Topic: RPG styled after X-Com ('94)
Started by: BioMetal
Started on: 11/23/2008
Board: First Thoughts
On 11/23/2008 at 11:48am, BioMetal wrote:
RPG styled after X-Com ('94)
Had the idea for quite some time now. The original X-Com was so great, it was suspenseful, challenging and had really cool weapons and gadgets. But somehow, I always wanted to be able to identify some more with my squad members. They had different haircuts, skin tones and, of course, names (actually, you could name them on recruitment), and improvable stats, but with x-com being a strategy game at heart, they still remained faceless goons - and they died really quickly, but that's no flaw in the system, instead it added to the suspenseful battlescape missions and made you extra careful.
An RPG inspired by X-Com should have proprietary, D100 game mechanics, detailed combat rules and include some management features similar to X-Com, meaning the players must not only concentrate on their characters, but also on their organization's progress regarding research, intel and the everlasting arms race against the enemies (which are, naturally, alien infiltrators/invaders!).
If anyone has a take on this idea, I'd be glad to hear it.
On 11/24/2008 at 6:37am, Noon wrote:
Re: RPG styled after X-Com ('94)
Hi,
Your only problem with the game was the facelessness? But you want to recreate everything else in pen and paper format, just to cover that one problem? Is it really worth it?
Also what comes to mind is to just play the computer game and write some pen and paper system for in between missions or such. You could even have connecting resources, if you swear off certain resources in the comp game unless the pen and paper rules say you can have it (something I considered once with the game 'time splitters').
On 11/24/2008 at 7:55pm, BioMetal wrote:
RE: Re: RPG styled after X-Com ('94)
That wasn't my only motivation, you know. It's just what I've been thinking. I also like X-Com's basic setting idea very much, and think it might work well as a complete pen&paper RPG.
On 11/25/2008 at 8:16pm, dindenver wrote:
RE: Re: RPG styled after X-Com ('94)
Bio,
Personally, I would try ad find a mechanic that created that suspense. Then build the rest of the system around it. Maybe use the psychology of blackjack as a foundation. You know that feeling you get. Like if you hit, it will be bad, but you will lose if you don't...
I mean, the stats were generic and there were almost no skills to speak of. So, that is not as important as capturing that suspenseful feeling, no?
On 12/2/2008 at 9:29am, BioMetal wrote:
RE: Re: RPG styled after X-Com ('94)
I intend capturing the suspense through the game's background story. The game's mechanics will be pretty detailed, but also straightforward, optimized for contemporary and near-futuristic style gameplay.
Now, I probably should let this out. Been working with a handful of folks on this project, and the first steps have been taken almost a year ago. Right now, the game is finished, and measures 217 pages in total, including game mechanics (which make up just about 50 pages of it).
Currently looking for a way to publish it professionally.
On 12/10/2008 at 11:18am, BioMetal wrote:
RE: Re: RPG styled after X-Com ('94)
CONTACT now found at http://www.openkore.de/