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Westenev

Westenev

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How would you guys feel about a combat and magic system that revolves around 90’s rpg’s – or, more specifically, pokemon. Instead of learning how to manipulate an element, we would focus on maintaining four skill slots that would allow you to use spells.

Are there added complexities I haven't considered? Or are we happy with the status quo?
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01-Aug-2018 03:04:18 - Last edited on 01-Aug-2018 03:13:04 by Westenev

Inferi

Inferi

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I don't think that's necessary, primarily because anything system-based means that you're trying to set it up so there's a winner and a loser. Nobody wants to lose. If someone doesn't mind, you don't need a system to have it happen.

Also, yeah, insert something unnecessary about complex stuff here, yadda yadda yadda.
Done in by the dubious doings of destiny.

01-Aug-2018 03:12:20

Westenev

Westenev

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That's not necessarily the angle I was aiming for.

One of the cool things about RPG's is trying to find new and rare skills that synergise well together. Many games have limited skill slots with no ability to change your skills outside of a safe zone, so you generally have to think ahead for the types of spells you want to take with you.

Plus I think the idea of signature moves or combo's is cool.
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01-Aug-2018 03:16:33 - Last edited on 01-Aug-2018 03:21:03 by Westenev

George Rozas

George Rozas

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Annie, for the last time, you are ALREADY a part of the Arenar mercenary company. If you were not, then you would not be on the ship. Captain Vanick, now being referred to as Commander Vanick, is your boss and, while you have already been referring to him as such, you still do not seem to understand that he is already your boss. He is your commander. Your character knows this because she joined up to his mercenary company.

Albeit she did so very recently, because clearly she has never actually fought with the company as of yet.
I am Inferi.

01-Aug-2018 03:22:40

Inferi

Inferi

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Westenev said :
That's not necessarily the angle I was aiming for.

One of the cool things about RPG's is trying to find new and rare skills that synergise well together. Many games have limited skill slots with no ability to change your skills outside of a safe zone, so you generally have to think ahead for the types of spells you want to take with you.

Plus I think the idea of signature moves or combo's is cool.


They are, certainly. The thing is, that's a massive thing to try and make...and the system almost certainly won't work out in word-based roleplays the same way it would in an RPG. If you're writing something solo, then it's different, because you control...well, everything. However, in something where you're relying on the other people to utilize what is likely a very complex system in the way you're envisioning, it probably won't work out incredibly well.

I dunno. It's not a bad idea, but it's not an idea I can see myself jumping behind.
Done in by the dubious doings of destiny.

01-Aug-2018 03:26:47

Westenev

Westenev

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It's not that massive when you consider the bulk of the work has been hashed out over the past 20 years. You already know the system, so we might as well make use of it.

In any case, it's not about winning or losing. It's simply another tool to customise your character, since it's not like any of you have the gall to create a character that would actually attack one another. ;)

The idea of creating an RPG rp with less RPG elements than Sword Art Online doesn't feel right, especially if it is in VR gaming world. I want to try and find common elements we all know, so we can develop some cool quirks for the RP.
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01-Aug-2018 03:42:53 - Last edited on 01-Aug-2018 03:44:02 by Westenev

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