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The newest guy on the block

Started by Lord_Paladin, April 18, 2004, 06:11:36 AM

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Lord_Paladin

Hello all, I'm the new guy (at least for now). You can all call me Jeremiah, currently I'm a college student in California. Anyways, I'm representing a little known on-line freeform play-by-post RPG called QFGC (quest for glory club). It was orginally based on an old Sierra adventure game called Quest for Glory (Hero's Quest to start) but that was back in the late 80s :P. Anyways, my group started around 92-93 and the game has evolved an increible amount to the point where it's its own world with a few cameo apperances. Anyways, recently we made the jump from free server to paid server and as such I'm trying to make the most of what I'm spending my money on.

What I'm trying to say is that I've started getting people to put down hard content for our world, we're making a history and system for it thats more definitive than what we had. The reason I decided to join this community is that i've been reading here and you guys discuss some of the concepts that I've been going over, though with a slightly different system, so I'm here to learn and try to use the information to improve my set-up. So, I just wanted to say "hi" and introduce myself.

Shreyas Sampat

Hello, Jeremiah.

Tell us about your game.

Lord_Paladin

Alright, well, let me try.

The game world is called Glorianna, after the world it was based on, but it takes place on an island we created called Tourning Star. Tourning Star has become a very important place because it's on the main shipping route between four continents. Being such a place, it tends to draw interest from alot of people, from this world and others. In order to combat that, Guilds (classes) have established chapters on the island, and have become some of the most successful people in all of Glorianna.

The game itself has eight different major guilds, of which you can belong to one, and about 8 different minor guids, of which you can join 3. The eight major guilds are pretty baisc. You have a Fighters' Guild, Mages' Guild, Thieves' Guild, and Paladins' Guild, and on the other side you have a Dark Fighters' Guild, Dark Mages' Guild, the Dark Triad, and the Dark Paladins' Guild. Each guild more or less has it own philosophy (eg: the Dark Paladins believe the ends justify the means, and that you rule with an Iron hand, very Machiavellen(sp?))

Each guild has its own powers, and we tried not to copy any (excpet opposites when you cross the line between light and dark) so they're mostly unique to the guild. Some guilds got more involved with stats then others, but we try to keep the number game down to a minimum. We're actually working on a system of numbers that would apply to everyone in general based on Might (physcial strength aspects), Speed (dex, aglility, reflexes, etc) and Willpower (the mystical stat, be in Spirituality, Magic power for mages, or pure willpower for fighters, etc.) Then we were also planning on having a Reputation sore, a sorta Fame/Infamy sorta thing that would be modified on an individual basis.

Play basically revolves around scenarioes and quests. Quests tend to be larger, longer, and lead off the island. This is run by a Quest Master (QM) and scenarios tend to be shorter (usually single thread, sometimes bigger) and are run by either an Scenario Master (SM) or whoever seems to be taking charge (usually a more senior member). Characters advance through the game by making practice posts (you posting a short story about your character doing something that containes certain things) or by using them around town in different situations. Sometimes there are other requirements, such as Paladins having to do good things.

Other than that, there are character interactions that make up alot of what goes on. Right now, since we moved to the new web-site, i'm trying to make things more offical, with a means of actually keeping track of money, having a monthly cost of living deduction so that people will have to try and make money through adventuring, working, or thieves through stealing. I've also created a Board, or now called The Powers that Be, who will over see the role-play in a stricter manner than we have before. We will more or less be resonsible for keeping things going, and if we need to controlling an absent players character just enough to keep the thread moving, or replacing an absent SM until he can return. It will also be their job to create things for characters to do, and scenarios for them to play in. As for combat, there are no numbers or anything of that type involved (we want to stay away from having to memorize numbers) and usually the SM or QM will decide what happens. In player versus player combat, its up to the SM or QM if one is present, otherwise its between the players to put out. There are usually pretty clear cut lines about how things would play out. If someone begins to step out of line, the senior members will let them know and bring things back into perspective.

Also, right now we're trying to write up guides, descriptions of places, and we're working on a set history, science of magic, etc. for the world. As far as our stat sytem, instead of rigidly defined numbers, its more of a relative system. Someone with 10 strength is strong than someone with 9.

As far as magic goes, we RP a mana system, we tried the numbers, but it was just a bit much... so we came out with a number attached to a spell that gives the player an idea of how much effort is expended in the casting... Paladins draw their power from their stamina... fighters from their Ki.. I think thats pretty much it... any questions?

Eero Tuovinen

Quote from: Lord_Paladin
I think thats pretty much it... any questions?

Yeah, I have... What is you question?

Not to be flip, I think that you have a good basis and you seem to know what you are wanting and doing. But this brings up the above question, doesn't it? Do you have anything we can help you with, or would you like to tell us more? Or is this just an introduction post (which aren't that usual here)?
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