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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: Playtesters Wanted.  (Read 1064 times)
Matthew Webber
Member

Posts: 5


« on: September 08, 2008, 01:05:17 AM »

b]RoShamBo: The RPGing<RoShamBo, the RPGing (main rulebook 7pgs including character sheet), and RoShamBo, the Magical!<The Silver Cave, an introductory adventure involving a lost prince, strange lights in the sky and Sheep Cultists. (a PG sense of humour is probably required ... I was going for funny, you're milage may vary). 

If you are interested, please contact me at proserunmadrpg@gmail.com, and much thanks in advance.
RoShamBo: The RPGiRoShamBo, the RPGing (main rulebook 7pgs including character sheet), and RoShamBo, the Magical!<The Silver Cave, an introductory adventure involving a lost prince, strange lights in the sky and Sheep Cultists. (a PG sense of humour is probably required ... I was going for funny, you're milage may vary). 

If you are interested, please contact me at proserunmadrpg@gmail.com, and much thanks in advance.
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Matthew Webber
Prose Run Mad Games
proserunmadrpg@gmail.com
Matthew Webber
Member

Posts: 5


« Reply #1 on: September 13, 2008, 07:24:56 AM »

Here are some excerpts from the books. I'm working on a webpage where the pdfs can be download.

Sample:
RoShamBo: The RPGing<RoShamBo: The Magical
Thief Kit<Grayish Elves<RoShamBo: The Silver Cave Adventure.
The Road to Rumbell
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Matthew Webber
Prose Run Mad Games
proserunmadrpg@gmail.com
Lance D. Allen
Member

Posts: 1962


WWW
« Reply #2 on: September 14, 2008, 09:54:02 AM »

Would you mind posting something with a little more.. crunch to it? Except for the first sample, none of this tells us anything about your game, at all. All it tells us is that you have an interesting and amusing voice in your writing, which is a definite plus, as it will help keep your books from being a boring read, but it's not useful here.

Rock, Paper, Scissors. Got that. Can you give us an example of how it looks in play? Don't post your rules text here; People who want to read it will email you or download the .pdf when you're ready with it. Just show us how it works. Make us see what's awesome (or quite good, if you're British) about your game.
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~Lance Allen
Wolves Den Publishing
Eternally Incipient Publisher of Mage Blade, ReCoil and Rats in the Walls
Matthew Webber
Member

Posts: 5


« Reply #3 on: September 14, 2008, 12:33:59 PM »

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Matthew Webber
Prose Run Mad Games
proserunmadrpg@gmail.com
Lance D. Allen
Member

Posts: 1962


WWW
« Reply #4 on: September 16, 2008, 12:00:09 PM »

Here's one question based off your short write-up... If both players are attacking (meaning neither is attempting to defend) then why must only one of them succeed? Why not allow both of them to succeed?

Also, why force the GM to play randomly? The ability to judge your opponent is one of the key factors of rock-paper-scissors. By removing the GM's ability to make decisions, you remove the ability for both combatants to think about the conflict. You're only a small step from forcing both participants to play randomly.

My questions are not meant as suggestions or criticisms. They're honest questions. Why did you make the choices you chose to make in these cases? What is the reason behind them?

By the by, the comment about being British is somewhat of an inside joke. Pay it no mind.
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~Lance Allen
Wolves Den Publishing
Eternally Incipient Publisher of Mage Blade, ReCoil and Rats in the Walls
Matthew Webber
Member

Posts: 5


« Reply #5 on: September 16, 2008, 08:27:55 PM »

Please don't misunderstand, I'm not upset or offended by your comments at all. I'm actually quite happy that someone is taking an interest!

And yeah, I'll admit a huge fandom for Terry Pratchett, Tom Holt, Tom Sharpe, Stephen Fry and about a dozen other British comedy writers. 

Now, to address your points:

In the event of a tie, they both suceed if both attacking characters' Skill Points are the same.

I actually left how the GM decides what they are going to play for the NPCs as open as I could. Personally, I found that a random draw works best for when the PCs are battling a random monster or something that doesn't warrant a huge production; or if facing a large group of opponents and the GM doesn't want to spend the time thinking about each individual move for each individual NPC. However, for a Big Bad I would absolutely recommend the GM choose which option they want to play. 

As an added bit of strategy, each character has a Prime skill, which definds what they are (Magic, Combat, Thievery etc). In combat they can't play the same Option/Skill twice unless it is their Prime. So a character who's Prime skill is Attack, can't defend two rounds in a row, or cast two spells in a row, but they can attack as aggressively as they please.
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Matthew Webber
Prose Run Mad Games
proserunmadrpg@gmail.com
Lance D. Allen
Member

Posts: 1962


WWW
« Reply #6 on: September 16, 2008, 08:41:03 PM »

Alright, I think I'm starting to get a little of your intent.

Could you write up a play vignette of what a combat or competition between two characters might look like? I'm interested in getting an idea of how this would work out in play. It would help me get a handle on what options are available, and how I might choose between them.
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~Lance Allen
Wolves Den Publishing
Eternally Incipient Publisher of Mage Blade, ReCoil and Rats in the Walls
Matthew Webber
Member

Posts: 5


« Reply #7 on: September 17, 2008, 02:52:33 AM »

Right, after throwing up a very cheap, and very temporary website, the full PDFs are available for download here!

http://proserunmad.t35.com/.

The main rulebook is only 8 pages, character sheet and cover pages included. This will give you a better idea of what I am aiming at than a write up!
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Matthew Webber
Prose Run Mad Games
proserunmadrpg@gmail.com
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