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A brand new game?

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Post by DorianCreed Sun Apr 03, 2011 9:33 pm

Ok, so, after being inspired by playing Blade Caster, the fuck-awesome game that Spirit and Dark designed, I decided to design my own game. After a little thinking, more than a few rounds of Magic, and a tad of discussion with Spirit, I had my concept: A wargame that revolved around summons. Now, I think it could work, but your opinions? Obviously, it'll be hard to say without seeing the rules, but I'll post the alpha version on this thread, just as soon as they're done. This will probably be around wednesday, but I've been known to forget things for weeks on end, so don't hold your breath. However, I can say at least this: It will work on a simmilar system to GURPS, with a roll-under system of 3d6, with modifiers on the number to roll under.
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Post by Spiritcurse Sun Apr 03, 2011 9:45 pm

Feck, you beat me to it. I've got a small amount of work on my computer of my own efforts to do this. I'll cede the idea for now, feel free to ask for, and receive, my notes on the subject. I've built it around an alternate universe, magic, shamans, psionics, all sorts. Main twist - a spell was cast to make nearly every human physically incapable of directly killing, or even attacking, each other. Traps and summons ensued. It's yours if you want it.
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Post by DorianCreed Mon Apr 04, 2011 6:30 am

Nah, I'll be fine. Thanks for offering, but I think our ideas are kinda mutualy incompatible. Basically, what mine is, is this: There are no pre-set factions, no sides, nothing. Just one basic troop stat block and a fuck-ton of upgrades available. Gets entertaining once you start to feild 100 Mundane troops to the opponent's 10 Arcane. Also, Mundane and Arcane troops do make a difference. As in, the former can't be summoned (to represent that some sides just went "Fuck summons, we'll fight ourselvs.") and is cheaper, whereas the latter can be summoned, can't leave 12" of a summoner, and is expensive as all high holy hell.
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Post by Spiritcurse Mon Apr 04, 2011 7:34 am

I like it! I've always liked the mechanics of one elite army, one horde army. It's one of the reasons I spend a lot of my time playing survival and apocalypse games, because it enforces that method of gameplay. I think necromunda pulled it off well, but I think the Spyrers would only actually work in a 3+ player game. It's gonna take a lot of balancing to pull it off well, but when you manage it, it'll be awesome.

I've been working on the BC RPG lately, I think the combat is kind of fun. All to do with clashes and little 1-on-1 duels all over the place, various different fighting stances, and a shitload of mid-combat shankings from various assassin/rouge/nightblade type classes. Always fun.
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Post by DorianCreed Mon Apr 04, 2011 10:13 am

And that's exactly why I posted here: Because I'm gonna need quite a bit of help to properly balance all the upgrades. And yes, one elite army versus one horde army can be fun. For example, thanks to recent GW faggotry, I have managed to design, no joke, a 500 pt GK army that consists of 5 models. What.

Also, BC RPG? Count me in! Very Happy
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Post by Spiritcurse Mon Apr 04, 2011 10:52 am

Codex legal? Consider me impressed. Though I'd still be going for 1x Coteaz, 400000x Jokearos.

I'd be more than happy to help, I've always liked games where you can create your own army - it's what makes brikwars quite so good. I was thinking of having the BC wargame have a customizable HQ unit, so you can build your own heroes and stuff. Obviously that'll wait until the RPG is done - an equation for working out the point cost and other abilities of your RPG character in the wargame.

Quick trial of the combat and charbuild system tonight? Not completed, but enough to start with.
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Post by Disposable-hero Mon Apr 04, 2011 11:44 am

i'm really loking forward to a completed bladecaster. any chance of a game soonish?
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Post by Spiritcurse Mon Apr 04, 2011 12:04 pm

Aye, I can get some rules printed and ready for some time soonish.

Oh, the latent homosexual sat next to me said your picture makes him want to make passionate love to you.
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Post by DorianCreed Mon Apr 04, 2011 3:41 pm

Thank you for sharing that. My brain is now even more broken than it was before. I believe I might actually be able to salvage some of my neural functions if I can read the Exalted Abyssals book soon. If not, my brain may soon resemble some unholy hybrid of FATAL and this.

On a slightly more sane side, I might be able to be on tonight. Of course, this depends on the state of my brain, so no promises.
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Post by Spiritcurse Mon Apr 04, 2011 4:31 pm

Just thought he'd want to know how fail that picture looked.

Well, I've got pretty much the entire melee combat system done, magic is still a while off. It's most likely going to be improvised, which is always nice. Melee is done except for actual damage, but I'm thinking 1d6+physique+weapon is probably best.
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Post by DorianCreed Tue Apr 05, 2011 4:19 pm

Well. This was... actually easier than I expected. I've got it done. There aren't any upgrades or spells yet, but everything else, I've done. Also, Unit Statistics Templates. Because designing your own unit. Hell the fuck yes.

http://www.megaupload.com/?d=9MJKWB50

And yes, that is what I'm talking about. Go check it, and shout at me if you spot ony major balance issues. Enjoy! Very Happy
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Post by Spiritcurse Tue Apr 05, 2011 6:25 pm

The Dark Epoch? Got me already. Now to find lego and test it! As I do every damn time I find a homebrew game...
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Post by DorianCreed Tue Apr 05, 2011 6:30 pm

Using the base units? The ones without any form of weapon? Ok, if you really want to test it, I was planning on putting a basic sword's Damage as STR+4, so use that. A warning, things might go on for some time. A flatline 4 wit sensible stats is like a guardsman: Hitting on 5's all the time. Very Happy
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Post by Spiritcurse Tue Apr 05, 2011 7:10 pm

Alright, a quick read, please forgive my objectiveness here.

Thanks for including Burnt Legion in it, means a lot to me, and I'm sure all of us. I'd appreciate a link somewhere, but don't feel you have to.

Fewer stars, especially in your action menu. Something in the description for "Cast a spell", etcetera, should mention the requirements instead, not a footnote. Footnotes should be used sparingly.

The How It Works section needs line breaks. Badly.

I'll need to see more before I can really guess, but 2 seems a bit low for a base unit. Doesn't leave much room for drawbacks, so those who enjoy the flavour of weak units might be disappointed.

Other than that, you're off to a good start!
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Post by DorianCreed Tue Apr 05, 2011 7:35 pm

Ok, thanks for the review. Now, my responses. Forgive me if I sound a bit... let's say 'vexed', shall we?... but I do have reasons for it. Ok, here goes:

Heh, no problem. I'll put a link on the Acknowledgements page, ok? Maybe some, I'unno, ACKNOWLEDGEMENTS for people who've given me some advice, like, say, you.

So, if I took the footnotes out and fixed up the requirements in the How It Works section (needs fixes anyway, as I discovered after I uploaded), would I gain a bit? I mean, this is only Alpha, isn't it?

Line breaks? Line breaks!? LINE BREAKS!?!? Ok, fair point. I just wanted to save space on the page, but, if it helps readability, I'll change it. I mean, if I didn't, I be a shit writer, wouldn't I?

Ok, now for the 'Vexed' part. 2 points for a base unit is low, yes. But, you have to remember, base units have no weapons, no armor, shit stats to begin with (basically hitting on fives on a d6) and, to be fair, only exist to be so shit that people actually change them to their own play style. I mean, a sane, usable unit would end up at about 6, maybe 7 points a pop.

Still, I appreciate the advice, man! Seriously, you've had about 1x10^lot % more expreience at this than I hav, and probably always will. Very Happy
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Post by Spiritcurse Tue Apr 05, 2011 7:57 pm

Dude, I've been making games since I was 7, and had proper mechanics since 9. I has experience. Smile

Aye, it's a personal thing more than anything, but I can't be the only person who find **** and ****** annoying at first glance. In general, you want about 50% whitespace/picture, just so it doesn't read like an essay.

Forgive me, that slipped my mind. I can see them working at meatshields - give them a drawback or something, little 1 point cover demons wandering about. Up to you whether you want this to be possible.


Last edited by Spiritcurse on Tue Apr 05, 2011 8:05 pm; edited 1 time in total
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Post by DorianCreed Tue Apr 05, 2011 8:05 pm

Wow... I... did not expect you to have that much experience... Wow.... Acknowledgements ensue...

Yeah, you really aren't. I sent it to one of my mates via email. He just got back to me, nagging about exactly the same things you were. So, I fixed it. Very Happy

Little 1 point cover demons? Ok, that might be a good tactic. However, you need to buy all these models. Also, mages are gonna be made of raep, so they'll mow through them like they're not even there. Giggles ensue when you make a fuck-heug demon and give it Summoner and Mage. Raep machine! Very Happy


Last edited by DorianCreed on Tue Apr 05, 2011 8:26 pm; edited 1 time in total
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Post by Spiritcurse Tue Apr 05, 2011 8:07 pm

Aye, started of with little space invaders clones, which then got upgrades, which then got a storyline, and so on. Ended up doing non-vidya because I'm no good at graphics, and having actual I is better than making an AI.

This could be fun, post the new release soon!
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Post by DorianCreed Tue Apr 05, 2011 9:03 pm

Well, that seems like a sensible enough progression. Also, I > AI, all the time. At least until we get quantum computers.

New release? Of course I will! However, to be an actually decent game, I'll have to sort out at least some of the upgrades. Gotta have a little variety, don't I?
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Post by Spiritcurse Tue Apr 05, 2011 9:04 pm

Indeed you do, good sir! And just remember, every time you release a new pdf, there'll be a new lego thing built here.
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Post by DorianCreed Tue Apr 05, 2011 9:26 pm

Well. Now I have a reason to put in descriptions of the slightly in(s)ane possibilities of the game: Giving you a bad case of OCD! Very Happy

Nah, I'm not that mean. Probably. Razz
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Post by Spiritcurse Tue Apr 05, 2011 9:33 pm

Eh, at least your game (probably) doesn't have the possibility of a counter-counter-counter-counter-counter-counter-counter-counter-counter-attack. Which, despite how awesome it would be, is kind of chaotic. Especially given that that happens every turn. Would be horrible, but each one is just 2d6 opposed.
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Post by DorianCreed Wed Apr 06, 2011 6:14 am

Theoretically, if the units in combat both have the Retaliating Strike characteristic, then that would be possible, if very unlikely. Still, horrific horrific excessive rolls. Sad
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Post by Spiritcurse Wed Apr 06, 2011 9:20 am

Eh, I think I handle it quite well.

1. Defender declares their fighting stance.
2. Attacker then declares theirs. Stance gives you various modifiers.
3. Both roll 2d6, add their skill, add their mods from stance and other things.
If Attacker wins,
4. Resolve damage.
If Defender wins,
4. Change sides (Attacker -> Defender, Defended -> Attacker
5. Go to 3. You may not change stance.

Each resolution takes a second. Movement takes a varying amount of seconds. Other stuff takes a few seconds. Resource management in combat! Main way I'm sticking to D&D and GURPS like thing - only one clash per turn by default. Had a trial game with Dark last night, over IRC, first game ever, we got 6 swordfighting moves done in 6 minutes. Not bad for a first game, on IRC.
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Post by DorianCreed Fri Oct 21, 2011 10:37 am

And then there was a new version, courtesy of me not havign anything to be doing at school. Fun times!

Dem files, man, dem files!
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