Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: mr.pancakes on July 13, 2008, 06:05:20 pm
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I was wondering, would anyone be interested in a Freespace RPG? That is, it would probably be based on a forum of some sort, with a dice system to add chance into actions.
I was thinking of basing it off the nWoD rulebook, making modifications for space combat. I'd have to create vehicles, and skills and such. It would take a while to make it happen though.
For now, I'm just testing the water. Would anyone be interested in one? If you answer on the poll, please state your reasons why so I can get a feel for the concerns regarding such a possibility. Thanks :)
******UPDATES*******
Board address: http://fsrpgc.proboards105.com
Alpha release (approx) - 07/20/2008
The following positions need to be filled in order to get FSRPG (Freespace Role Playing Game) up and running.
Web developer - Status: (Open)
-(We need someone who can set up a board system to get the Alpha underway, and creating a full web site (in time) for the game)
Alpha tester(s) - Status: (Open[variable number of slots])
Snail
Artist - Status: (Open) (Not urgently needly, but would be nice to have one involed)
I also started on constructing a rough rule system. It looks like some people are interested in the whole dice thing, while others aren't. Either way, I'm fleshing out a modified rules set.
I'm also looking to get together a few Alpha testers for the rules set over the course of the next week as the modified rules set begins to take shape. [Note: all stats acquired during the Alpha/Beta campaign(s) will not roll over to the main release. The beta campaign is will be for the purpose of establishing balancing issues to fix for the main campaign.]
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Dice? hell no. Make it like Freelancer and let you buy your ships and let it be real timed. No "dice system to add chance into actions" bull****.
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You wouldn't have to roll the dice, pretty much. The nWoD system is insanely simple actually. It isn't complicated like D20 is when it comes to combat. It moves pretty quickly. Besides, I try to only use dice loosely anyway. Don't want to get bogged down either.
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I find the best role-playing things are those without rules. You don't need to refer to anything, and it usually turns into a battle for the space-time continuum, with the universe being rebuilt over 7 times. That can't happen in an RPG with rules, I tell ya.
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I agree, to a point. There definitely needs to be a degree of freedom of choice and story to give the players. Rules can, at times, become more of a burden than a benefit at times. I'm not saying I'd go completely rule-less, but the point is well taken.
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I like role-playing, but when it starts getting complicated with 130 sided dice it gets very tiresome.
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Nah, that's not how nWoD's basic rule system works. The system is insanely easy. The game only uses 10 sided dice. A roll of 8, 9, or 10 = a success. If you roll a 10, you get another free roll. If it is a 8, 9 or 10, it is a success (and if it is another 10, you get to.. guess what, roll again! ^^).
Basically, the more skill you have in something, the more dice you have. If you have 3 points of skill in a certain area, you get to roll 3 dice. Each point of skill = an extra dice to roll (increases your chances of a success). Depending on favorable/bad conditions, you might get an extra dice to roll, or one less to roll. If the action is against another person, more times then not the winner is whoever gets the most successful dice.
Pretty much, that is the whole game system, in a nutshell. It isn't really more complicated than that. Sure, it has it's nuances, but the system actually revolves around storytelling, rather than rules... which is why the kept the rules so simple, and the game can move so fast compared to D20.
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IMO ditch the whole dice thing.
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Nah, that's not how nWoD's basic rule system works. The system is insanely easy. The game only uses 10 sided dice. A roll of 8, 9, or 10 = a success. If you roll a 10, you get another free roll. If it is a 8, 9 or 10, it is a success (and if it is another 10, you get to.. guess what, roll again! ^^).
Mention not the monstrosity.
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??? what? What is so bad about that? It's one of the simplest rule systems I've seen.
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That's exactly what's bad about it.
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That's exactly what's bad about it.
I'm dense. What's your point?
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I like it for the very fact it allows for more story and less rules. No system is perfect, but I think it is a good balance of story/rules....
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How would we do dice on the 'net anyway?
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You wouldn't need to. All you would need is a listing of your current stats. I'd roll them for you anyway if I was GMing it I guess, and post outcomes and such. I don't think I'd have to play and GM, I'd have to just GM it. I'd have to keep track of enemy ships, enemy stats, and such so everyone else doesn't really have to.
I'd put in the work, if people wanted to play. But player movements are up to players really, just...not the outcomes.
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That's exactly what's bad about it.
I'm dense. What's your point?
Call me old-school. I view most White Wolf creations as being victims of the Law of Ruleless Deformity, in addition to their other, cliche, and damn ugly qualities that come from being Modern-Day Occult Games.
I also find their storytelling pretensions laughable, as the key factor in the depth of a game is the players/GM and not the system. It always has been. In fact, they lend themselves to less story because they have...less detail. Ooops. Rules never interfere with story, they merely give it structure. This is A Good Thing.
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Call me old-school. I view most White Wolf creations as being victims of the Law of Ruleless Deformity, in addition to their other, cliche, and damn ugly qualities that come from being Modern-Day Occult Games.
Let me just clarify something. I have not, and never intend to use, the nWoD rules for the storyline they intended. I never play anything magical. In fact, I purposely remove that aspect from the game... the fantasy stuff that is. I play modern or sci-fi versions mostly.
I simply like the simplicity, upon which a GM can exercise discretion in what to add to them.
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I find the best role-playing things are those without rules. You don't need to refer to anything, and it usually turns into a battle for the space-time continuum, with the universe being rebuilt over 7 times. That can't happen in an RPG with rules, I tell ya.
So dice help prevent munchkin gaming? And that's a bad thing why?
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So dice help prevent munchkin gaming? And that's a bad thing why?
Exactly. Say I tell you that I'm McGyver and modify my Fenris into double the output of an SH Gargant. Without rules it take just one or two god gamers to ruin everyones day. Explaining that its bullshot rarely helps they still want to command Sath Fleets.
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I don't see why there is this apprehension to dice, and the system in general.
The nWoD rulebook specifically states, pretty much every chapter, that it comes down to the GM. The GM can award things as they see fit, and still has control of the game.
nWoD also boasts a very easy experience system for calculating exp points earned at the end of a game session, for the purpose of character advancement. (this part really isn't based on dice, at all). The exp system will give players something to work towards, a level of character evolution. Otherwise, if everyone is an ace pilot off the bat, it wouldn't be a very interesting game at all. It would just be something like "I pwn this sathanas by [insert some really daring and incredibly slim chance/maneuver that has been pulled off]"
With a diced based system, it isn't' that you CAN'T attempt daring maneuvers... it is that you cannot attempt them and expect a likelihood of zero consequences.
[Note: there are updates in the main post]
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I actually would like to idea, thought I agree that a Freelancer style of Freepspace would be more tempting.
Unless were talking about table top roleplaying here ;7.
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The whole idea of tabletop RPGs (or pretty much any RPGs, particularly turn-based ones) has always seemed dreadfully boring to me personally, but I'm sure this could be a lot of fun for some people. Go for it. :)
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The whole idea of tabletop RPGs (or pretty much any RPGs, particularly turn-based ones) has always seemed dreadfully boring to me personally, but I'm sure this could be a lot of fun for some people. Go for it. :)
Actually.... I think you could pretty much play nWoD fairly close to real-time if you tried. Once you've got the rules down, the rolls don't really take long. The game revolves around moving along quickly more than it does rules.
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How many players do you think it would support. Say in a forum game. With you as the DM?
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DM is only for D&D. Otherwise it's GM.
At least, that's what I assume from watching Retarded Animal Babies.
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How many players do you think it would support. Say in a forum game. With you as the DM?
I'm not 100% sure on that. That is why I'm starting off with 4 Alpha testers, and going up from there to see what is a good capacity.
Depending on my findings, I might wind up training a few other GMs (DMs) to handle a larger player load. I want to be able to handle a good amount of people to make the battles 'bigger' and intense at times.... but I don't want to overload the game either.
In short, I don't know yet, but when I do I'll post an flexible number for you.
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So how we doing this?
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The whole idea of tabletop RPGs (or pretty much any RPGs, particularly turn-based ones) has always seemed dreadfully boring to me personally, but I'm sure this could be a lot of fun for some people. Go for it. :)
Actually.... I think you could pretty much play nWoD fairly close to real-time if you tried. Once you've got the rules down, the rolls don't really take long. The game revolves around moving along quickly more than it does rules.
Actually, even more than interest, it's because I utterly and royally suck at any sorts of dice, spinners, or other random-probability-based games. Hell, I got rung up in Candy Land all the time when I was 5. :p
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Actually, even more than interest, it's because I utterly and royally suck at any sorts of dice, spinners, or other random-probability-based games. Hell, I got rung up in Candy Land all the time when I was 5. :p
It's mostly about decisions. Depending what decisions you make allows me to award you things. You could do the bad things, or the good thing. Both have different benefits and drawbacks.
See, nWoD is mostly dictated by the story. The story and decisions of a player have more effect on dice then other RPGs.
So how we doing this?
First we need a web developer (pretty much). Someone to secure a reliable message board service. I've never set up a message board before, personally. I'm looking into it but, if anyone wants to be our web developer, it would be appreciated.
The board is the first thing we need. Once that is set up, Alpha testing will begin shortly after.
So does this mean you're 'in' then, Snail? And what position are you applying for?
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Yeah why the hell not. Applying for random player.
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Bleh the dice crap seems like it would make it Turn Based which makes anything suck.
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Yeah I agree.
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The dice are used to mainly resolve questions of whether someone is able to pull something off or not.
Like if you're following a mara fighter in a perseus. You're trying to see if you're able to tail him from behind and shoot him. The dice resolve any possible conflicts of players 'God-ing' their way through the game.
Besides, the nWoD rulebook specifically states that turns are only supposed to be used in times when they're needed. 1 turn is a period of 3 seconds. You can extend turn lengths to lapse for months of time though.
Judgment is the keyword on this. Exercise it well and the game runs smoothly.
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Okay. But I repeat: How are we going to do this?
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The simplest way I can think of would be via a forum (message board) of some sort. Either that, or we could always do it via IRC if we could get a room.
Although you still have to create a basic character. If you want, there are a few basic things you'll need. Try working on a character background, and your basic character appearance. Get those down.
Also, you'll want to choose a virtue and a vice. (Pick from a the seven heavenly virtues and seven deadly sins)
Virtue and vices effect how you get back willpower. (Willpower points are special points. If you really want to make something happen, you spend one to add +3 dice to making an outcome happen.) You can get points from acting according to your virtue or vice, so it doesn't force you to be good or bad. It just effects how you get the points, and when during gameplay. Although, doing good/bad things also have obvious storyline effects.
Start with that. :)
(Also, if you know of any reliable message board services or IRC rooms, I'd be appreciative. I want to start settings this thing up)
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Polpion
(http://img145.imageshack.us/img145/111/adamwn6.png)
Virtue - Temperance
Vice - Pride
Polpion is a Lieutenant on the GTD Galatea. Born on Delta Serpentis IV. He joined the GTA in a communications officer. He doesn't like fighting. He likes ordering pilots around and telling people to OPEN FIRE but doesn't like doing it himself. He thinks Terrans are supreme and that all other species should be exterminated or at the very least subjugated. He dislikes Vasudans for this reason, but keeps his opinions to himself.
He likes cheese.
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:) Great. The Alpha testing isn't quite ready yet though. I'm just getting people together right now and making ship statistics. I have to translate ships values from in FS2 into values I can use with the dice and all (when needed).
If you want to start as a Lt, that is fine. But in the main campaign I might start people off as ensigns like in FS2. But that is fine for testing since I probably want varying level pilots and officers :)
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Well as far as I can see there won't be a lot of people joining, so starting everyone off as ensigns will slow the game down.
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We will see. One thing at a time. Right now I'm concentrating on getting the Alpha up and running. I'm shooting for the weekend, at latest (hopefully). We have to see what happens.
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One question: Do we have to be Terran, or can we been Vasudan / Shivan?
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I'm debating that. I'm not sure to be honest if that would or would not be a good idea.
If people want to play on all sides, I could do it. That way the players could decide the strategy for it, and I'm only providing the 'game mechanics' in a sense.
I have to think about it, to be honest. I would have to Alpha test the pros and cons of it.
If the Shivans are playable, then the story would be less linear. It would become a highly competitive environment.
If I control the Shivans (as the GM) then I could control the story a little bit more and dictate it's progression.
What do you guys think?
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TBH, a Freespace RPG makes about as much sense as an RTS racing game.
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TBH, a Freespace RPG makes about as much sense as an RTS racing game.
I disagree.
An RTS racing game wouldn't work because RTS and Racing Simulation are two different genres of games. A game cannot fulfill two 'styles' at the same time.
A Freespace RPG is not meant to be a Space Simulation + an RPG. It is a RPG set in a space story. Thus, it is only an RPG.
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TBH, a Freespace RPG makes about as much sense as an RTS racing game.
I disagree.
An RTS racing game wouldn't work because RTS and Racing Simulation are two different genres of games. A game cannot fulfill two 'styles' at the same time.
A Freespace RPG is not meant to be a Space Simulation + an RPG. It is a RPG set in a space story. Thus, it is only an RPG.
Your logic appals me.
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Your logic appals me.
What about it does?
You can have an RTS game ABOUT racing, but you can't have one that is both RTS and racing at the same time. There would be a conflict of definition. You can have one that has elements of both rather, just not at the same time (although I'm not sure how that would work).
Although, I suppose you could have a RPG + anything else type of game... it would be odd. Deus Ex was a RPG + FPS. Although more FPS and less RPG.
I've seen Space Sim + RTS and FPS + RTS that blend genres well.
But what I'm getting at is, it cannot fulfill BOTH genres for a single person at the same time. Like the Half Life mod Natural Selection. One person is a commander, while the rest are FPS soldiers under his command.
Besides, this isn't a blend of anything anyway. It is just an RPG. Pure an simple.
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thesizzler was just joking ;)
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Besides, the nWoD rulebook specifically states that turns are only supposed to be used in times when they're needed. 1 turn is a period of 3 seconds. You can extend turn lengths to lapse for months of time though.
This is mother****ing Freespace 2 not nWoD. Stop trying to apply rules to a RPG that isn't even based on that damn game. It wont work IMO. It would be better off as real time like Freelancer.
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This is mother****ing Freespace 2 not nWoD. Stop trying to apply rules to a RPG that isn't even based on that damn game. It wont work IMO. It would be better off as real time like Freelancer.
1) I know it isn't nWoD. This game is based off of the basic principles of nWoD.
2) I was asking for opinions. Disagreements are one thing, but I don't need to be yelled at. Lets keep it cordial, please.
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This is mother****ing Freespace 2 not nWoD. Stop trying to apply rules to a RPG that isn't even based on that damn game. It wont work IMO. It would be better off as real time like Freelancer.
You may wish to note that this is intended as a forum based game, so good luck with that real time idea.
But still, who uses a d10?
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But still, who uses a d10?
The system uses d10 dice for a dice pool system.
For each point you have in a stat, you get to roll one dice. Each dice that comes up 8, 9, or 10 = a success.
For piloting a fighter, several stats come into play. Your dexterity and your 'drive' skill are applicable.
If you have 3 points in dexterity, and 4 in drive, you have a total of 7 dice to roll in your 'dice pool'. You then subtract from this pool any negative modifiers (or add for positive ones).
Of course, that is the 30 second version. It's more complicated but, the rules aren't really that hard to understand in each situation. Think of each dice as a 'stat point'. More stat points = more dice. More dice = more chance of success. :)
Make sense?
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This is mother****ing Freespace 2 not nWoD. Stop trying to apply rules to a RPG that isn't even based on that damn game. It wont work IMO. It would be better off as real time like Freelancer.
You may wish to note that this is intended as a forum based game, so good luck with that real time idea.
But still, who uses a d10?
Ah crap must have missed that.
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How progress is going now, I'm estimating the Alpha release to be ready for testing by the end of the weekend. The Alpha release will include a basic rule set which, through the Alpha, I'm hoping to expand.
Hopefully, by Sunday (the release) I'll have the Alpha testers required, as well as a basic message board up to begin testing. If you're interested in becoming an Alpha tester, post here (or, alternatively, you can PM me).
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Also, if someone would like to help me set up a nice, professional, looking board I'd be appreciative. Not to mention, in the future, I might want to set up the game on a domain (if not from the start if it's cheap enough). [Basically, I still need that web developer if anyone is interested...]
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Why not just use IRC?
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Why not just use IRC?
Well, because not everyone could participate in it on a real time level. On a forum you could have multiple mini-forums. One for quick games (everyone logs on at a certain time to play so posting goes quickly), while on another forum you could do a 1-2 post per day forum for casual players.
That way, everyone can play who wants to.
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I've created a basic board for the Alpha release of the RP. I'm still fixing up the colors and making it look pretty... so it's pretty basic right now. (It's a work in progress).
http://fsrpgc.proboards105.com
The address will also be posted in the main post of this thread for reference purposes.
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Well I've signed up. Anyone else going to?
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I'll sign up if I get to be a Shivan.
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I'll sign up if I get to be a Shivan.
You might, in the final game. For now I'm just developing Terran.
Shivans are different than Terrans. The ships would function on the same basic principles, but I would have to account for anatomy, and command structure and such with them. That takes time. Not to mention, certain rules don't apply to Shivans all together because they aren't human.
As of currently, I'm in the process of turning in-game FS2 stats from ships and weapons into nWoD game values.
So, the short answer is, I don't know yet. If you want to play, you're welcome to join. The first release of Alpha will probably happen over this weekend (meaning, I'll be able to conduct simple skirmishes once I have enough ship stats fleshed out).
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In order to encourage participation in the Alpha and Beta tests of the game, I will be awarding experience to Alpha and Beta testers in the main release.
I'm not sure how much will be awarded yet, but there will be an award for the work done. This award will kick in when Beta tests conclude, and main campaign character registration begins.
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Fine. I'll switch to being a Shivan later...
However, I have no clue what the virtues and vices are :S So I can't even register.
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Fine. I'll switch to being a Shivan later...
However, I have no clue what the virtues and vices are :S So I can't even register.
Virtues and Vices are the same as the 7 heavenly virtues/7 deadly sins.
Virtues and Vices control the way by which your character gains back willpower.
Basically, the way in which you character gets 'willpower points' (which you can use randomly to better your chances of success) depends on if he follows what he finds to be virtuous, or what he indulges in as a vice. Both have advantages and disadvantages to follow.
(For more info on the names of each sin/virtue, google "7 heavenly virtues" and "7 deadly sins")