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891572 Posts in 33550 Topics- by 24786 Members - Latest Member: HectorPeupe

June 20, 2013, 01:36:59 AM
TIGSource ForumsPlayerGeneralConstrictor - free online forum RPG with sex drugs and magic
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Author Topic: Constrictor - free online forum RPG with sex drugs and magic  (Read 7067 times)
MattG
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« Reply #150 on: October 24, 2011, 06:42:17 PM »

thanks for the input sirniko. you make some great points. Getting the players to know or create their own rules then battle is one of my goals for this type of game to become more self sustaining and rewarding for players. I think it could be setting up challenges with multiple players. It seems that once a player takes on an open quest, they seem to 'own' it to the exclusion of other players
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Manuel Magalhães
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« Reply #151 on: October 25, 2011, 12:06:49 PM »

I've enjoyed this game, MattG. I can see this also work as a MMORPG, although I don't know how flexible that could be in terms of rules. Either way this combination of pimps with magic is nice.
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MattG
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« Reply #152 on: October 25, 2011, 01:42:07 PM »

I've enjoyed this game, MattG. I can see this also work as a MMORPG, although I don't know how flexible that could be in terms of rules. Either way this combination of pimps with magic is nice.

Thanks! I totally Agree. I hereby claim the genre! I will definately be looking into a more fleshed out Constrictor. If anyone has ideas for full on Constrictor Im totally open
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SirNiko
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« Reply #153 on: October 25, 2011, 02:48:08 PM »

If I had to classify this I'd just call it "Freeform". It looks like there really aren't any rules so much as players accumulate trinkets and items and the game master tosses out situations to get a reaction.

You could get some mileage out of standardizing the item formats and handing out "Constrictor" sig banners. They could function as convenient character sheets showing known spells and items. They'd also be a natural way of viral advertising.

If you were going to use actual rules, you might consider starting by adopting an existing rules-lite RPG system. Risus: The Anything RPG is really on the light side, since a character really just consists of three made-up stats (which could be applied to player spells). If you continue with this, I'd suggest trying that as a start and seeing how it plays out. You might modify that system, or make up your own based on those simple dice rolls.

http://www222.pair.com/sjohn/risus.htm

Unfortunately, the total lack of rules pretty much limits the quality of Constrictor to the quality of the game master. The players are relying on you to come up with fun situations and amuse them with replies. Players have no way at all to gauge their likelihood of succeeding at a task since they will all be against arbitrary target scores (Like how whatshisname wanted to fart on the character but failed on whim of game master).

If you went forward with this, you would ultimately be responsible for running everything. You're selling the game master instead of the game, if that makes sense.
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C.A. Sinner
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« Reply #154 on: October 25, 2011, 03:15:45 PM »

Quote
It seems that once a player takes on an open quest, they seem to 'own' it to the exclusion of other players
I vaguely remember playing a MUD some time ago that used a system a bit like that. It had both quests that everyone could do and quests that one player could "seize" IIRC.
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MattG
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« Reply #155 on: October 25, 2011, 08:07:00 PM »

sirniko you have great input. If I ever get a budget for this to be a big game I definately think you could be a great asset. Some other devs that IMO are much smarter than me have also expressed interest in fleshing out Constrictor.

@ CA do you remember the game?  references to previous work  help alot
« Last Edit: October 25, 2011, 08:24:42 PM by MattG » Logged
C.A. Sinner
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« Reply #156 on: October 27, 2011, 06:27:18 AM »

@ CA do you remember the game?  references to previous work  help alot
memory's a bit fuzzy, sorry. it might have been aardwolf because that's the MUD i played most.

edit: it IS aardwolf, here is article about the quests: http://www.aardwolf.com/gquest.html

it's a bit different from your concept tho.
« Last Edit: October 27, 2011, 06:36:08 AM by C.A. Sinclair » Logged

MattG
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« Reply #157 on: October 27, 2011, 06:47:14 AM »

@ CA do you remember the game?  references to previous work  help alot
memory's a bit fuzzy, sorry. it might have been aardwolf because that's the MUD i played most.

edit: it IS aardwolf, here is article about the quests: http://www.aardwolf.com/gquest.html

it's a bit different from your concept tho.

hey thanks for the link thats a great resource
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