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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)
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Author Topic: The Breaker Zone Rough Draft  (Read 695 times)
The Dreamer
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Posts: 4


« on: January 21, 2007, 09:47:19 PM »

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Qi Chin
Member

Posts: 42


WWW
« Reply #1 on: January 22, 2007, 04:21:25 AM »

Hi, and welcome to the Forge!

Now, if I understand this right, you basically have a setting, and want to enable others to play in this setting with a forum RP style, meaning little rules, and mostly story-telling. In this case, you are not designing a rule-set, but should still ask yourself the Big Three:
What is Breaker Zone about?
What do the characters do?
What do the players do?

If I may, I'll try to see if my interpretation of this corresponds to your ideas of what your setting is like. Breaker Zone is about a small number of humans being able to travel between planets, and discovering the different elements as well as their own powers. I'm not so sure what the characters would do, though. This setting has a lot of potential for great adventures, so if you already have stuff planned or written down, bring it on!

It's a nice introduction, but since you're trying to make an RPG out of this, tell us a bit about the playing aspects this setting can bring.

Qi
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There once was a man in Schenectady
Who went to get a vasectomy.
He mistook on a stroll
The part for the whole,
And committed the crime of synecdoche.
The Dreamer
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Posts: 4


« Reply #2 on: January 22, 2007, 03:07:31 PM »

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Qi Chin
Member

Posts: 42


WWW
« Reply #3 on: January 22, 2007, 07:47:22 PM »

I think you're confusing 'character' with 'player', but a lot of people do that at the start.
What you've described about what the players do is actually what the characters do. The players don't get elemental powers, at least not from playing a game Wink

And I'm taking this is going to be a forum RP, with lots and lots of people playing at once? In this case, you might want to try and keep the mechanics of any rules simple enough so that other players can quickly assess stats without having to check through lots of other pages. And you might want to think about balance and PC power over other PCs.
Are the player going to create the setting bit by bit by having their characters explore new areas? Or will there be a mostly complete setting for them to wander around in?
Just some food for thought.

Qi
Logged

There once was a man in Schenectady
Who went to get a vasectomy.
He mistook on a stroll
The part for the whole,
And committed the crime of synecdoche.
The Dreamer
Member

Posts: 4


« Reply #4 on: January 22, 2007, 09:34:35 PM »

Ill keep the mechanics as simple as I can but again I don't think will will have many people for a while.  Oh, and yes I put the characters and players switched, sorry for the confusion.  Do you have any suggestions for rules or a character advancement  system? because right now I'm drawing a blank.  Thanks again for the continued help Qi
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Qi Chin
Member

Posts: 42


WWW
« Reply #5 on: January 23, 2007, 07:24:24 AM »

Ideally, everything in a system should be geared toward the core of what the game as a whole is about. That being said, there are a bunch of possible advancement systems, such as XP to Level, Rewards as Resources to spend on stats, Learning by Doing, just to name the most prominent. You might want to have an advancement system that facilitates what you expect players to do while playing the game.

For instance, D&D is all about killing monsters and completing quests, hence, characters gain XP for doing just that. The Black Eye, and German RPG, is all about the characters going on adventures and advancing through these adventures with clever actions and idea, and so they gain adventure points at the end of each section in an adventure, the better they have done, the more they get.

Alternatively, you can use rewards and advancements to incite some behavior from the players. Inn my current RPG-project, every character will be able to learn every skill, but they get the most rewards, and the fastest rewards, by sticking to a small group of chosen skills, so that you don't have a whole party of jacks-of-all-trades, but rather specialized roles such as warrior, thief, or doctor, where everyone in the party know his part. Players will still be able to advance their character any way they like, but they will have a big incentive (more rewards and faster advancement) by sticking to their role, if at least partially.

Just to give you some ideas to work with, hope that helps.

Qi
Logged

There once was a man in Schenectady
Who went to get a vasectomy.
He mistook on a stroll
The part for the whole,
And committed the crime of synecdoche.
The Dreamer
Member

Posts: 4


« Reply #6 on: January 28, 2007, 09:18:15 PM »

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