As I continue to work on DS2, some problems are beginning to come up which cannot be easily solved.
- While the stats, classes, and battle system are relatively easy to understand for those who are into RPGs, there's so much content in these areas that many of us will probably feel overwhelmed. It's not that we can't figure it out, but it's understandable that most simply won't care enough about it. If I weren't directly involved as I am, I'm not sure that even I would feel up to starting it, and it's not a good sign when the one creating the system doesn't like it. I'm starting to feel that the battle system is too much of a distraction for what should fundamentally be a roleplaying game.
- Without random variables and unnecessarily heavy math, it's hard to provide balance and variety.
- Since DS is a roleplaying game, I should probably spend more time developing the story and less time developing abilities.
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What does it boil down to? What is my solution?
Convert DS to an entirely roleplayed game. Keep it simple, and allow members to be creative instead of spend all their time managing stats and everything else.
What of the races, leaders, classes, and all the rest of the stuff? I'll expand on it, and provide roleplay content instead of numbers and abilities. I will still list MANY abilities, but their descriptions will have no numbers! They will just be suggestions for things you can do, and not necessarily content to dictate how fights happen.
How many characters can you have? As many as you'd like.
How strong will they be? That's up to you, but I'll provide a logical upper boundary for the current power of the Storm (which influences the power of the Avendil). Without a battle system, you can roleplay as a character who is weaker... But perhaps more interesting than Lord Planet-Eater, the evil warlock who is willing to destroy the universe if it's necessary to win a battle.
What about equipment? That's up to you as well. You can create your own stuff, as well as receive stuff during events. The best armor and weapons are perhaps the ones with the greatest story to be told, and not necessarily the ones that are the most powerful (but of course some may prefer those instead ).
What will GMs do? Instead of being those who can exclusively create events, they will "moderate" events and make sure that everything is logical. Since there are no stats, anyone can create content!
What about those "secret quests" I talked about, with great rewards and all that? I'll put more focus on this stuff, and anyone who does something legitimately "great" will find their characters put into the lore of AoA.
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This may seem strange to some of us, but remember that DarkStorm is a roleplaying game. If everyone gives me the green light, I will go ahead and make DS much deeper with roleplay content, and convert the classes, races, and leaders to roleplay-centered entities.
In the end, it will be everyone's creativity and interacting stories that make DS worthwhile, and not the battle system that has ruled the game up until now.
So please let me know what you think.
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Regarding DarkStorm
#4
Posted 27 March 2008 - 10:52 PM
....
=D
D=
....
Those express my thoughts perfectly. I am both excited and depressed. This is the only roleplay... errr... we'll say site. This is the only roleplay site I play on where there are stats, and I kind of enjoyed the rigidity and structure. But then again, statless roleplays own =O So I'm happy. And sad. And it's kind of funky that you spent all that work on working on stats and making things balanced all for naught XD But oh well. If you're willing to throw most of it away, I guess I can't complain But yeah. So. This'll be interesting. But if you so desire, I have no objections.
=D
D=
....
Those express my thoughts perfectly. I am both excited and depressed. This is the only roleplay... errr... we'll say site. This is the only roleplay site I play on where there are stats, and I kind of enjoyed the rigidity and structure. But then again, statless roleplays own =O So I'm happy. And sad. And it's kind of funky that you spent all that work on working on stats and making things balanced all for naught XD But oh well. If you're willing to throw most of it away, I guess I can't complain But yeah. So. This'll be interesting. But if you so desire, I have no objections.
“In the valley of hope, there is no winter.”
#7
Posted 31 March 2008 - 09:16 PM
Wow, this is a major shift! I think I'll prefer the flexibility more than I'll miss the somewhat confusing data-crunching.
In other news, I will be creating a character named "Lord Planet-Eater" regardless of strength and being an overall good RP character.
In other news, I will be creating a character named "Lord Planet-Eater" regardless of strength and being an overall good RP character.
#8
Posted 06 April 2008 - 04:34 PM
I think that, after having a battle with a certain unnamed entity that lasted several days and involved no numbers, that this can work very well and be quite fun.
I play the Dungeon Master for my family at gatherings, (yes my family plays D&D when we get together) and I have found that it's not rolling the dice that people enjoy. It's taking themselves out of themselves, and putting themselves in a new world. The parts that are the most fun are the hijinx that go on, the story that unfolds, the creative thinking in battle.
Having the system without numbers just removes the restrictions. Now instead of being told when you are hit, wounded, or dead, you decide that for yourself. It just puts it on an honor system. Every now and then, of course, we will have someone who just refuses to die. And there, as you said, is where GM's come in.
As long as I can still get my phat lewt, I'm good. It'll just be shiny, epic, and story filled rather than arithmetically impressive.
I play the Dungeon Master for my family at gatherings, (yes my family plays D&D when we get together) and I have found that it's not rolling the dice that people enjoy. It's taking themselves out of themselves, and putting themselves in a new world. The parts that are the most fun are the hijinx that go on, the story that unfolds, the creative thinking in battle.
Having the system without numbers just removes the restrictions. Now instead of being told when you are hit, wounded, or dead, you decide that for yourself. It just puts it on an honor system. Every now and then, of course, we will have someone who just refuses to die. And there, as you said, is where GM's come in.
As long as I can still get my phat lewt, I'm good. It'll just be shiny, epic, and story filled rather than arithmetically impressive.
#9
Posted 08 April 2008 - 06:05 PM
QUOTE (CODeacon @ Apr 6 2008, 08:34 AM) <{POST_SNAPBACK}>
I think that, after having a battle with a certain unnamed entity that lasted several days and involved no numbers, that this can work very well and be quite fun.
QUOTE (CODeacon @ Apr 6 2008, 08:34 AM) <{POST_SNAPBACK}>
(yes my family plays D&D when we get together)
....
I wish we did that! >.< *envy*
“In the valley of hope, there is no winter.”
#10
Posted 09 April 2008 - 02:47 AM
=O
That sounds like fun. ^-^
That sounds like fun. ^-^
Video of the Week! Click it! ;D (Second attempt!)
Blame it on the Pop
Why yes... I did give in to this here thing above. =O
Hug?
Blame it on the Pop
Why yes... I did give in to this here thing above. =O
Hug?
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