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RedGoblin
10-07-2005, 01:10 AM
Do there happen to be any Roleplayers here on the boards? I know its a miniature site, but I feel most comfortable posting here as opposed to other gaming boards...you guys are just tooooooo friendly. haha

If there are roleplayers, might I ask what is the most widely played/favorite RP genre?

Mine, honestly is probably fantasy. How many other Fantasy Roleplayers are here on the boards?

lauth81
10-07-2005, 10:32 AM
Iīm a roleplayer too. I play mostly fantasy.
Currently using only DnD 3.0 as a DM and a player (Yep, thatīs right, we never "advanced" to 3.5). I have played some other systems in the past and hope to play sometime in an Earthdawn campaign.

Nathan Caroland
10-07-2005, 11:59 AM
I used to be a real roleplayer 'geek' back in the day but I haven't done it in a very long time. Still have a lot of material that I wrote for the game(s) and a few articles published by TSR/WotC in their rags, but nothing spectacular.

Might just break out all the old stuff and put it up here in a Roleplaying section and let folks have off on it - see about bringing it from the old AD&D to 3.5 or whatever they are at these days.

RedGoblin
10-07-2005, 02:14 PM
D&D seems to be the staple rpg for everyone, at least at the beginning. LOL

I refused to go 3.5 myself...I am sick of rebuying all the same books every 3-4 years, PHB, DMG, MM etc...

I ask because I am thinking of creating my own RPG where the characters are more like characters than pawns in the game. Magic will not be set in stone like in D&D...these many spells, from this list level..in fact as I am invisioning it now, there will be no spell lists.

The basic concept is this (and its VERY rough)

Combat - simulate a more realistic combat...gritty, gorey, and fast.
Magic - create a more mysterious magic in the world, where it is intertwined into everything

How does magic work...Well thats a good question, and while players will have a little working knowledge they won't truly know all the "rules' of magic when they start, nope, like any other novice sorceror they will have to learn the rules on their own, by piecing together the puzzles during play...

For instance Rule 1- You know that you need Tokens, items that make sense with the spell you are attempting to cast...for instance A Feather for flight, sulphor to start a fire etc...

Rule 2 - Chanting aspect: All spells must have a verbal component, and must be personal to the Sorcorer...for ex: If you want to start a fire, and you have a Token (Flint) you chant your spell


"Cold the cause, and warmth the need

on this wood flame, feed your greed..."



Of course this could be anything that you come up with and states your desired results. It also means that each Mage needs to actually keep a spell book for their little rhymes. LOL

Rule 3- Unseen aspects of your surroundings...spirits? also effect your spells in some ways, but it is up to you to figure out what spirits are in what locations via common sense and research in game. for instance perhaps the spirits that reside on battle fields, where great armies had fought and died, boost offensive spells, but you wouldnt know that until you had cast spells both on and off a battlefield. And you go WOW, that spell was stronger than last time I cast it.


Also a mechanic I am thinking of doing would allow a player to select goals for their character, things that make them them. Loves, Hates, etc...which would also affect them in various situations. For instance if Gromwell Hates orcs (For whatever reason) then he gains a bonus when fighting them....now before you say D&D Ranger hated race...I am thinking Hate would be relative to how focused it actually is...for instance if you Hate Orcs perhaps you only get a plus 1....but if you Hate THurguull the Black Skull orc clan leader then you would get a greater bonus.
OTher things you could do would be something like Love: Shahara....Shahara falls in battle...now because you LOVE her you gain a bonus when trying to save her, or battle off the foes around her body etc...(Would be up to the GM)

THings like this would also give the GM plot hooks. The GM could look at every players sheet see one of their personal interests and include that in the adventure, making the adventure seem more customized to the characters, and make each character feel involved.

Am I rambling?
I probably am. hehe I have just really started putting thought into this over the past couple days...any feedback on the ideas? Sound interesting? Sound dumb? Are you thinking to yourself...No spell lists? WTF????? Hahaha but that means spell casters could be VERY powerful. Well right now it does still working on it.

Oooo almost forgot skills...

In most games you select skills at creation...not in this game Iam thjinking... instead you get to develop your character as you play...you get Story points lets call them....as you play you spend story points on things in game...For instance you come to a cliff that needs to be scaled. Well you dont have the climbing skill, so if you want it now is the time to get it....the GM says climbing ability? Anyone have it? Nope, ok...decide how good your character is at climbing...John spends 2 SP's, Tim and Sara spend 0....they know how to climb, but they arent as good as John is at it....Or Sara might decide she is a terrible climber and give herself a climbing skill of -1, thus adding another Story Point to her pool.

Story points are spent on skills during play so as your character encounters things which require skill checks, you get to decide how well your character can perform the skill. So instead of picking all your skills at the start of the game you get to slowly build your character as you get a better feel for them during play.

I am rambling again. Sorry.

So any thoughts? Like, dislike? It sounds stupid, its been done before etc....

RedGoblin
10-08-2005, 08:34 PM
Is this really that uninteresting an idea? I thought the magic system sounded cool...

LaeliaJS
10-10-2005, 01:43 AM
I've played AD&D, gurp, free form, and our own rule setup. I've found that the type of rule system, although important, doesn't matter as much as having good players and a good GM.

In any case, you have some interesting ideas, although they're rather rough, and you have the enthusiasm required for good GMing. Flesh them out a bit, get yourself some players, and give it a shot.

RedGoblin
10-10-2005, 02:43 AM
Thanks Lae,


I have been playing rpgs since I was 9 and DM'ing since I was about 12...not sure if I was a better GM then or now. LOL

The ideas are VERY rough, but I was thinking perhaps someone here might read my idea and reply with something that would get my gears going again...

I was getting hung up on setting..I actually sat down and did a little exercise where I wrote out what a game session would look like...no rules involved, just the characters dialog. Hvae to go back, re-read it and see if anything sticks out to make me figure out how things should work.

Drake Farstrider
10-10-2005, 04:55 AM
I mostly play D&D 3.5. I do from time to time also play D20 Star Wars.

praetorian0_1
11-10-2005, 04:39 AM
I still get the odd D&D or shadowrun game in. I would love to try gurps or D20 type games.

Cool magic system. It reminds me of a world like in the GrimJack (from the JudgeDred guys) comic series years ago where there was a city that had these nasty denial bubbles that moved and floated about. Some areas no tach stuff worked, others magic failed, other ones denied demons or spirits- or reversed or enhanced the effect of them all. The hero always carried a sword with silver added to the edge to enhance fighting supernatural beasties and packed a primitave pistol that worked in most dimentional spheres. It was a great way to combine sci-fi with fantasy.
In fact I was trying to write a story about a world just like that.