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Ideas for the 2013 24 Hour compo

PostPosted: Mon Jul 15, 2013 2:42 pm
by Rob Lang
The way the 24 hour compo normally works is that the mods hide inside secret rooms and we use arcane powers to come to a decision on the topic.

Not this time.

This time we're going wacky. Let's have your ideas. We have a few in our back pocket but we're going to save them. We'll run the competition in the [England: Autumn, USA: Fall, Scotland: Early Winter] to give everyone a chance to get bored of the heat and come back from GenCon.

The only thing I'd like to do is run a 24 hour pocketmod competition. I think there is a lot of thought that needs to go into a pocketmod design to make it that much more awesome.

LET'S HAVE THEM THERE IDEAS!

Re: Ideas for the 2013 24 Hour compo

PostPosted: Mon Jul 15, 2013 2:48 pm
by Onix
RPGs Without Numbers 24 hour competition!

:mrgreen:

Re: Ideas for the 2013 24 Hour compo

PostPosted: Mon Jul 15, 2013 2:58 pm
by Rob Lang
HELLS BELLS Emmett - jumping in with the hard ones, matey.

Re: Ideas for the 2013 24 Hour compo

PostPosted: Mon Jul 15, 2013 4:01 pm
by Onix
:lol: Yeah, kinda did, didn't I. Still, it would make an intriguing challenge!

Re: Ideas for the 2013 24 Hour compo

PostPosted: Mon Jul 22, 2013 3:28 am
by Rob Lang
Here's another idea:

Pocketmod an existing free game.

Take an existing free RPG and make a pocketmod of it. Can be your own but more kudos for other people's.

Re: Ideas for the 2013 24 Hour compo

PostPosted: Mon Jul 22, 2013 6:24 am
by vulpinoid
So for those of us who are antipodean...it will be in the Spring.

As for a theme...

...how about 'Non-combat RPGs'? Design a functional game without combat mechanics.

Re: Ideas for the 2013 24 Hour compo

PostPosted: Mon Jul 22, 2013 2:41 pm
by Rob Lang
Oh yes, the Spring! Sorry about that, we're hemisphere-racists.

I like the idea of non-combat. That could be really interesting. And it's simple too.

Re: Ideas for the 2013 24 Hour compo

PostPosted: Mon Jul 22, 2013 4:21 pm
by Chainsaw Aardvark
So long as you have the ability to compare dice rolls/test outcomes, you have the grounds for a combat system. Creating a setting setting or batch of mechanics that actively discourage fighting would be a would still be a good goal.

Doing things as a group or editing existing projects is generally kind of difficult to manage and grade. Making a sequel or source-book for an older game would probably be better.

Personally, I'd like to see some xenofiction/no humans/multiple races without one baseline type everything derives from- but I'm a mod so that runs a bit against this thread....

Anyway, please keep the suggestions coming!

Re: Ideas for the 2013 24 Hour compo

PostPosted: Mon Jul 22, 2013 4:36 pm
by vulpinoid
Aardvark, while I agree that any method of comparison can lead to a combat resolution system, I was thinking more of creating games that use other forms of conflict rather than physical violence...arguments, dealing with internal conflicts such as addiction/horror/emotions, pursuits, etc.

Re: Ideas for the 2013 24 Hour compo

PostPosted: Mon Jul 22, 2013 7:57 pm
by Chainsaw Aardvark
With that clarification, it makes a lot more sense, thank you.