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999317 Posts in 39213 Topics- by 30620 Members - Latest Member: blockerz

April 23, 2014, 05:13:30 AM
TIGSource ForumsDeveloperCreative (Moderator: John Sandoval)Open RPG game ruleset?
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Author Topic: Open RPG game ruleset?  (Read 3090 times)
Muz
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« Reply #15 on: March 28, 2013, 08:02:40 PM »

Baldur's Gate is actually a very poor example of game rulesets. The game would've fared better without it... many non D&Der gamers would complain of the slow level gain, the boring items, the dice rolling at the start of the game being a major influence on the game. By BG2, magic became a puzzle mini game in itself, having to choose between spells that actually do stuff, spells that protect against spells, spells that beat protection against spells. The rules detracted from the story-based nature of the game. But the game was aimed at AD&D players so they had no other choice than to do it right.
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BorisTheBrave
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« Reply #16 on: March 31, 2013, 01:11:00 AM »

Ok, but the conversion process from turn based to real time worked well, was my point.
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nitefox1337
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« Reply #17 on: March 31, 2013, 04:13:10 AM »

I thought it sounded interesting, but it is written in such high and mighty tones I cannot stand it.

It's not realtime, it's basically just simultaneous turns. That's much marketing hype.



In terms of realtime vs turn based, I don't think it is important. I'm thinking of how Baldur's Gate and others converted the D20 rules without much fuss.



Just tell them, I'm sure these guys could use some feedback.

ps: using this system for a few months now. my guess is that the real time stands for the cancels and continuous acts.
« Last Edit: March 31, 2013, 04:25:13 AM by nitefox1337 » Logged
Chromanoid
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« Reply #18 on: March 31, 2013, 09:23:39 AM »

I like the motivation behind the CoresysX system, but what I really would like to see is a more abstract set of rules. A set of rules that is not based on classic RPGs and their content, but on math/probabilities/game theory and exciting game mechanics. A ruleset that does not contain any specific abilities (like dexerity), but a tested/proven set of abstract components you can use to compose your very own rulebook.
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Erric
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« Reply #19 on: March 31, 2013, 10:06:51 AM »

I would recommend just to inspire in RPGs and build your own system then. Most table top RPGs have systems rooted in fiction which might be an issue for videogame.

Here is quite decent study of RPG design patterns: http://folk.uio.no/gahegsvo/rpg/resources/design/RPG_Design_Patterns_9_26_05.pdf

Might be useful to other game designers too.
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nitefox1337
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« Reply #20 on: April 03, 2013, 08:07:35 AM »

I like the motivation behind the CoresysX system, but what I really would like to see is a more abstract set of rules. A set of rules that is not based on classic RPGs and their content, but on math/probabilities/game theory and exciting game mechanics. A ruleset that does not contain any specific abilities (like dexerity), but a tested/proven set of abstract components you can use to compose your very own rulebook.

That is exactly what coresysx does. They give you pre-made quality sets not to alienate classic rpg players. (like strength or dexterity).

But you can remove those sets, and create your own, and customize any talent set you want.

http://www.coresysx.com/2012/01/abilities-talents-qualities.html

(check custom qualities).

There are no forced pre-made abilities in CoresysX.
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Chromanoid
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« Reply #21 on: April 03, 2013, 08:39:52 AM »

They should not bury the concepts so deep under premade stuff. I think Eric's link "RPG design patterns" is more what I've had in mind.
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VortexCortex
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« Reply #22 on: April 03, 2013, 11:17:42 PM »

IMO, sounds like you're describing a Roguelike to me.  Perhaps have a look into some rougelike games? 

There are many RLs with the tile based detailed interaction simulations, even down to hunger -- or tiredness, not to mention standard things like weapon speed, movement costs, etc.

Bonus: Many roguelikes are open source, so just snag one and add 2D or 3D graphics, away you go.

Checkout RogueBasin.

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nitefox1337
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« Reply #23 on: April 04, 2013, 12:20:25 PM »

I would recommend just to inspire in RPGs and build your own system then. Most table top RPGs have systems rooted in fiction which might be an issue for videogame.

Here is quite decent study of RPG design patterns: http://folk.uio.no/gahegsvo/rpg/resources/design/RPG_Design_Patterns_9_26_05.pdf

Might be useful to other game designers too.

Excellent study btw. The follow up should be a comparison between the complexity of most tabletop rpgs systems with pc rpg systems.
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bluej774
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« Reply #24 on: April 15, 2013, 09:38:49 AM »

Name/LinkDescriptionLicense
SRDSystem Reference Document, the mechanics for D&DOGL
Labyrinth Lorda retro-clone of classic era D&DOGL
Dominion Ruleshistorical/fantasyDominion Rules License
OSRICOld School Reference and Index Compilation, retro-clone of classic era D&DOGL
« Last Edit: April 21, 2013, 05:30:58 PM by bluej774 » Logged
Muz
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« Reply #25 on: April 20, 2013, 07:46:30 PM »

Thanks, bluej, though link doesn't seem to work. Not a huge fan of D&D though... while it's done well, I think most modern systems have surpassed it.


I would recommend just to inspire in RPGs and build your own system then. Most table top RPGs have systems rooted in fiction which might be an issue for videogame.

Here is quite decent study of RPG design patterns: http://folk.uio.no/gahegsvo/rpg/resources/design/RPG_Design_Patterns_9_26_05.pdf

Might be useful to other game designers too.

Wow, looks like a long, yet concise outline. I'm in love with the technical systems prose already Tongue Apparently there's a wiki too: http://rpg-design-patterns.speedykitty.com/doku.php/table_of_contents

Maybe I'll try and build an open source system later, first thing to do if I ever get back into game making Smiley

IMO, sounds like you're describing a Roguelike to me.  Perhaps have a look into some rougelike games? 

There are many RLs with the tile based detailed interaction simulations, even down to hunger -- or tiredness, not to mention standard things like weapon speed, movement costs, etc.

I don't think most of them really have the systems out in the open and need a bit of digging in to find. There are a few RLs with good systems to copy - Unreal World, Dwarf Fortress, URW, IVAN. But roguelikes are a great idea because they're almost purely prototypes with constantly added features, and one can easily see how well they work together.

I wonder if there's a RL where you can just swap in and out game mechanics to see how they do.
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