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Gothic Worlds New Free RPG at 1km1kt.com

PostPosted: Fri Aug 18, 2006 8:29 am
by jeffmoore
Submitted a new 24 Hour RPG



Was thinking about Guild Wars and how much I like the dual class
system, took that mixed well with my own special version of the game
mechanic from Warhammer Fantasy Role-play to produce a game that is
original and just might work ... Gothic Worlds.

Also got to use some wonderful artwork from for free.

Jeff Moore
jwmmail@gmail.com

Excellent as usual, Jeff

PostPosted: Sat Aug 19, 2006 12:04 pm
by ErrinF
I particularly like the 'Gothic World' you have created, especially the simplistic, yet interesting and colorful, magic system. The two class character system is great. Cool artwork too. Good job, and in 24 hours as well!
I really like this megaminis site you found as well that provides the free clipart if you put their ad in your game (something most of us would gladly do anyway). I've already started a game using their artwork... Using clipart from their SWAT, Street Criminals, Zombies, and Skeletons, I am currently working on a postapocalyptic RPG wherein the player assumes the role of a squad of Regulators (paramilitary police) that patrol the streets of a fictional post-nuclear-war city called Anakron (anybody here ever hear of Omegakron?). The city is overran by criminal lowlifes known as Dregs, and has also been infested by the Zombies, the living dead that have somehow found a second life due to the nuclear-ravaged wastelands that surround Anakron. It is the duty of the Regulators to destroy Zombies on sight and to eliminate dangerous Dregs, thereby keeping Anakron safer with their daily patrols.
The game, which I am currently calling 'Regs, Dregs, & Zombies", will be a solo game in which one player assumes the role of Regulator Captain and also runs the six types of Regulator in each squad. If more than one player wants to play, they assume the roll of one or more of the Regulators, except for Captain, which the main player must be. I'll probably use a simple system for this one, must likely one similar to Fighting Fantasy's system, using two six-sided dice as the basis for all activity within the game. Gameplay itself will be very basic: The Regulator squad patrols the city, encounters various scenarios, and conducts combat within each scenario encountered.
I could go into more detail, but I don't want to distract too much from the excellent 'Gothic Worlds'. I just wanted to show how Gothic Worlds and it's megaminis.com artwork have inspired another game to be written using megamini clipart. Thanks, Jeff!

PostPosted: Mon Aug 21, 2006 3:28 pm
by jeffmoore
Looking forward to the Anakron game Erin! Keep me posted!!

PostPosted: Thu Aug 31, 2006 1:16 pm
by simplyscribed

PostPosted: Thu Sep 21, 2006 6:04 pm
by Technomancer
Jeff, can you explain the Fortune Point mechanic a little more? How do they replenish? How many per night? All of them? I ask because there was a part in the rules about keeping your Fortune Point stat low so it can be replenished cheaply and often. And are you supposed to track separately Fortune Points used for primary class abilities and those used for secondary class abilities.

Oh, BTW, great little game :)

PostPosted: Thu Sep 21, 2006 9:51 pm
by jeffmoore
Don't get too tied up in the whole fortune point thing... I am in the process of developing a revised version of the rules and the whole fortune point thing has been scrapped... but to answer your questions.

Keep track of fortune points spent on Primary abiliities and secondary abilities seperately.

Those used for Primary abilities come back over night (all of them)

Those used for Secondary abilities do not come back at all.

Since those used for Secondary abilities do not come back at all, you must buy them back with doubles.

Because it costs more to buy up an attribute with doubles the higher that attribute becomes, I made the suggestion of keeping the Fortune Stat with a low value.

Does this make sense?

As I said, this mechanic is being abandoned.

It has been decided that players will basically never use their secondary abilities under this system because that usage comes at too high a price... so the system has been changed.

I am working on a new revision of Gothic Worlds which should be coming your way shortly. I think it fixes all of these problems pretty well.

PostPosted: Fri Sep 22, 2006 6:20 am
by Technomancer
Thanks Jeff. I figured out where my confusion was. I was thinking that you had a number of Fortune Points equal to your Fortune Stat, not that the actual Fortune Stat decreased each time you used an ability.

I don't know if you're interested in suggestions, but have you thought about adding a class to fill the traditional Thief/Rogue role?

I'll keep my eyes open for that revised version.