You are not logged in (log in or sign up)
RPG Laboratory

Design

Games for Goblins

|

I've been inspired by a couple of things lately.

1. A Storygames thread about games you'd like other people to design.

2. The gaming anthology "Norwegian Style"

3. Old style games compendiums.

4. Another Storygames thread about artists looking for game designers.

Holy Samurai

|

This is about the world going into turmoil in the year 5092A.D when a man named Huko and his followers attempt to take over the world.

Battle Tactics

|

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?".

The Beginning

|

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.

Exiles' Return

|

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

Heyas

|

Heyas I am NickyB and I am currently playing around working on some stuff for a graphical mud / SMORPG I am working on with Unity3D.

I am starting to work on some of the design and mechanics for the game and looking at creating something that is mostly diceless that will work well. I intend to start small with it, a few weapons, armors, items, and spells and to add from it as I get both more comfortable with the game engine and comfortable with the ruleset I am using.

So I am looking for advice from those of you that have been here a while on something that might help be a framework and or guide to creating what I am looking for.

I've hit a snag in development

|

Fucking Microsoft Works for Windows 7. I was working on a table of contents for the Nevercast manual, but the program resists my every attempt to do something as simple as a branching numbering scheme. Here's what the previous version let me do:

I. Mechanics
((indented)) A) Combat Mechanics
((indented 2x)) 1. Close-Quarters Combat

Here's what Microsoft Works keeps insisting that I do instead:

I. Mechanics
II. Combat Mechanics
III. Close-Quarters Combat

Clearly, Bill Gates knows better. Let's all email him and tell him how much of an asshole he is for dashing the dream

Basic information

Statistics:
Warrior: Increases melee attack by 2 per level
Looter: Increases defence by 1 & 1 extra gold from all loot per level
Defender Increases health by 4 per level
ArcherIncreases ranged attack by 2 per level

Classes:
Soldier: +3 Warrior, +1 Defender.
Starts with: Iron sword OR Iron axe, Iron armour set.
Mechanic: +2 Archer, +2 Looter.
Starts with: Long-handled hammer OR oak bow, Fur armour set.

Factions:
Blood Legion: +2 damage for mechanics, +4 health for soldiers. Soldiers start with an additional Iron sword. Mechanics start with a secondary Machete.

Raven

This here is my idea book for my first RPG game entitled Raven. Set in the middle of a medievil civil war, where you play as a mechanic or a soldier (Maybe archer as well).
More shall be added at a later date, after these ideas solidify.

Settings

Settings in ModulaRPG can introduce their own rules and modified character sheets. At the moment, I,m working on a darkish fantasy setting as a proof of concept (but it will also be a fully fleshed out world).

Syndicate content