*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 06:09:39 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: [1]
Print
Author Topic: Looking for help in making an rpg titled "vagrant moon" or" The Magic Realm"  (Read 487 times)
neomatrix1010
Registree

Posts: 2


« on: October 31, 2005, 08:17:05 PM »

I have this game i have been trying to make for years now. I have been able to come up with most of the core mechanics myself but it may need a little changing itself. For example I dont want people who play this rpg to use dice in this game. Because of the good luck and bad luck factor. So on the characters starting attributes I have already given them. for examaple:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-HUMAN----ORGE---- TROLL----ELVE---FAERY--- GOBLIN---WEREWOLF---VAMPIRE---NYMPH---SPRITE---DRAGON----ETC...-
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--M--F--------M--F-------M---F-------M---F---M--F--------M---F----------M--F------------------M---F---------M--F-----M--F----------M----F--------M--F----
--[ ][  ]-------[ ][  ]------[  ][   ]-----[   ]-[  ]--[ ][  ]-------[  ][   ]---------[  ][  ]-------------------[  ][  ]---------[  ][  ]----[  ][  ]--------[  ]--[  ]-------[  ][  ]--
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Inside those brackets would be the initial starting attributes for each of the following attributes:
Dexterity, Constitution, Charisma, Intelligence,Wisdom, Will, Force, Initiative, Intuition, Speed, Agility,Strength,Toughness, Acrobatic.

Now when the player of the game chose their character then they could go ahead and pick their class. I also have the classes to listed with their subclasses. 
Then i have stuff such as skills, feats, magic books(red, green,blue,.black, brown and other assorted spell books), rings, pendants, orbs, spheres, talismans, languages, clothes, items, weapons, armor, food,

And my main goal of this rpg is to make this game another reality for people who like rpgs, one where people can have jobs or professions, education, where characters can reproduce and have children to grow with them, and to have an huge immersive world along with other worlds in the universe that might be explored one day, villagers to become friends and enemys to overcome and defeat. so if any one would like to help me please respond in this forum or email me. I would be appreciated to start a team who is willing to help me out on such things as artwork, storybuilding and the such work that would revolve around this project. Again thank you for reading this, and if you want to help me and this project please respond to this forum or email me.
Thanks,
            Neomatrix1010

Logged
Andy Kitkowski
Member

Posts: 827

I LIKE GAMES


WWW
« Reply #1 on: October 31, 2005, 10:48:37 PM »

Is this to be a pen-and-paper/tabletop RPG, or is this more like a MUSH/Online thing?  I can't tell frm the description above (plus the mention of "teams", etc usually indicates software-based).

-Andy
Logged

The Story Games Community - It's like RPGNet for small press games and new play styles.
neomatrix1010
Registree

Posts: 2


« Reply #2 on: November 01, 2005, 12:38:36 AM »

This is to be a pen and paper/tabletop rpg in someways but later to be developed for an online if i can get the support along with it. Because at this stage, being only part beggining some parts l mentioned earlier will be more effective with the online kind of rpg.
Logged
daMoose_Neo
Member

Posts: 890


WWW
« Reply #3 on: November 01, 2005, 06:38:51 AM »

For the record, MMOs are worse to construct than tabletop.
IE Once I actually get off my tookus and invest a little bit in artwork, I'll have one game finished. The MMO counterpart I began on over three years ago? Still optimizing code, barely past getting my scripting engine dropped in.

Tabletop design does allow you to do a lot of what you do when planning a program- you lay out a lot of WHAT is done and WHEN, so when you're coding it out you can do so in a logical seaquence. Points of contact are almost more important on the tabletop than on the PC, but the smoother and more logical you make it, the easier it is to play out on the table and the easier it is to transfer to the code.
Logged

Nate Petersen / daMoose
Neo Productions Unlimited! Publisher of Final Twilight card game, Imp Game RPG, and more titles to come!
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!