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Inanimate
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« Reply #15 on: January 25, 2009, 12:19:31 PM » |
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Inanimate: I think they mean how we'll play - IRC, MSN, forum etc. Also, I'm fine with you watching  if someone drops out, or if Otaku42 is cool with six players, I suppose you can join too. That's why i added the emoticon. I was kidding. And I have actually never played! So, you guys would have to help me along, and I wouldn't want to be such a chore. Maybe watching it would help me understand it though?
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Border
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« Reply #16 on: January 25, 2009, 12:29:46 PM » |
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sound interesting, i think i keep an eye on this thread. I always find it hard to find friend to plays PnP. if you find a way to play it online, then you might be stuck with me trying to join 
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Available for Freelance WWW
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Hideous
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« Reply #17 on: January 25, 2009, 12:49:31 PM » |
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We'll have to walk through how to do this, too, long time since I played an RPG like this.
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In a world where ugly babies rule supreme...
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Inanimate
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« Reply #18 on: January 25, 2009, 12:50:54 PM » |
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We'll have to walk through how to do this, too, long time since I played an RPG like this.
Well, that's settled! Now, I would suggest MSN. More private that way?
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Hideous
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« Reply #19 on: January 25, 2009, 12:54:34 PM » |
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I prefer IRC. Which can be just as private.
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In a world where ugly babies rule supreme...
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Renton
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« Reply #20 on: January 25, 2009, 12:57:21 PM » |
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I still suggest OpenRPG as it has character sheets and a map screen. You need Python stuff to make it work. http://www.rpgobjects.com/index.php?c=orpg&m=getorpgAnd oh yeah, I'm the ranger of the party.
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Caio
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« Reply #21 on: January 25, 2009, 01:07:43 PM » |
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If your system supports it, Otaku, I'd like to play in a current day or cyberpunk setting.  Just a suggestion, I'll go with anything.
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Inanimate
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« Reply #22 on: January 25, 2009, 01:10:52 PM » |
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I prefer IRC. Which can be just as private.
Of course! I like MSN though, I was just stating the privacy part too. If your system supports it, Otaku, I'd like to play in a current day or cyberpunk setting.  Just a suggestion, I'll go with anything. Awesome! I would love to see that! Woah, nice system! That would be a massive help. Right?
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Zest
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« Reply #23 on: January 25, 2009, 01:49:03 PM » |
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I'll go ahead and describe my system, so you'll understand how it works.
When making a character, you begin with the obvious- Player name, Character name, and Physical Description. You also get three stats, Speed, Strength, and Smarts. You rank one as a 3, one as a 2, and one as a 1, 3 being your highest/best skill, and 1 being your lowest/worst. These are used in what I call conflicts.
Conflicts aren't like combat, in that they don't necessarily have to be fighting. It's simply two (or more) opposing forces. The DM picks the stat most appropriate for the given situation, and throws them in with a dice roll.
Let's use this example: Say you wanna punch this guy in the face. Seeing as you're punching, you would most likely be using Strength, a 3 for our example. The other guy decides he doesn't want to be punched, so he wants to move out of the way. This will use his Speed, a 2.
Two dice are rolled, one for each side- doesn't matter how many sides there are (I've personally just used traditional six-sided dice in test runs, simply because I have more of those on hand). The Puncher gets a 4, and the Punchee gets a 3.
Puncher: 3+4= 7 Punchee: 2+3= 5
Puncher is successful in punching. The difference between the two (2, in this case) shows how effective it was, if you care to add extra narrative details.
And... that's it. Players have health (probably 30 points or so), which they can gain or lose in various ways. If they lose all their points, they can become ghosts, doing spooky ghost stuff until revived properly.
The goal is to create a system of loosely structured improvisational storytelling, with less emphasis on nonsensical numbers. There are likely issues with the system, but that's what playtesting is for. If it's all right, I'd like to start off with a group of four or so players, at least until everyone (myself included) is comfortable with the system. I have some dice by my laptop, so any ordinary private chat room will do just fine. I currently have no instant messaging service right now, but if everyone can agree on one, then I could go ahead and download it.
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Renton
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« Reply #24 on: January 25, 2009, 01:51:28 PM » |
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Brilliant system. Mind if I use it in my own games? 
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reetva
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« Reply #25 on: January 25, 2009, 01:53:57 PM » |
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Quite brilliant! I like how it makes the game quick to get into. 
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Hello! I am here to boogie. Shall we?
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Zest
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« Reply #26 on: January 25, 2009, 02:09:05 PM » |
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Oh, I almost forgot an extra idea I came up with: The Sexy Factor. Let's go back to the conflict example. Mr. Puncher really, really, REALLY wants to punch Mr. Punchee in the face. Maybe he slept with his wife or something, I dunno. But he wants to get it done, right? So he can ask the DM to use the Sexy Factor, and rolls with an extra die. Let's say the conflict ends with a value of 12, in Mr. Puncher's favor. The DM can add in a nice little detail about how Mr. Punchee's head lands in a dumpster nearby if he likes, and then starts a timer. Once the Sexy Factor has been used by the players, it cannot be unleashed for a given amount of real-world time. Let's say 10-15 minutes, depending on how slow your players are. Brilliant system. Mind if I use it in my own games?  Not at all! I guess I need a name for it, though. I was considering calling it "Sexy Adventure Time", but I'm not sure if it's stupid enough. Any suggestions? Also, if we're wanting to play, we need to decide a way to communicate, and a meeting time. I'm free tonight, if anyone else is.
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Renton
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« Reply #27 on: January 25, 2009, 02:13:59 PM » |
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I say make it once a game for each player so it feels rare and therefore sexier.
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Zest
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« Reply #28 on: January 25, 2009, 02:16:24 PM » |
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Sure- I'll try that whenever we start up a game.
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Inanimate
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« Reply #29 on: January 25, 2009, 02:27:12 PM » |
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Wow, quite a brilliant system. Sexy Factor, I agree, should be once a game. For the sexiness, of course.
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