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275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 148 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [Dramo Worlmoro]  (Read 1754 times)
Ar Kayon
Member

Posts: 190


« on: January 19, 2010, 05:49:14 AM »

Dramo Worlmoro is an RPG set within the mind, where players assume the role of anthropomorphic creatures that represent thoughts and emotions. Whatever a person experiences, those experiences are manifested in this mindscape.

Joe
One player assumes the role of Joe: game master and storyteller. Joe is a giant tin can robot that keeps all things in balance. He can also breathe fire and sometimes uses it as a neat party trick. His siblings Ego and Id are troublemakers, so Joe makes creatures called guardians and sends them out to clean up his siblings' messes. However, the guardians have minds of their own, and Joe often has a difficult time controlling them or keeping them focused. The other players assume the role of the guardians.

Guardians
The Guardians are automatons made by Joe, but they are not all robots like him; they can be all kinds of things. Joe makes the Guardians out of this stuff called, well - "Stuff", and he gives them different parts which grant them peculiar abilities. In the Create-a-Guardian section, you get to choose your parts, which range everywhere from having bat wings, to being made of bones or plants, to breathing out fresh minty air...or corrosive acid. Corrosive acid is always fun.
Joe will send your Guardians out on missions and offer incentives for completing those missions and bonuses for meeting certain conditions. These rewards are important because they improve your abilities or grant you new ones. However, completing missions for Joe is not the only way to build up your Guardian. Some items can do this (defeated bosses often have good items like this). Guardians can also seek out the Wishing Chicken.
If your Guardian happens to get "Unstuffed", then it will re-stuff in Joe's realm. Guardians can do this a finite number of times before Joe gets fed up and disassembles them for good. If a Guardian is clever enough, however, he can elude, persuade, beat up (not likely), or trick Joe in order to prevent their de-stuffing.
Guardians may also do missions for Ego or Id at their discretion, although Joe won't like that should he find out. Joe especially won't like it should you happen to change your alignment to Ego or Id, who will re-assemble you so that you re-stuff back into their realm. (The player who takes the role of Joe also takes the role of Ego and Id.)

The Three Siblings
Although none of them can actually die from any occurrence inside the mindscape, their power is in constant flux. And more power means better parties and well-stuffed babes. When one gains power, the others lose power. Inside dynamics and outside experiences affect the distribution of power. For example, when the outside Person is scared, Scare monsters (or Scares) from Id's realm multiply and wreak havoc, or if the Person has low self-esteem and experiences success, Joe's realm will grow in power. When a realm grows substantially in power, the outside Person will be affected greatly and tend to do things in accordance with that realm.

Id
Id changes his mind, and his form, often. He (or she, depending on the mood) is erratic, whimsical, destructive, and doesn't think things through. He typically has more raw power at his disposal, however, and monsters and bosses tend to gravitate towards his realm. Id has a brilliant advisor, but always manages to botch his carefully laid-out plans, or instead sends the advisor out on stupid or pointless missions. Id is a magnificent artist, and tends to sport very eccentric fashions.

Ego
Ego likes a lot of power and loves to look his best. Although he is calculating and effective, Ego often deludes himself into thinking his abilities are greater than they actually are. His advisor, like Id's, is also brilliant, but Ego typically ignores her ideas or lays claim to them. She can't stand his constant womanizing, but the pay and benefits are good.
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Ar Kayon
Member

Posts: 190


« Reply #1 on: January 19, 2010, 06:01:07 AM »

Determining Task Resolution
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Ar Kayon
Member

Posts: 190


« Reply #2 on: January 19, 2010, 06:02:02 AM »

Combat Sequence
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Ar Kayon
Member

Posts: 190


« Reply #3 on: January 19, 2010, 06:05:14 AM »

Attacking and Defending
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Ar Kayon
Member

Posts: 190


« Reply #4 on: January 19, 2010, 06:39:48 AM »

Many skills have related abilities that you can develop.  Abilities are meant to be used for the combat grid and cost ability points to use.  Majmoro techniques, however, do not use ability points.
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lumpley
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Posts: 3453


WWW
« Reply #5 on: January 19, 2010, 07:12:30 AM »

Hey Ar. Please start one thread per game, instead? Thanks!

-Vincent
(site tech admin)
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Ar Kayon
Member

Posts: 190


« Reply #6 on: January 19, 2010, 07:20:52 AM »

Oh, ok.  My rationale was that I didn't want to drown the reader with information.
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Ar Kayon
Member

Posts: 190


« Reply #7 on: January 26, 2010, 04:26:31 AM »

Highlights

1. Easy to pick up gameplay.  Piece together your Guardian and character creation is almost done.

2. Fun, fast mechanics.  The rules are simple and easy to understand, designed with the beginner role-player in mind.

3. Collaborative combat style allows players to concoct coherent strategies in order to win.

4. Power-ups instead of level-ups makes for rewarding, non-restrictive player advancement.

5. A fresh, new setting without physical restrictions (it's set in the mind) allows for exciting and unexpected narration.  Shoot down the moon, use lizards and reptiles as weapons, make monsters from scratch, and rejoin the mission after dying.
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Ar Kayon
Member

Posts: 190


« Reply #8 on: February 26, 2010, 01:07:19 PM »

What is Majmoro?
Majmoro is the skill of channeling the Person's thoughts and emotions into dramatic effects.  Each brother has codified his own method of controlling majmoro, or had their assistants do it for them while they watched tv.

Id Majmoro
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