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  • File : 1299465225.jpg-(376 KB, 1754x1240, 1289765288709.jpg)
    376 KB Anonymous 03/06/11(Sun)21:33 No.14154255  
    Huh. Sticky's gone.

    /tg/, I'm interested in running a game. A long term game. Are you familiar with Fantasy Football? In it, you have an organizer. You assemble a team with the organizer, and say "Hey, here's my team. Let me know how they do." Then a week later, you come back and find out how the team has done.

    Now in Fantasy Football, stats are derived from actual players, and "dice rolls" from actual football games. But I like the ,dea of a "Fantasy Adventurer (Group? No. Party? GOD no. Tour? Dammit, no! Bunch? Okay, that works. Lets go with Bunch) Bunch", that, in execution, would work like X-Com if you just hit "Do The Mission For Me" every time you deployed. At the start of a game period, lets say a week, you give your team a goal, like raid Dungeon X or something, and the organizer rolls on some charts, and finds out what happens. Then updates your team with what happens.

    Thoughts?
    >> Anonymous 03/06/11(Sun)21:35 No.14154272
    ...I'm sorry, I was looking at Page 1, not Page 0.
    >> Anonymous 03/06/11(Sun)21:36 No.14154281
    So how are you going to make it interesting?

    Don't get me wrong, I love designing parties of characters, but right now you have basically no gameplay.
    >> Gooflactus !qNVROzVrbw 03/06/11(Sun)21:39 No.14154326
    Sounds interesting.

    Now I have to ask, where is that picture from and can I buy it as a poster.
    >> Anonymous 03/06/11(Sun)21:40 No.14154343
    >>14154281
    Well, by design, since there's no "gameplay", that means there is no tactical dimension. Its mostly strategic. So what this means mostly is that dealing with the results is the "gameplay". Your fighter comes back heavily wounded, and is out of comission for a few game periods, now what? Your elf comes back with a curse, now what? Your dwarf is getting tired of adventuring, and wants to leave, now what?

    I was planning on having equipment management with upkeep, so you would need to keep an influx of materials to keep your gear maintained, you would have a select number of items that you could take on a mission, so you would have that.

    I admit, the "gameplay" is not very dynamic, but it appeals to my love of customization and fucking around with character options. See pic.
    >> Anonymous 03/06/11(Sun)21:42 No.14154370
    >Locksmith is wielding a keyblade
    I DON'T KNOW IF THIS IS THE BEST THING EVER OR THE WORST THING EVER
    >> Anonymous 03/06/11(Sun)21:48 No.14154449
    >Ninja and Shinobi two seperate classes
    >Dual wielder its own class
    >Pirates
    >Fencer has full armor
    THIS PIC DOES SO MANY GOOD THINGS AND SO MANY BAD THINGS
    >> Anonymous 03/06/11(Sun)21:52 No.14154516
    Check out Gladiator Manager Quest Op.

    http://suptg.thisisnotatrueending.com/archive/11764346/
    http://suptg.thisisnotatrueending.com/archive/11865919/
    >> Anonymous 03/06/11(Sun)22:02 No.14154666
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    >>14154516
    Interesting, but the Quest/board format does nothing for me. Its also very inefficient, and not conducive to multiple players.

    But you get the general idea then. '

    The way I'm thinking, it could easily become a email newsletter.
    >> Anonymous 03/06/11(Sun)22:10 No.14154765
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    I would want it to be more than just a game though. I actually HAD a rough draft written up some time ago. Each character would have randomly generated personalties, likes, dislikes, and you had to manage their happiness, as well as some other things. Maybe some "talents" too, but I dunno.
    >> Anonymous 03/06/11(Sun)22:11 No.14154775
    >>14154765
    Run with it. Make it a program though.
    >> Anonymous 03/06/11(Sun)22:13 No.14154796
    >>14154343

    I like the way this sounds, like it a whole fucking lot, but I think it may.... leave something to be desired. See the draw in Fantasy Football, at least for me, is not only the picking, looking at stats, decisions on who to play based on any number of things, but the ability to, and here's the kicker, watch something I already enjoy.

    I'm not honestly sure if anyone plays Fantasy Football without actually watching, or at least following the games. That's what makes it exciting. It's an extra... cherry, on something already great.

    So, like I said, great idea, but I don't know if it can stand on it's own. It's basically just a battletech, or warhammer(40k/fantasy) campaign with a different skin.

    So my suggestion, as it is, is to add this to a pre-existing game. Test drive it so to speak, and this is getting tl;dr, so bear with me.

    I always have had kinda issues with high level characters in RPG's. They can move mountains with their biceps or minds, but they always seem to have to do shit for themselves. Leadership was only used for the Cohort(in the case of DnD), people could worship you like a god, but so what?

    Here is where your system comes in. Use it like an add-on to a generic fantasy RPG. During the course of the game, as you level up and grow more prestige/fame/whathaveyou, you get more and more people to play with. You can use the time between sessions to customize your followers/cultists/worshipers, and send them on missions. Raid a dungeon, convert a town, research something, you get the idea. Use your tables and roll that shit up.

    Players that are careful and invest money and time into their little band may find themselves knee deep in political favors/sway, gold, magic items/spells, or favor with their god.

    continued
    >> Anonymous 03/06/11(Sun)22:15 No.14154808
    >>14154796

    Players who neglect this minigame of sorts, may have more personal power/money, but may lack a meaningful way to interact with the world at large other than mass murder. This would provide ample opportunity to let the characters really RP as a loner, strong leader, teacher, etc to a wider audience than just the party.

    Being able to go interact with the world that this minigame is based in, rather than 'your party finds xitems, xgold, etc' would probably help significantly.
    >> Og Caveman !PZmtSMgu4g 03/06/11(Sun)22:20 No.14154849
    >>14154343

    So, dungeon crawling has gone corporate, and the players are recruiters, dispatchers, and other management types?

    Sounds interesting, but there's no reason you couldn't do this with straight D&D or other system-of-choice. Just assume your characters are something like 6th-8th level, and retired from active adventuring themselves.
    >> Anonymous 03/06/11(Sun)22:20 No.14154853
    To build off of what the previous anon has said, build of an established game.

    The trick would be to simplify the mechanics of the game to make it manageable for your 'character roster' to go deal with encounters and become changed.

    Honestly I'd start with Rogue Trader.

    Maybe make a list of random events or planets the rogue trader teams could encounter then simplify the classes. Does the Rogue Trader send an away team of an Archmilitiant and Sister Famalogis or do they go with a Explorator, Astropath and Heretek?

    There are several 'classes' to choose from from the Dark Heresy books as well.

    This also might work somehow with D&D 4e. Not sure exactly how though.
    >> Anonymous 03/06/11(Sun)22:23 No.14154879
    Sounds like reccetear.
    >> Anonymous 03/06/11(Sun)22:24 No.14154887
    >>14154849
    >dungeon crawling has gone corporate, and the players are recruiters, dispatchers, and other management types

    Hmm. This quote made me think instantly of 'East India Company.' Players control/hire teams of explorers, mixing and matching specialists on certain expeditions.

    I made a thread a while ago about something very similar to the Op's idea and anons recommended just playing Majesty 1 and 2. May give you some ideas.
    >> Anonymous 03/06/11(Sun)22:24 No.14154892
    >>14154796
    >and this is getting tl;dr,
    This is not twitter, be verbose if need be. Feedback is GOOD.

    I like the idea, I really do, and I acknowledge the fact that without some form of narrative or overarching structure, its rather dry. But at the same time ITS INSIDE ME TRYING TO GET OUT.

    Another problem is the fact that I do not have a RPG going on currently, so I cannot lash it to another game.

    >>14154775
    I probably could rig up a crude flash file to run the program, but I would still want it handled on a long-period term, since I would also want the chances for players to have their parties interact with each other. "We met a party sponsored by Player B today. Things were tense, and a fight broke out." etc.
    >> Anonymous 03/06/11(Sun)22:29 No.14154947
    It's a matter of either building it from the ground up or taking a preexisting game/system and integrating the other parts. Possibly, you could have it run through a program similar to Stone Soup and watch as any given Bunch runs through the week's dungeon, potentially even encountering another Bunch. Of course, it comes down to complexity. Complexity of dungeons, complexity of individual adventurers, complexity of loot and equipment and so on...
    >> Anonymous 03/06/11(Sun)22:31 No.14154963
    >>14154849
    Actually the story I originally considered was "You are a wealthy noble from AboutToGetItsShitRevolutionized-ylvania. Distract the common folk by sponsoring them in raiding nearby JustGotHitByMagikcapocalypse-istan." The reason I don't do it with D&D though, is that D&D requires several hours a week for 4 people. Its... its like saying why play 40k, you can do it in D&D.

    >>14154853
    You and I are thinking along similar lines. Your stable of characters is largely built from, well, the OP picture was chosen on purpose. I will admit, I am gay for the "UNLOCK ALL CLASSES" things found in most Tactics games.

    Never thought of going Sci-fi with it...

    >>14154887
    never heard of it, tell me more.
    >> Anonymous 03/06/11(Sun)22:33 No.14154997
    I love this idea so much that if you ever concoct any rules for it I will print those rules up hundreds of times, create a human paper mache body using those sheets of paper, and then make sweet love to said paper mache thrice nightly.

    Some people dislike not controlling their characters directly, but I'd love a game all about the management end of things. Recruit people of different classes/experience levels, balancing their utility with their paychecks and knowing you may not need a specific one for a specific mission, or that you may need backups, or whatever. Equipping them, dealing with injuries/deaths/infighting/whatever.

    I'd be the first to sign up.
    >> Anonymous 03/06/11(Sun)22:39 No.14155058
    mite b cool

    you should make it a game like Progress Quest
    >> Anonymous 03/06/11(Sun)22:42 No.14155089
    I've always wanted an RPG like the base management aspects of Metal Gear Solid: Peace Walker. That is to say, you run a mercenary company and upgrade the various parts of their base (R&D, mess hall, medical) with crew and money, and send them all on missions and to combat zones while you're busy saving the world.
    >> tgdude 03/06/11(Sun)22:44 No.14155119
    >>14154963
    So, Majesty? Never played it myself. I suggest google. Long and short of what I gather is that the player is a king who hires heroes (warrior, mage, etc.) and sends them solo or in groups to deal with shit that pops up in his kingdom (Dragon, Bandits, Tax Collectors, Panty Raiders).

    Again, never played it. But the point is you DON'T have direct control over the heroes you hired. You just order them to location X and hope things go well.

    ---
    At the moment I see two ways of you to carry out this simulation.

    1)Fantasy Football
    Players use gold to buy and equip a roster of characters.

    Every week GM announces event (You may invade the Dungeon of the Lich King)

    Players assemble team based on known information about event and GM carries out algorithm based on characters/enemy best fit + luck.

    GM reports gain/loss of resources, character death/injury/growth.

    Cycle repeats.

    2) Boardgame -- Rogue Trader meets Settlers of Catan
    Running with the Rogue Trader idea, GM creates a star system, designing hidden events for each planet (hidden resources, dangers, known resources produced per turn, etc.)

    Players assemble team as per above.

    Players jocky for position on gameboard.

    Players may interact with each other, and once/turn send 'away team' on mission.

    GM runs through algorithm for success/failure of away team mission.

    Backstabbing and politics abound while GM laughs like a maniac, doing very little.
    >> Anonymous 03/06/11(Sun)22:47 No.14155153
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    >>14154997
    Uhm....

    The system is also really gamist, and doesn't work well when the numbers are transparent. For instance, characters have two stats, one called Endurance, one called Peril. Both stats basically determine how long you can adventure before returning. Endurance is due to lack of resources (Out of spells, arrows, just fucking tired), and Peril is due to "Y'know, I used to keep my blood on the inside". This allows me to abstract the idea of ammunition, spell components, HP, etc.

    My friends found this very hard to understand
    >> Anonymous 03/06/11(Sun)22:50 No.14155192
    >>14155119
    >Long and short of what I gather is that the player is a king who hires heroes (warrior, mage, etc.) and sends them solo or in groups to deal with shit that pops up in his kingdom (Dragon, Bandits, Tax Collectors, Panty Raiders).
    You know, most kings enjoy roving bands of tax collectors.
    >> Anonymous 03/06/11(Sun)22:56 No.14155255
    >>14155153
    It will never see a reason to post ever again, but I have saved your image.
    >> Anonymous 03/06/11(Sun)23:03 No.14155331
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    >> Anonymous 03/06/11(Sun)23:08 No.14155395
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    >> Anonymous 03/06/11(Sun)23:13 No.14155458
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    >>14155153
    >>14155255
    /tg/'s cute when she's being modest.
    >> Anonymous 03/06/11(Sun)23:19 No.14155549
    Seems like a neat idea, OP, but with nothing to tie it to, it just sounds like number masturbation. Kind of like how X-Com really rather sucked when you weren't actively skirmishing.
    >> Anonymous 03/06/11(Sun)23:33 No.14155700
    It might be easier to just use some sort of fighting game rpg system, stat up the peoples from >>14155458
    And call it "Ret fighting Rove" and manage a team of five and have a 20 man league.
    >> Anonymous 03/06/11(Sun)23:35 No.14155721
    ...So you want to run a game of D&D.

    Fucking faggots trying to freeform over everything.

    THE SYSTEM EXISTS FOR A REASON FAGGOT
    >> Anonymous 03/06/11(Sun)23:54 No.14155898
    I would play it.
    >> Anonymous 03/07/11(Mon)00:00 No.14155960
    I would play.
    >> Anonymous 03/07/11(Mon)00:01 No.14155977
    >>14155960
    >>14155898
    I liked it better when you bumped with pics, OP
    >> Anonymous 03/07/11(Mon)00:07 No.14156044
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    >>14155898
    >>14155960
    BUT I CANNOT PLAY IT ALONE
    >> Anonymous 03/07/11(Mon)00:28 No.14156268
    I am interested in GMing a game like this, perhaps incorporate it into my current D&D campaign..
    please flesh this out guys. im following
    >> Anonymous 03/07/11(Mon)00:40 No.14156371
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    Maybe even keep the character count low, and have you meet new heroes to add to your roster as you adventure further or gain more wealth.

    Having a crew that you can send off, or have players design separate ones to compete in the wake of the main party's destruction really appeals to me, especially when the players do it as sort of a side-mission aspect.

    Managing gear, classes, alignment, and relationship issues between all the heroes on your rosters would be fun, and you could run drafts for teams at each new sortie that comes up. Really integrating the story into each of the heroes that can be selected also seems awesome for immersion.

    TL;DR Maybe we can use this game for inspiration on making this idea a sort of mini-game/perpetual side-quest and maintain the feeling.
    >> Anonymous 03/07/11(Mon)00:44 No.14156412
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    Okay, OP here. Those last few post weren't me (Yay, someone is interested.).

    I am tired now, and need to go to bed. So here. I spent the past hour or so searching my hard drive, and could not find the detailed prototype, in fact, only this very old work document.

    Basically, it would work like this. The party is assembled, and values calculated. Base Victories are added together. Synergies are calculated, and added to Base Victory total to establish Total Victory stat. The party goes through an Explore check. The Explore check tells us wether we found something, or were just muckin about. Did we just waste time, did we find stuff, or did we find an Encounter? The first is bad, the second is alright, the third is the meat.

    In an Encounter, you roll a Total Victory check, with the penalty of the specific encounter. If you win, you get the rewards. If you fail, you get a stiff penalty added to the Endurance and Peril check for this encounter. Then you roll a Peril check for each character. If any of them fail, they move down the wound track one (by default). Then you roll an Endurance check for each character, to see if everyone has the resources to do another Explore check. Repeat until they give up (or a set time period has elapsed. I'm not sure.)

    Classes/Style are going to serve as keywords, basically. For instance, a barbarian that hates wizards gives less synergy to Casters, and gets bonus BV in an encounter with enemy Casters. They simply identify what "slot" the character fits into.

    Everything else should be obvious for the moment. I think I may have a newer version of the material backed up on a friend's computer. I'll check in the morning. Hopefully this thread will be here then.
    >> Anonymous 03/07/11(Mon)00:47 No.14156449
    >>14156371
    >Run drafts for teams
    ...You know, I never thought of having codified characters before hand. I wanted to have each character created randomly. But I kind of like that idea...

    And yes! You would play the sponsor, the businessman, the manager. If the party TPKs in the Montezuma's Halls Of Revenge, then you can't just shrug and say "Good game", you need to bring up the replacements, and if nothing else, get that gear back!
    >> Anonymous 03/07/11(Mon)00:53 No.14156512
    >Montezuma's Halls of Revenge
    ...What you did there.
    ...
    ..
    .
    I saw it.
    >> Anonymous 03/07/11(Mon)00:53 No.14156514
    >>14156412
    What do you think about a mechanic for multiple successful encounters? Experience mechanic or Level mechanic, something that rewards having a returning hero in a group?

    It may not be a good idea if you decide to go with a fully random generation of 'players' each encounter.. But finding a way to scale characters that continue to succeed (through luck mostly) in a way that allows them benefit yet does not overshadow less successful or fresh characters.
    >> Anonymous 03/07/11(Mon)00:55 No.14156533
    >>14156514
    I actually had a way to do that that I really liked. Synergy. The longer you adventure with specific characters, the more those characters work well with you.
    >> tgdude 03/07/11(Mon)01:18 No.14156762
    Well then, let me throw out some ideas I had for piggybacking a game like this onto D&D 4e.

    Bear with me. The 4e system is mostly based on WoW class interaction.

    Defenders grab aggro and take punishment. Strikers (Rogues) do burst damage and try to escape. Or they focus on debuffing (Warlocks). Leaders heal, move allies around the board, or support their allies in some other manner. Controllers are Area of Effect specialists.

    So lets say a player has a 'stable' of 10 or so characters to choose from built by the DM from the Character builder. These could be a Dwarf Paladin, a Tiefling Wild Mage, etc..

    PvE - The DM says the encounter for the week is two part affair. Part one, is made of a group of 10 goblin minions, two goblin strikers and a goblin elite brute.
    Part two is verses an elite solo creature like a Dragon.

    Players chose a 5 man team to run through both encounters.

    In part 1, a team with a Controller (to take out the minions) and Strikers (to take out elite brute) would have some advantage at winning the part one scenario. A Defender in the party would synergize with a Controller, and a Healing Leader could negate damage encountered when the DM rolls on his algorithm charts.

    In part 2, since there is only one enemy, any Striker Debuffers would get a bonus to the encounter.

    You can imagine different permutations of this, for example changing the solo elite in part 2 to a flying creature, giving all ranged focused party members (say a Archer Ranger(striker), Controller, or Seeker (striker) a bonus to the encounter.

    If the party survives parts one and two, injuries and rewards are tabulated.

    Now how could this work in PvP? (continued)
    >> tgdude 03/07/11(Mon)01:28 No.14156845
    >>14156762

    So in PvP lets say one player can devote some fraction of his character stable to raiding his opponent's fort. Success damages any resting injured opposing characters, and is rewarded with looting a fraction of the loser's stockpile.

    How would this work?

    If say the defending team is composed of a single frail Controller, an attacking Striker would have an advantage. An attacking Healing Leader would not have an advantage given their damage output is fairly low.

    Prior to the PvP matchups, calculate the synergy of the defending and attacking groups.

    Movement controlling Leaders (Bards) with a group of Barbarians (high damage strikers) get a synergy bonus. While on the defending team, multiple Defenders get a small bonus to help each other. This interaction would be magnified if they have a Healing Leader, to emphasize the significance of a shield wall.

    Stepping back and looking globally, the risk for each player would be how to commit their ten men in a given week. Does the player commit 5 members of their band to the dungeon encounter, assult the opposing player with 3 characters and defend their stronghold with 2?

    What classes and races make up those groups? And so on.

    This is all conceptual. Calculating the synergies and putting rational numbers to the theory is the real trick.
    >> Dogstar !!sKGW1u0HNtI 03/07/11(Mon)01:28 No.14156846
    >>14156762
    This sounds kind of like World of Dungeons, a browser-based adventure game I used to play. You'd make a single character from the races and classes available, then advertise to join one of the various groups made of the other players, then go on group quests. You'd earn personal equipment you could either stash for others to use or that you could use yourself, and each character had dozens of skills to improve as well as base attributes. Every character was different, and even equal-leveled parties varied wildly in their ability to overcome different challenges.
    >> Anonymous 03/07/11(Mon)01:44 No.14157018
    >>14156845
    >>14156762
    I actually really like a lot of the ideas expressed here, and they stay really valid, though I would need to sit down and make it less directly ripping off 4e.

    >>14156846
    Cool? So much research to do.

    Also, SERIOUSLY I NEED TO GO TO BED.
    Also perhaps an achievement system to allow multiclassing (ie, Galthor helped kill a dragon. He can now multiclass to Dragon Hunter or some shit)
    >> Anonymous 03/07/11(Mon)07:52 No.14159577
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    >> Anonymous 03/07/11(Mon)08:05 No.14159644
    >>14154255

    >Slaker
    >> Anonymous 03/07/11(Mon)10:10 No.14160343
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    >> Anonymous 03/07/11(Mon)10:23 No.14160398
    I second some other anons suggestion to link this to Rogue Trader. This sort of system would fill a niche for me, since my players keep wanting to send away teams out on missions instead of going down by themselves. They're big on delegation and doing multiple tasks simultaneously. This way I'd get a good system to ajudicate the outcome of away team missions, as well as build up a permanent NPC roster the party can take a personal investment in. The Senescal could train sergeants and raiding teams, the Missionary could get his own troupe of Sisters to invest in, etc.
    >> Anonymous 03/07/11(Mon)10:50 No.14160525
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    >> Anonymous 03/07/11(Mon)11:18 No.14160678
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    While I like the idea of RT, it fails for independant use if you slave it to 40k
    >> Anonymous 03/07/11(Mon)12:30 No.14161183
    Bump?
    >> Anonymous 03/07/11(Mon)12:36 No.14161237
    >>14155331
    rollin
    >> Anonymous 03/07/11(Mon)12:38 No.14161261
    >>14155331
    Oh what the hell, I'll roll too.
    >> Anonymous 03/07/11(Mon)13:33 No.14161751
    >>14161237
    Black-Geomancer!

    >>14161261
    Black-Paladin!
    >> Anonymous 03/07/11(Mon)14:00 No.14162013
    >>14154255
    man, i had no idea mathematicians were so badass.
    >> Anonymous 03/07/11(Mon)14:04 No.14162039
    >>14159577
    where are these from?
    they look familiar.
    >> Anonymous 03/07/11(Mon)15:28 No.14162800
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    Final bump, I don't want this to die
    >> Anonymous 03/07/11(Mon)16:43 No.14163574
    (What are we bumping for)
    >> Anonymous 03/07/11(Mon)17:36 No.14164194
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    >> Steiner 03/07/11(Mon)18:37 No.14164810
    >>14162039

    Yggdra Union
    >> Anonymous 03/07/11(Mon)19:50 No.14165673
    I am so sorry, /tg/, but my ass is being kicked by homework, everyone wants shit in before Spring Break.


    I really wanted maintenance and upkeep costs to be present, but abstracted. For instance, a knight costs 1 "Metal" resource per period, and "Metal" would have a fluctuating market price, or be part of a bulk good that could be recovered from adventuring. The more powerful and advanced the unit, the more upkeep it would require. Sure you could have your Demon Wizard or some shit, but, but you'd pay out your ass in Sacrifices and Artifacts.
    >> Anonymous 03/07/11(Mon)20:00 No.14165816
    And yes, I also wanted the ability to place a "base" out where others could stumble across it, and possibly raid it.
    >> tgdude 03/07/11(Mon)23:12 No.14167767
    Glad this thread is still around.
    >>14165673
    If I may make a suggestion Op (if you are op), character classes with Peril and Endurance as the primary statistics are pretty boring. You'll have to give each character class at least one unique ability to make them interesting to the players. For example: the Archer class has first strike capability but will automatically be killed unless there is a Knight in the party. The Knight/Bodyguard class takes damage before all other units, etc.

    On the other hand your system is simple enough to be built very quickly and expanded upon later. This is a very good thing.
    >> Anonymous 03/07/11(Mon)23:35 No.14167947
    >>14167767
    Precisely. think of it like Magic: The Gathering. Power and Toughness? Simple and boring... by themselves. Each class will get a special ability, and each character with have a random talent as well.
    >> Anonymous 03/07/11(Mon)23:54 No.14168113
    ...Is there not much magical healing? Looking at the wound track, wounds don't seem bothersome at all if you bring a cleric...
    >> tgdude 03/08/11(Tue)00:24 No.14168408
    >>14160398
    >Rogue Trader 4x Management Game.
    Yeah I've thought about this for a while. Lets see...

    Well first off you'd want to set up a system of planets. As I recall the Battlefleet Gothic rule book had random tables for generating systems. These were pretty fucking awesome and I can't find them online.

    You know what? I had another thought.

    Long ago AD&D had a system called Birthright. Large parts of it were shit, but basically it was a very rough kingdom building simulator where you (the regent) gets gold from establishing trade routes, have rules for increasing the Temple or Thieves Guild power in their domain, and most importantly had rules for how multiple players could have partial ownership of holdings in one region and how they could compete with each other.

    This would be perfect for Rogue Trader.

    Anyway back to the Rogue Trader basic Classes.

    Arch-militant, Astropaths, and Void-masters would be combat classes.

    Seneschal, Rogue-Traders and Missionaries would be your 'diplomacy' classes.

    Rogue-Traders, Missionaries, Void-Masters and Explorator would be your 'explorer' classes.

    The following classes would be specialty Researchers:
    Researcher would be used to identify a something or develop a new something something.
    Explorator -- Tech
    Astropath, Navigator -- Warp
    Seneschal, Rogue-Trader -- Trade
    >> tgdude 03/08/11(Tue)00:42 No.14168565
    >Birthright talk
    I mean the Birthright rules would work well if adapted for dealing with holdings on a particular planet the player has interest in.

    Anyway.

    First of all you'd need to establish a list of actions (fight army, explore planet, research item, etc.) the Rogue Trader away team could engage in.

    If you wanted to translate actual characters into a simplified system, just divide character's attributes by 10, round down and there you go.

    Resolve combat by rolling 1d10 and adding the BS or WS score divided by 10 to see if you hit, etc.

    Every rank a character has in the relevant skill (ie Forbidden Knowledge: Xenos) would give you a +1 on the 1d10 roll.

    So this could allow you to have different classes still have overlapping skills while remaining distinct. Hm.

    Based on this framework, lets work in other classes from Into the Storm and Dark Heresy.

    Scum - Diplomacy and Combat

    Genetor - Researcher: Biology, Explorer

    Acquisitionist -

    Glad Warrior -- Combat

    It just occured to me that combat challenges could be broken down into the following categories: Solo (assassination, etc.), Stealth, Small Unit Skirmish, Vehicle Skirmish, Orbital Engagement, Ground War.

    The types of combat classes would have different values in each.

    well I'm tired. I'll think about this later.



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