this week about letting me do some illustrations for his very groovy recent RPG, MYTHIC. Something about the setting of this one really spoke to me... He hasn't gotten back to me -thus I'm gonna assume he's ok with it... or not... I figure a cool cover design, 6 chapters + 2 Appendices = 8 interior illustrations. Hopefully no more than about a month's worth of work (a few hours a week or so).
The Conglomerate of Theocratic Outworlder Tribes (Nevercast)
Submitted by Ar Kayon on Tue, 2009-10-27 08:07. Random | SettingsWho are the Outworlders?
The Outworlders are from the eastern continent, characterized by their bluish overtones. (Why are they blue? I have no idea; the only thing I can think of is mass colloidal silver poisoning!) The Outworlders love to fight - enjoying the greatest success in military history - and their perceptions of the world are viewed as bizarre.
The Outworlder Religion
Shior Ah and the Ancestors of Nature-
The Outworlders do not worship their God, Shior Ah, but demonstrate their piety through practicing his virtues. Shior Ah himself is said to have made the world, but remains an observer.
First BLOG -long time not-so-active member
Submitted by mjluke on Sat, 2009-10-24 18:50. Design | RandomOk -I'm not exactly a RPG designer or anything... used to play back in the day. Man I loved it- but don't know anyboday around here that plays anymore. I am however a wannabe artist. Just started back to college -studying illustration and graphic design.
I would LOVE to be able to do some illustrations for RPGs but my time is very limmited so the work may be slow and come in sparatic spats of creativity.
I just posted my latest peice-in-progress in my workspace, thinking about submitting the finnished work to some competitions...
Well... maybe I'll pick off some of the RPG systems you all have created and begin doing some illustrations... if you like em -great! If not... neh... oh-well?
Metaphysical Energies and Fighting Dragons
Submitted by Ar Kayon on Sat, 2009-09-26 21:50. Design | RandomAlthough Nevercast is not a fantasy rpg, the mechanics could easily translate into a fantasy setting. Here are some ideas.
Magic
The use of metaphysical energies will require the wizard to possess a broad spectrum of abilities. Focus controls the intensity of your expressions and how much metaphysical energy you can control before you start to tax your ability to concentrate. Awareness dictates how much complexity you are able to add to your expressions. (Techniques that allow the wizard to apply complex conditions will provide for a fluid system of magic.) Since your ability to concentrate is finite, you must make the decision to have more complexity at the cost of intensity, or vice versa, or a balanced level of both. Having high levels of intensity and complexity is likely to tax your mind and/or your body quite heavily.
Notes on devising the mechanics of various RPG styles.
Submitted by Ar Kayon on Sun, 2009-09-13 03:57. Mechanics | RandomRPG background
1. Took the Fallout 2 rules handbook and designed a pen&paper version to play online. At that time, Fallout PnP hadn't been developed yet.
2. Decided to make my own rpg, at the time called "Blades of Gnisis". In retrospect, it sounded really stupid; I was 15 at the time give me a freakin' break! I changed the name shortly thereafter to "Nevercast" because I thought it sounded cool. To this day, I've never bothered to change it, so instead I thought up of an explanation for the name. Considering all the research I have to do for the mechanics, I'll wager it'll be another 3-5 years before I actually finish the damn thing.
A new diceless mechanic
Submitted by Ar Kayon on Thu, 2009-09-10 14:47. Mechanics | Random1. The players and gm put their characters on a grid in whatever position the gm dictates is appropriate for the circumstances.
2. In a battle, each side gets 1 turn at a time. So if there are several players, they must decide amongst themselves what character should go. Players control npcs that are on their side. The gm will determine what player gets to control the npc(s).
3. A character can only move 1 square at a time, or they can use one of their special abilities. If a character wants to overtake a piece on a square (or take pieces using a ranged attack), a rock-paper-scissor exchange occurs. The more powerful a character is in relation to his opponent, the more do-overs he gets should he fail an exchange. Attacking from the flank gets 1 do-over bonus. Attacking from behind gets 2.
