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[MAGD] Well, here we go...

Started by Lonoto, June 27, 2005, 02:53:13 AM

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Lonoto

Well, this is the second time I've tried my hand at game designing. The first time didn't go to well, but that's OK, I think I've grown some since then, and I like this game idea much more anyway :P. So, basically here's what I want to try to get from this game.

I want a martial arts based game, with all of the characters either being high school aged martial artists or maybe one or two being instructors. It could be set up in a town, or adventuring around, or mainly in a town with a few excursions.

The two major systems in such an RPG, in my opinion, would be combat and social maneuvering (because I picture either high school drama tied with martial arts action, or travelling spy-type martial artists who need fighting skills and social skills). I want the combat system and social maneuvering system to resemble each other immensely in mechanics.

The main thing I want with the system is to allow for a high degree of strategy when in combat or in emotional struggles and social events. Basically, for the combat part, the players will be far beyond the need to worry about generally punching and kicking. They'll need to pull out all the stops, use those secret techniques and pump it up with some Naruto-esque tactics in order to overcome their opponents, while emotionally/socially they will do likewise, except in more subtle and tactful ways.

I would like to get some kind of skill system implemented, considering the players will more than likely have many different skills to aid them, but I recently read Mike's rant about skill systems, and it seems to make sense. I was thinking of something where a skill gave you the quality level, rather than a die bonus (although the quality level in comparison with another's skill or the difficulty level of something may give a bonus, which probably brings me right back to the problem.) Another thing is that for combat and emotional/social maneuvering, I plan on using special techniques and having a system to create your own techniques. (I will use my Black Tiger Fist - I attack them dead on, but it is really my shadow that strikes them from behind/around that does the major damage.) Any techniques that are 'supernormal' (I.E the example I used lol) will require a check against some stat or another and depending on the penalties given by the technique (because it is more powerful, higher penalties) if they fail the role they lose some of their qi. This will probably be a regular occurrence with high power moves.

For damage, I plan to use an Injury system where depending on the success and basic damage rating of an attack, injury penalties are assigned to the different body parts. For emotional 'combat' it would be assigned to things like Ego and Pride) and after a certain threshold these parts become useless. There will probably also be a fatigue metre, but none of this is fleshed out as of yet (I wanted to post here first, see if I could get any responses).

Anyway, so that's basically what I've got so far. Comments, ideas, infamous Forge questions, all are welcome!
"Crazy are the people inside my head, one of them's got a gun, to shoot the other ones!" It's a song... really, it is...