Idea for an MMO-esque forum game, brainstorming welcome

For all those games that happen to not be BrikWars

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Postby kerlc » Fri Jul 08, 2011 7:01 am

rabbits: 2hp
dodge +2
damage: 1 d2

basically a squirrel with more hp, usually appears alone. they are a source of hides, leather etc. they steal your vegetables.

flamethrower goblin raider
9 HP
5+ (on a d10) option to explode when attacks.
damage 1 d6+2
part of the raid squad. the flamethrower is incredibly unreliable, and likes to go off in a KABOOM. when these brave goblins get their equipment, their families start to talk to them in past time. (guess the reference)
for behaviour, see the goblin raider.

goblin raider
9 HP
stealth +1
damage 1 d6
the core of the raid squad, these guys have almos no armor at all, cause that would tamper with their already poor sneaking skill. they usually steal your stuff, and if you ghet them they'll hit and run.

legendary beast:
loose beserker dwarf
15 HP
ability to anger (3+ on a d6, rolls a d20 for damage)
damage 1 d12 (d20)
a beserk dwarf that was not killed by his fellow dwarves, and now roams loose. baware of him, for he has slain an entire town of Nobodycaresaboutitsville! when encountered he will attack you and he will slay you, then add your skin to his collection!
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Postby Ben-Jammin » Fri Jul 08, 2011 8:21 am

Skeleton (found in groups of 2-6)
4 HP
Damage: various (1d3 unarmed, but can also carry weapons)

Armored Skeleton (1-2 per group of skeletons)
8 HP
Damage: various (1d3 unarmed, but can also carry weapons)

Rat Swarm: 1 swarm of 1d10 rats. When a rat swarm conducts a successful attack, they can either deal 1d4 points of damage or steal a set of rations. The hit point total of the rat swarm is the same as the number of rats in the swarm.

Orc
10 HP
Axeman +1
Iron axe (1d6 damage)
Shoddy iron armor (Armor value 1)

Orc Berserker
12 HP
Swordsman +1
Steel Sword (1d8 damage)

Ghost
10 HP
1d4 damage
Incorporeal: cannot be damaged except with spells or magic weapons

Some extra monster suggestions. I know the orc was already posted, I just put it here as a comparison for the berserker.
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Postby Olothontor » Fri Jul 08, 2011 10:46 am

You guys may be able to steal some concepts you like from this, in terms of world generation. Adapt the basic rules of it to a hex-map system and you're off and away.
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Postby knolli » Fri Jul 08, 2011 12:00 pm

Yes, let's play Dawn of Worlds to create our world. I already read the rules the last time you mentioned them ;)

As for the monstratium:
So far we are only collecting ideas. All the stats are only preliminary and will need some heavy balancing, so there is no need to post the axe-orc twice.
Be inventive! Create creatures with unique abilities. If they are only random combinations of HP and damage, the players soon will loose interrest in what they are fighting.
The ghost was a good start. But the immunity is a strong ability, so the GM has to be carefull, when he uses them.

Troll: Big, strong and stupid.
HP: many
Attacks only every 2nd turn
Does heavy damage. Can attack two targets with one attack.
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Postby kerlc » Fri Jul 08, 2011 12:45 pm

samurai T-rexes
taken the idea from the game time gentlemen, please but made them samurai. they are not hostile unless a war is declared on them (i am talking about a civ here!)
9HP
1 d10 (katana) of damage (only the soldiers, the rest are equipped with yari (1 d8 or something, or bows (not gonna post a stat))
laminated wood armor (armor value 2 (5+ on a d6. wh40k based))
or
metal samurai/ashigaru armor (armor value 3 (4+ on a d6. wh40k based))

the ones with the metal samurai armor and a katana are samurai, the others are ashigaru.
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Postby Ham701 » Fri Jul 08, 2011 12:47 pm

http://www.inkwellideas.com/roleplaying ... xographer/

May I recommend Hexographer as a way to build the map? You can either start from scratch or randomly generate it.
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Postby Olothontor » Fri Jul 08, 2011 4:44 pm

Ah, that could work! We could play a game of Dawn of Worlds, and I'll record all of the changes to the Hexographer file and update the map image in the thread after every turn!

The first problem with that being that the players will need to be kept to a few, otherwise one round will take WEEKS... I'd say at most 4 people for map generation.
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Postby Ben-Jammin » Fri Jul 08, 2011 7:38 pm

I am eager to see how a hex-system works. I always played miniatures and RPG games with square-shaped tiles on the board; the one exception to this is when I played heroscape.
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Postby Ben-Jammin » Fri Jul 08, 2011 7:47 pm

BTW, more monsters:

Green Dragon (Dragon knights style)
20 HP
Bite: 1d10
Claws: 1d6
Breath weapon: 2d6 fire

Black Dragon (Fright Knights style)
24 HP
Stealth +2
Bite: 1d12
Claws: 1d8
Breath Weapon: 3d6 Fire

Troll
16 HP
Wooden Club: 1d8 damage

Minor Gargoyle
10 HP
Stealth +2
Claws: 1d6 damage
Stone Skin: subtracts 2 points of damage from all attacks except magic weapons or spells.
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Postby Ross_Varn » Fri Jul 08, 2011 11:44 pm

Dawn wouldn't really work with this though- everything is randomly generated when it's explored, looks like. Plus, Dawn is central mainly to civilization, even in world creation stage.
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Postby Arkbrik » Sat Jul 09, 2011 2:16 am

@knolli

A palisade around the town is a pretty big undertaking, it should take some time to complete. Maybe the ruler of the town will hire a lot of people to get the job done quicker? But a house is just 10 logs, so a good lumberjack can gather logs for that within a day.

Diseases and infections are another thing to keep track of, but you should of course be able to create potions or spells that can make your enemies sick.

@Dawn of Worlds

What Ross said - Dawn of Worlds creates a world that already has civilizations and stuff. If I roll up the region attributes we can draw the map after the amount of trees (making forests) and stone (making hills/mountains) in each region. Also we need to decide how big the map should be. Is 25 hexes too small? Keep in mind that a smaller map is more manageable.

@Monsters

Wow, lots of good monsters. I'm not so sure about the 'civilization' monsters though, the game should focus on the player civilizations rather than having everyone fight for their lives against the undead/orc invasion. Plus keeping track of dozens of invaders will be a nightmare... But the Undead Emperor-Dragon Rhazzazor is definitely going in, even if he doesn't get an army.

We need some monsters with the 'steal valuable stuff and carry it back to the lair' behaviour, to encourage players to go dungeon crawling.
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Postby knolli » Sat Jul 09, 2011 3:17 am

Arkbrik wrote:We need some monsters with the 'steal valuable stuff and carry it back to the lair' behaviour, to encourage players to go dungeon crawling.


In priciple you could add thid behavior to any critter and especially those who go for your stuff anyway, like the squirrels, rats, magpies and crows (with their nests somewhere in the trees), or even the cave gnomes, although their lair should be very hard to find.

Mini Dragon: About one foot high, the smallest of the dragon kind. Semi intellignet (can speak simple sentences) and know basic illusion magic: They create images of bigger beasts to chase enemies away and they can turn invisible. They use their magic and try to flee instead of fighting. Really love shiny stuff and try to steal it. Like their bigger brethren, they build lairs and hoard treasure (mostly worthless brass or glass jewels, but you never now). If you find an egg, you can raise them as pets. Their blood can be used for magic ingredients.
HP: 6

Giant spider: What they don't eat themself they bring into a cave to feed to their hatchlings. So usually everything the poor victims had with them is collected there.
Adult spider: HP 8, Dam 1d4, Poison
Hatchling: HP 3, Dam 1, weak poison (no damage but skill reduction)
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Postby mgb519 » Sat Jul 09, 2011 9:43 am

If in doubt, make everything drop money or gold or something.
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Postby thade » Sat Jul 09, 2011 7:52 pm

Laptop?
Check.

Dice?
Check.

Stupid indoor sunglasses?
Check.

:twisted: Alright, people let's do this thing. Aside from some minor refinements, I think this thing looks somewhat ready to play. I suggest a small-scale closed beta.

Also: putting up the advanced RTD rules now. Will link when it's up.
Should I post my worldgen system as well?

Edit: Link
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Postby Scottsamn » Sun Jul 10, 2011 12:33 am

You have my staff. Let me know when the closed beta starts. While I will take this semi-seriously, this will inevitably be very silly. Still, I figure GM holds veto on the truly no way in hell. Just please tell me we can have rock and roll.
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