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Design Alternatives Analysis Archive

Started by Bloody Stupid Johnson, December 19, 2011, 01:12:23 AM

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Skarg

I haven't read the whole thing, but I'd note that some solo adventures are designed to be interesting repeatedly. There have been solo adventure boardgames designed to be interesting over and over, often by including a system for randomized content generation and/or random but logical chances of finding different things etc in the same locations (e.g. SPI's Barbarian Prince).

Meanwhile, many of the solo adventures made for The Fantasy Trip get/got played over and over even after knowing all about them, not just because some of the content is randomized, but because every combat encounter is a tactical game in itself, and often the opponents are somewhat different, and those battles are interesting to replay because the game design makes the battles interesting in themselves, as well as managing for casualties and so on.

Bloody Stupid Johnson

Hi Skarg, thanks.
Have got some TFT stuff since earlier, so I tried playing one TFT solo, Death Test 2. Fairly involved..the miniatures aspect seems like its more useful with multiple characters (the adventure itself recommends up to 4, which I ignored and consequently died fairly early in, but not without learning a bit about TFT at least :) ).

Skarg

Yep. Did you notice how the intro to Death Test 2 has an intro narrative about how the people who ran the first death test decided to build a new test because the word had gotten out about the first one?

Many players never figure out how to consistently beat even the first Death Test with four 35-point characters, even when they know about the parts that are surprises the first time. Players who aren't even familiar with TFT tactics will probably have quite a hard time surviving unless they are lucky with the path they take and/or what happens in combat.

Numbers do tend to make a big difference in TFT, naturally, since the power/invulnerability curve isn't very steep, and there are strong advantages for outflanking and having allies to block enemy movement, etc.

Bloody Stupid Johnson

The intro was entertaining. TFT on the whole seems OK, but the rules are heavier than I want in a solo (at this stage anyway; part of it is definitely unfamiliarity with the system).

Skarg

I'll just warn that after learning TFT, I've missed the details it includes in practically any RPG combat that didn't have the things it includes. That is, I notice the lack of map, effects of injury, tactics, etc.

Bloody Stupid Johnson

Well, more than a year since the thread here was last active, so I thought I'd bump it in case there are new members that might find it interesting.
I've been continuing to make minor edits/modifications throughout the existing thread (...the most recent theme being assorted gamma world related things, across a few different posts as I caught up on older GW versions).

Dumarest

Glad you did, I am reading it now.  Didn't know it existed.

Bloody Stupid Johnson

:cool:
By all means let me know if you find anything that needs fixing or adding to or whatnot.

Dumarest

I doubt I'd be qualified but I find this consolidated archive fascinating to read. It's a lot of information so i haven't made it very deep into the thread yet.

kosmos1214

#249
Quote from: Bloody Stupid Johnson;986559Well, more than a year since the thread here was last active, so I thought I'd bump it in case there are new members that might find it interesting.
I've been continuing to make minor edits/modifications throughout the existing thread (...the most recent theme being assorted gamma world related things, across a few different posts as I caught up on older GW versions).
Thank you for pointing out the updates I hadn't noticed And again I want to say thank you because this is Bloody Brilliant Johnson.

Post script Have you ever thought of making A downloadable version of the article?

Quote from: Dumarest;988563I doubt I'd be qualified but I find this consolidated archive fascinating to read. It's a lot of information so i haven't made it very deep into the thread yet.
That's pretty much where I am most of the time unless it's super Ironius like misquoting of rules of some thing.
It's A fantastic read If you have any game idea you are thinking about putting to paper or at least helping understand why some rules that seem small are huge.

Bloody Stupid Johnson

Thanks Dumarest, thanks kosmos1214. :)

Quote from: Dumarest;988563I doubt I'd be qualified but I find this consolidated archive fascinating to read. It's a lot of information so i haven't made it very deep into the thread yet.

All good.
Glad this is of interest. Some days I forget stuff and actually end up checking the archive, lol. And more than a couple of times I've gone to put a note in there and found I did it already. Though there are also lots and lots of RPGs I've never read, question being how many unique ideas they actually had.

Quote from: kosmos1214;988581Thank you for pointing out the updates I hadn't noticed And again I want to say thank you because this is Bloody Brilliant Johnson.

Post script Have you ever thought of making A downloadable version of the article?


That's pretty much where I am most of the time unless it's super Ironius like misquoting of rules of some thing.
It's A fantastic read If you have any game idea you are thinking about putting to paper or at least helping understand why some rules that seem small are huge.
Thanks :)
If you scroll back to post #232 there's a link to a word document version on google docs, although it dates back to March last year, and I haven't revised that since then, sorry. (I have flagged changes since then with a (*) to include at some point though).

kosmos1214

Quote from: Bloody Stupid Johnson;988634Thanks Dumarest, thanks kosmos1214. :)



All good.
Glad this is of interest. Some days I forget stuff and actually end up checking the archive, lol. And more than a couple of times I've gone to put a note in there and found I did it already. Though there are also lots and lots of RPGs I've never read, question being how many unique ideas they actually had.


Thanks :)
If you scroll back to post #232 there's a link to a word document version on google docs, although it dates back to March last year, and I haven't revised that since then, sorry. (I have flagged changes since then with a (*) to include at some point though).
Okay I'll wait till the update then and thank you. Also I had an Idea for A sort of additive dice pool success counting system (simpler then it sounds). I glanced threw the archive but didn't see any thing quite like it. Would it be okay if I described the idea and got your feed back as I'm not sure if it would be A good resolution mechanic or not.

Bloody Stupid Johnson

Sure!
If anywhere, the post where most likely there could be something similar would be around 'multidie additive' post (#13). Less likely post #20 (success-counting) mentions one or two ideas that verge on being a hybrid.

kosmos1214

#253
Quote from: Bloody Stupid Johnson;988800Sure!
If anywhere, the post where most likely there could be something similar would be around 'multidie additive' post (#13). Less likely post #20 (success-counting) mentions one or two ideas that verge on being a hybrid.
Okay thank you again then I looked A 2nd time and didn't see any thing though I may be blind (it has been known to happen).

So heres the idea you would roll A number of dice based on your characters skill and equipment vs A target number with the size of the dice set by other factors depending on the application (like the gun you are using of the characters skill it self in some cases)  standard dices sizes d4 threw d12 being used.

So for example if you are attacking A bad guy with A defense of 10 and you had A pistol skill of 4 and your gun was A d6 plus 2 pistol you would roll 6d6 then add up results highest first until you broke the target number and then that die and each die after that would be one point of damage. So if you rolled 6,5,3,3,2,1 you would do 5 points of damage. Now if the above example where A skill check the die that broke the target number and each after would be a success.

A little background I had this idea as I was thinking of making A action movie rpg influenced by the likes of walker Texas ranger and being as it's an action movie system it would need to light and fast but still need enough diversity to let characters be different. Another advantage about this idea I see is the ability to make mooks that can deal consistent damage but have A low damage cap.


PS. Also your champions link in the Cost of Skills section seems to have died.
http://www.afeather.net/~archer/hero3tohero4.html

Bloody Stupid Johnson

Oh I see..No I haven't seen that before :)
I could add that in earlier if you like?

Could work.
If anything the problem is that maybe its too consistent - with with 6d6 break 10 you probably roll a couple of 5s or 6s and the target in either 2 or 3 dice, for 4-5 damage (I tried 10 rolls and got 5 for 5 damage, 5 for 4 damage).
It might work best with a small dice pool, or if you have a mix of dice sizes - say if you roll a d12+3d4 say, then the large dice might hit the TN in one die (if you rolled an 11), or it might take 3-4.
You could also force people to split the dice into hit pool/ damage pool before rolling, so there's more chance of a miss (i.e. they choose to hit more, or do more damage).

(and thanks will see if I can find an archive of the link)