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  #1  
02-03-2011, 09:45 AM
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Idea The Creeper! March 2010! Ideas and Gameplay thread!

Alright. I'd like to host a new RPG in March. Despite the title of this thread being 'creeper', I'm welcome to other RPGs based on other stories using other characters. For an example (using my stories as templates), it could be a wilderness style one with Silpher's Pack style hybrids, it could be a medieval style brawler using the Four Dominions characters... or it could be a gung-ho action game with Armament guns.

Really I'd like all any any opinions as to what game you would like for the month of March. Player vs Monster, Player vs Player, Squad based... etc

I'm suggesting a game that will last 5 to 7 days. I think short and exciting games are a great way to get people to start roleplaying again.
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  #2  
02-03-2011, 09:48 AM
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Hmm, It'd be nice to see a story form for the Creeper, so perhaps another RPG from a different perspective but still on lines of the previous one what with the creeper...perhaps the creeper is under genetic development by the vykers and there are many different forms of the creature as it evolves from consuming biomass.

I'd love for a P&P version of my miniature gaming rulebook but that's really a given. I'm sitting out the RPG style vote.
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  #3  
02-03-2011, 10:11 AM
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How about a flashback to show the Creeper's creation? Also, what do you associate with March? Our Hallowe'en one had monsters and New Year was all blackouts and countdowns...

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  #4  
02-03-2011, 10:19 AM
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March = Spring, so perhaps we could see the creeper undergo a genetic alteration, sorta like new life...oh and maybe it could be in some abandoned Paramonians outpost what with the trees and the flowers.
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  #5  
02-03-2011, 10:39 AM
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A small 7 day RPG? What about the players plotting a revolution against another group of players (e.g. Rebels vs Corporates)? The revolution would start within a week and the players would have organize themselves and plot.
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  #6  
02-03-2011, 11:39 AM
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I say we have some player vs player combat. I like the idea of a revolution against another group, but really, anything provided it has players pitted against other players. It does not neccesarily mean killing the other team, but it would certainly happen. A revolution would work greatly to this end. You could have some poorly equipped revolutionists, against some well armed authorities. This way, one team would have a challenge and would not be able to afford heavy losses.

Yes, I think a revolution of some kind really is the way to go.

Next time, perhaps an expansion upon the Creeper's story.
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  #7  
02-03-2011, 12:50 PM
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I agree, perhaps tactical as well, like people have to post a battle against each other, detailing movements and attacks with limited units. No god modding, best story wins, judged on Plausability, Story and Skill or the sort. It'd give us a chance to really give each other a showdown and perhaps winners could move up and play winners. We'd each get to name our factions and stuff.
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  #8  
02-03-2011, 01:49 PM
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Some Player Vs Player sounds interesting. Maybe a small Native Village/Industrial Outpost attacked by a small team of Industrialists+mercs/Angry Natives.

I've been doing a tiny bit of Player Vs Player with Chronicler. Were not using any fancy rules or anything like that but I might be able to help out with gameplay discussions.
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  #9  
02-03-2011, 01:52 PM
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That would be awesome indeed .

Specially this:
:
detailing movements and attacks with limited units.
I was thinking exactly that. I think it would be really neat.

In 7 days the rebels could plot how to capture the main building of the corporates, detailing tactics until the big attack.
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  #10  
02-04-2011, 08:42 AM
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Okay, a few suggestions for a player vs player game:

1) Some kind of tournament. Maybe a 4v4 or 5v5 match of some kind.
2) Some kind of battle between industrials and natives to control a teleporter/portal
3) Paintball wars!

We could have two 3-day parts where one team has to attack and the other has to defend and a 1 day which can be used as a tie breaker.
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  #11  
02-04-2011, 09:25 AM
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I still adore Oddey's idea about revolution with limited units.
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  #12  
02-07-2011, 04:02 AM
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A revolution? Sounds good to me.
Shall we make it class based like Team Fortress 2?
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  #13  
02-07-2011, 06:42 AM
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I do not really think classes is something we ought to go too much into. It seems far to trivial, and one class will more than likely be more useful than the other. I believe it would best to simply stick with the oddity system of the last Creeper. I liked that. Even if quick hands seemed to be the most useful... Perhaps a bit of balancing for that?

Unless of course classes work more like oddities, and less like an extra chance to get something right. That is not to say that would not work, but every class should then have either very vibrant differneces, or very subtle ones, that are still useful. Perhaps different classes could use different equipment better than others, or not use some at all.

Another thing that I think we should have is the ability to don armour. In the event that you do, an attack will always damage the armour first, which can have varying health. If you get a critical hit, then it will go straight through the armour, and damge both the armour, and the character wearing it.
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  #14  
02-07-2011, 07:38 AM
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Hmm, maybe not...what are we doing? Just planning or taking action? If it's PvP but with multiple units we could battle each other by posting our side of the story each, best story wins and that players battle is counted as canonical. Points could be based on plausibility, story telling ability and something like correct use of available units and weapons.

Then you could upgrade each unit separately using up points?

That's my 2 cents but if I'm not even on the same track as everyone else do tell XD.
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  #15  
02-08-2011, 12:59 AM
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How about every player starts with 500 Moolah and can then buy different weapons, armour and oddities. Some armour would be race-specific and would affect walking/dodge speed. Maybe for every successful hit, the player earns some more Moolah.

After playing Fallout 3, maybe for this RPG we could try some targetting. (ie. Shoot at the left leg) Also after playing Borderlands and Call of Duty Black Ops, maybe the option to modify your weapon? By increasing clip size, adding a scope, putting a mini-chainsaw on the end of the weapon, etc.

Attacking might utilize two dice rolls. One for whether it hits/misses/gun jams and then another dice to determine critical hit damage. What if we had some objectives like a Demolition or Sabotage mode where each team has to try and blow up a bomb? That would be interesting.

Let me know what you think of these ideas so far.
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  #16  
02-08-2011, 09:11 AM
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Fallout 3 style gameplay is hugely complex to play PvP, trust me. I'm going to be honest now and say I play a few RP sites. Having to aim at a left leg to slow an opponent is tedious and dull, if you wanna do turn based combat you could always just right out each battle bit by bit like this:

Player One:

Short paragraph setting scene and then opening battle

Player Two:

Counters the previous post

Player One:

blah blah

Player Two:

blah blah blah

It goes back and forth and you cannot dictate your opponents damage, you only say your moves but the best bit is that this style really works well. If a player is god modding, invigilators which I s'pose would be Alex can step in but usually it pans out well as people who write better tend to see more victories.

I have made an RPG batch programme that can dictate how much damage a person receives from a weapon, sorta like Fallout 1 style variables, you could take a gander if you like, it's set for a post apocalyptic RPG I created but I could easily edit the stats.
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  #17  
02-08-2011, 11:37 PM
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Since we're doing a shorter RPG this time, I wouldn't mind an improvement in attack descriptions. The only problem is, without dice rolls or stats, is it really possible to determine a fight by writing quality alone? What if both people write at the same kind of quality?

Okay, we'll leave out limb selection for now. What about interchangable weapon parts? I think it could work quite well. Also what about grenades, mines and other Oddworldian weapons?
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  #18  
02-09-2011, 04:03 AM
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I kind of liked the whole idea of the dice. It let a third party decide upon the outcome of a battle, rather than just hoping the other person would be willing to part with their character. No, I say we keep the dive roll thing in, and make it just like the last Creeper.

As for interchangable weapon parts, I have a feeling this will just not work. Maybe it will, but I will not like it much. I like to think of the Creeper-style RPGs as short and simple RPGs, but with very different systems.

I don't know about other weapons, but grenades should work fine, and mines could work, but only when you aquire large amounts. Then, if we do the revolution idea or something, one could set them up as traps, which a player must do a dice roll to avoid, depending on how many there are.
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  #19  
02-09-2011, 07:51 AM
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Would you like to see my batch file Alex? Just sorta a base for variable weapons.
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  #20  
02-10-2011, 12:52 AM
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Sure, just pop a link in an email for me. (AlexFili at hotmail dot com)

Okay well let's keep the weapons simple this time.
There are two new weapons I'd like to test this time;
Minigun - Fires bullets in rapid succession. (Coin-Flip for accuracy check & Damage = 1 x Dice Result)
Flamethrower - Fires flames at the target. (Damage = 2 for each coin flip which results in heads for a maximum of 8 damage. If a result is tails, the enemy dodges the rest of the flames and the attack ends)

I think we'll have to up the maximum health to 10 for each person. If other races will have health bonuses, we should have a speed stat so that we can determine which person attacks first.

For attacking, I'll use the same rules I used from The Creeper: Tundra Train.

For melee weapons, a roll of 1-2 indicates a miss. A roll of 3-5 indicates an attack hitting the enemy. A roll of 6 will do a critical hit which does one extra point of damage to the enemy.

Basic melee items like claws, teeth, fists, tazers or poles will do a base damage of 1. Enhanced melee items like swords, brass knuckles, chainsaws or blitzknives will do an increased base damage of 2 (but are liable to breaking or getting stuck if a 1 is rolled).

For guns a roll of 1 means the gun is jammed and will not be able to be fired on the next turn. A roll of 2 indicates a miss. A roll of 3-5 indicates an attack hitting the enemy. A roll of 6 will do a critical hit which does one extra point of damage to the enemy.

Basic guns such as Sub-Machine Guns, Rifles or Pistols will do a base damage of 1.
Advanced guns like Sniper Rifles, Shotguns or Heavy Pistols will do a base damage of 2.

Explosive weapons like Grenades and Rocket Launchers work differently.
Their base damage is a 2, but a critical hit will do 3 points of damage. If a grenade *DR* fails, it is a dud and will not explode. If a grenade *DR* succeeds, it will blow up and therefore become unusable. Broken Rocket Launchers cannot be repaired and so become unusable once a 1 is rolled.
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Last edited by AlexFili; 02-10-2011 at 01:07 AM..
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  #21  
02-21-2011, 02:10 PM
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Okay folks. Just one week left until the game starts. Anyone want to make any last minute changes or give some ideas, now is the time. Feel free to ask questions about the upcoming RPG, thats what I'm here for!
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  #22  
02-25-2011, 08:22 PM
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Alright, I'm joining the adventure this time. And I have some ideas.

1. Mudokons had the life restory-thingermikwhatsits that ran on spooce. Scrounging for the green blobs could make this interesting, especially if it's hard to get spooce, and then comes choosing who to revive. Of course, maybe it's too complicated this late in planning. Still...

2. More of a comment than anything, but I'd like a hammer as a weapon. And figure if we're doing the dice rolls, if I roll a 1 attacking, the thing gets stuck in the ground as I swing it down, like in big enemies in video games keep doing.

3. Inginuity in our writing being valued sounds fun. But since you seem to have the dice stuff all planned out, I guess not. Maybe another time...

An~d that's all. Have fun, and happy hunting. You're all going to die.
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  #23  
02-26-2011, 12:08 AM
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Well, you can elaborate in your IC posts, as long as you leave the actions in an easy-to-read format for the admin of the game to clearly see what your actions will be that turn.

It would be interesting to have Real-Time Strategy elements to the gameplay. So you could harvest metal and wood and use them to craft items... but maybe we are talking about something more closer to a REAL RPG. But that might not be suitable. A giant hammer could work. I'll think more about special Melee weapons.

Well, March is almost here. I'll start writing the new RPG.
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