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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [Terrae Novae] Game Mechanics  (Read 1845 times)
Kilor Di
Member

Posts: 79


« Reply #15 on: February 12, 2004, 01:15:17 PM »

No comments?  Oh well, that last post wasn't really a mechanics issue anyway.

I just thought of something the other day.  How should an army work in battle, anyway?  By this, I mean should the characters all be fighting in turn-based combat (like DnD, which might not work well in larger battles), or should they fight some other way?  The only alternative I can think of is that the GM would make maps for each battle beforehand, and the players would have to devise battle strategies both before and during battle (in case their previous strategy didn't work, or if they are ambushed), such as shooting the mountain-side to try to cause an avalanche or something.
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A good game knows how to pull you in time after time.  A great game never lets go.
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Jasper
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Posts: 466


WWW
« Reply #16 on: February 12, 2004, 02:51:02 PM »

Well it just depends on what roll the characters are taking.  If they're just grunts...yeah, sure, have 'em slugging it out in the midst of a crazy battlefield.  I would probably use a modified version of the normal combat rules.  Things are far more hectic, and you don't want hundreds of rolls for a battle, so you can just make some representative rolls for performance over the course of the whole deal.  Then just cut to smaller important engagements, like when a character is confronted in hand to hand by some beefy enemy seargent, or for the final push against a bunker.

If the characters are in leadership positions, have them do some strategy and planning, sure.  I don't know if you want to go so far as to have a mini-strategy game in the midst of it all, but moving around some counters might be cool.
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Jasper McChesney
Primeval Games Press
Kilor Di
Member

Posts: 79


« Reply #17 on: February 23, 2004, 05:04:04 AM »

I haven't posted in a while.  Guess I've just been getting lazy or something.

Anyway, new update.  The playable characters descriptions have been changed, and a new section called Army Creation has been added.
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A good game knows how to pull you in time after time.  A great game never lets go.
                                              -Me
Kilor Di
Member

Posts: 79


« Reply #18 on: March 02, 2004, 09:56:47 AM »

I also changed Killing weapons to Stealth weapons.  Just something I forgot to post last week.

Oh, and do you think this game is ready for playtesting yet, or do I need to refine the game some more first?  I had planned on doing some playtesting in April, but with my schedule the way it is, I'm going to have to move it to May.  (This is to give me time to design character sheets and stuff.)
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A good game knows how to pull you in time after time.  A great game never lets go.
                                              -Me
Dav
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Posts: 432


WWW
« Reply #19 on: March 02, 2004, 10:11:56 AM »

If you're making a d20 game, make it a d20 game.

Dav
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Kilor Di
Member

Posts: 79


« Reply #20 on: March 02, 2004, 10:25:37 AM »

Actually, the game uses a diceless system at this point.  I may change it to a D-whatever system later on if the diceless system doesn't work out too well.
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A good game knows how to pull you in time after time.  A great game never lets go.
                                              -Me
Kilor Di
Member

Posts: 79


« Reply #21 on: March 09, 2004, 01:30:00 PM »

Any other comments about the game's mechanics?  I haven't managed to make any changes this past weekend, but I think I'll try next weekend.
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A good game knows how to pull you in time after time.  A great game never lets go.
                                              -Me
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