For what it's worth...
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Re: For what it's worth...
Yup, a PDF would be good. Right now too much vertical space is taken up by the attack and item examples, so it's difficult to look for the sections about game mechanics. I think it would be easier to read with proper formatting.
I like your idea of rolling a 2d6 instead of a d20 (or similar) against stats, because this discourages people from maxing out on one stat (weapon-wise or point-allocation-wise) as after a stat of 7, each increase carries less and less effect (as the probability of rolling that number goes less).
Hope you get better soon.
I like your idea of rolling a 2d6 instead of a d20 (or similar) against stats, because this discourages people from maxing out on one stat (weapon-wise or point-allocation-wise) as after a stat of 7, each increase carries less and less effect (as the probability of rolling that number goes less).
Hope you get better soon.
- Midnight_Carnival
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Re: For what it's worth...
I don't quite follow this, but I hope I have given a satisfactory explaination. Oh and the way in which the combat works was more my compilation than my idea, I stole the bits I liked from many adventure RPG gamebooks. That's also why I am confident that nobody will be able to patent this game and stop others playing it. They'd be patenting not only my hard work, but the intelectual property of a number of authors! If anyone wanted to claim that this game was theirs they'd have to mostly reinvent it, which is what I wanted, -for this game to inspire others to make their own pencil and paper, as well as computer RPGs.I like your idea of rolling a 2d6 instead of a d20 (or similar) against stats, because this discourages people from maxing out on one stat (weapon-wise or point-allocation-wise) as after a stat of 7, each increase carries less and less effect (as the probability of rolling that number goes less).
Here is the the compressed PDF, I hope it helps. It is the same, except that the character, item, ect... info is offset so you can quite easilly tell the difference between it and the sections on game mechanics.
My brother said if I wanted to make this really public domain I should start a Wikipedia page on pencil and paper RPGs and post it. Trying to find out how to do this...
Thanks, I am regenerating (sometimes being a troll helps)
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...apparenly we can't go with it or something.
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Re: For what it's worth...
Oh...this doesn't really have much to do with my earlier comment sorry. What I meant was, in your system an increase in stats from 6 to 7 is more beneficial than an increase from 10 to 11 (say), whereas in most other games, both increases would carry the same effect. In most games, it is usually best to go with specialisation of classes (hence my maxing stats comment), but there is more of a tradeoff in your game between raising a stat to 11 and, say, raising it to just 10 and using the other skill point to raise another skill where it may carry more effect.Midnight_Carnival wrote:I don't quite follow this, but I hope I have given a satisfactory explaination.I like your idea of rolling a 2d6 instead of a d20 (or similar) against stats, because this discourages people from maxing out on one stat (weapon-wise or point-allocation-wise) as after a stat of 7, each increase carries less and less effect (as the probability of rolling that number goes less).
And yes, you explained combat satisfactorily.
- Midnight_Carnival
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Re: For what it's worth...
Sorry about the thread necrophillia.
My little brother is 12, he is a Steve Jackson fan with quite a collection. I decided, just for fun, to write him an adventure gamebook based on the cRaPG I compiled. I have dumped it here because I hoped to inspire someone or something. Sorry, it's in uncompiled LaTeX format, but if you can make something out of it or want to harvest it for ideas, please do. I have not nearly finished, but if you want to criticise my affected writing style, give suggestions for a plot or even send me passages, I would love that.
Probably going to have to post it in multiple sections...
My little brother is 12, he is a Steve Jackson fan with quite a collection. I decided, just for fun, to write him an adventure gamebook based on the cRaPG I compiled. I have dumped it here because I hoped to inspire someone or something. Sorry, it's in uncompiled LaTeX format, but if you can make something out of it or want to harvest it for ideas, please do. I have not nearly finished, but if you want to criticise my affected writing style, give suggestions for a plot or even send me passages, I would love that.
Probably going to have to post it in multiple sections...
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- Adventure1.txt
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...apparenly we can't go with it or something.
- Midnight_Carnival
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Re: For what it's worth...
...
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- Adventure2.txt
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...apparenly we can't go with it or something.
- Midnight_Carnival
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Re: For what it's worth...
...(!)
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- Adventure3.txt
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...apparenly we can't go with it or something.
- Midnight_Carnival
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Re: For what it's worth...
I am leaving it all in unedited state because my older brother says it is farily simple to write a Python scritp thing which can turn this into a mostly text-based computerised game. It would also be easier to put in all the "if you... turn to..." bits later.
Probably won't carry on posting later versions.
Probably won't carry on posting later versions.
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Re: For what it's worth...
Are you going to program this yourself?
Why not start publishing this information somewhere more formal than a wesnoth forum thread?
FWIW a good place to get feedback is the FreeGameDev forums:
http://forum.freegamedev.net/
Why not start publishing this information somewhere more formal than a wesnoth forum thread?
FWIW a good place to get feedback is the FreeGameDev forums:
http://forum.freegamedev.net/