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Writing a new rpg

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Writing a new rpg

Postby crazygreek » Mon Jun 08, 2009 7:40 am

So i desided to write my own sci fi rpg inspired by Robert Lang's Icar
My first step was to try make lore for it but it didnt wark out so i desided that untill i have a new inspiration i would come up with a system
That is how it warks (want comments)
1)You add all the positive and all the negative modifiers
2) When you have 2 summs generaly the positive summ must be less than that of the task
3) you do a simple aquasion to find persendage

pos sum X
_______ = ___ => neg sum x X = 100 x pos sum
neg sum 100

so simple
4)then you roll a d100 and if its les than the X its a sucses

notes
round up any inconvinient numbers
i am not sure if i want 1 and 100 to be critical (your opinion ?)
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Postby Chainsaw Aardvark » Mon Jun 08, 2009 12:54 pm

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Postby crazygreek » Mon Jun 08, 2009 3:13 pm

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Postby Chainsaw Aardvark » Tue Jun 09, 2009 9:01 am

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Postby Rob Lang » Tue Jun 09, 2009 9:33 am

I keep writing a post and it gets superceeded by CA! So, this might have already been all said by the time I post it. ;) Many thanks for the Icar reference, it's always cool to get feedback.

If I was going to remake Icar, here are the questions I'd ask myself (and my answers for Icar beneath).

1. What is the main theme?
Robots and Humans are at war. There's a stalemate. Human population believe one of two philosophies: Technology is good and Technology is bad.

2. What are the secondary themes?
HUman race is run by a benevolent (NOT Evil, very important) Empire called The Imperium.
Coporations are powerful but not generally evil.
Syndicates are evil. The more evil, the less powerful they are.

3. What will the characters do?
Start as human, do jobs for Corporations or Syndicates, eventually have their own space craft and maybe get augmented with bionics. There will always be people in the way trying to stop them.

4. How is it different from other Sci Fi?
Empire is benevolent.
No magic, some psyonics but not controllable.
No alien species.
Different 'look'.

5. What technology is there?
Space travel is common.
Lots of planets settled
Disease rare.
Immersive virtual world (like the internet) allows instant communication across human occupied space
Clean, easily obtained energy
Massive inside-out-planet space stations
Energy weapons as well as old fashioned ones

6. What technology is missing or restricted?
Nanotechnology
Genetic engineering
Worm holes
Warp travel

7. Write an outline of a typical adventure.
Characters working for a scavenger vessel. They're sent out to strip a drifting vessel with no power. There's a solitary Droid aboard! They either flee or destroy it. Tough battle. Find out their scavenger vessel's Captain might have known there was a Droid aboard.

8. What organisations will your characters have the most contact with?
Star Enforcers, it's the police.
2 or 3 criminal syndicates
Interstellar traders
Other Scavenger crews

That's all I can think of for the moment, should keep you going.
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Postby crazygreek » Tue Jun 09, 2009 12:42 pm

About the jedi think i was more like have two sides seeking the same think galactic peace
the first group would be augmented to be beter but the other one althow not against augmentation has a filoophy of inneed of augmentation in the way so they balance that they are not augmented threw diciplence and meditation in orger to unlock and use more of theyr brains instaid of having a robotic add. And the non augmented want to be named knigths of the ligth and have ligthsabers for sure

i have some elements from starwars and trek and other sci fy that i want to include with diferent backround

Take ligthsabers for instance the augmented knigths have armors shields offensive wheapons and so on knigths of the ligth on the other hand they only have their brain and one tool used ofeensive and defencive at the same time their ligthsaber.

as about full scale wars all planets are tired from wars to each other most of them have just overcome and try tosetle on a general peace scenario.

As for the thre laws i mention that thare are robots who dont comply with them (i think droids is a good name for them thinking icar and star wars empire droids the ones obi-one-kenoby used to slash in half dosens at a time)

As for the main seting i read about the debate generic vs seting based and i think seting based is more of my style. I dont want to enclose my self in a root like seting like the scavanger of icar (by the way Robert this that follows could be used as an icar setup) people diferent with nothink in common exept they seek adventure and hapened to be in the rigth inn meat a capten who had a ship wich has been taken by thugs. The players help him take his ship back and start cruise the galaxy as the players wish. Allthow it seems general it takes out a huge part of the universe wich i am not sure i could handle.

I have a map and the disings of a ship (could be used in icar)((with interior disin i bet i know someone who would want somethink like that rob))

I cant find a way to upload the pics and the 3d model can anyone help ?
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Postby Rob Lang » Wed Jun 10, 2009 2:44 am

Hey crazy, looks like you're sliding really close towards Star Wars. Why would people play yours rather than just playing star wars?

As for pictures, I put all mine onto picasa: And then link to them.
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Postby crazygreek » Wed Jun 10, 2009 4:38 am

for some reasons
1) have you seen force or somehink couse i cant
2)my original thogth was to make a seting for some starwars game but i dicided i needed more (bionics for example)
3) i didnt want to have acongress or general athority
4)i dont want the ligthsaber cariers to be invisible or at least withour competicion
5) i dont like the idea of few planets spread an all the galaxy than just a sector
6) i prefer warp and ligthjumps from hyperspace
7)i dont like politics to be involved so i made avrythink stable
8)i never was fond of 1-2 person star figthers
9)i am a bit geek and i dont like the idia of no central network and no hacking
that for most
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Postby Chainsaw Aardvark » Wed Jun 10, 2009 8:31 pm

While you might be breaking with much of the setting of Star Wars, do you still see it as a space opera with heroic actions - or are you trying a bit more realistic life as well?

If not small fighters, then what do you have in space? The site is a goldmine of great ideas and inspiration (and hard science). Fighters generally don't make much sense, but a small 5-10 crew warship might, and that would be prefect for RP groups. (Crew assignments might be akin to a modern bomber like the B-52.)

So how are you going to make FTL travel work?

While its involved politics that lead to conflicts and interest, I can see why you might not want to be as baroque as the original inspiration. (Though even that is a lot simpler than some fictional universes!)

How Powerful are the pseudo-Jedi? Are they like the Sandukur Warriors of Dune or the Spartans from Halo - enhanced and super trained warriors, but still people? Or do they have the ability to use telekinesis, teleport, and the like? Perhaps their sole power is a link to hyperspace, which means they can travel in any ship and without the usual trade routes. (quite useful for smuggling, enforcement, espionage etc.)

Let us return to the issue of system design.

I stand by my initial assessment that your first idea is rather over complicated. Add, compare, equation, roll is too many steps - at least for PnP. (Computer games could use this) This is doubly true for a game that involves a lot of the unknown and strange species, you want something simple and easy to modify in situ.

Consider for a moment, a die pool of d6s - the higher your skill, the more dice rolled. Any die that shows a 5 or 6 is a success, for standard situations. If a species/Jedi/cyborg etc. has a notable advantage in an area, a success is indicated by 4/5/6, while if its notably deficient - only 6s count. This lets us rate skill/attribute, and modify for enhancement as well, without stacking modifiers or special rules.

So a suit of Mobile Infantry Power Armor would mean the pilot has 50/50 on each die rolled for a perception check (enhanced sensors), 1/6 for sneaking (bulky closed environment) and no change in other categories.

A similar sort of thing could be worked out with larger dice, or drawing from a deck of cards. The latter option is has notably more possible permutations, so it could allow for a lot of variability, while still working on a pass fail system. (ie red = good, black = bad standard, Heart/Spade/Diamond if your very good, H/S/Face cards if sort of good, Hearts only if really bad).

Initiative in combat might also have a system dependent of advantages. Slow creatures need to declare what they're doing, then roll initiative, fast ones can wait until they see where in the que they are before deciding.

Of course, you could continue a percentile base or surprise us with something completely different.

Keep going, we seem to be making good progress.
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Postby crazygreek » Thu Jun 11, 2009 1:40 am

Thanks for the encouragment what i meant for no small space figters is that i rather had big heavy ships i just dont like having dogfigths becouse it becoumes too complicated to define position of them and deside wich lesers hit and wich dont.

Of cource i am going to need FTL who my univerce would comunicate?

I want it to be more realistic than starwars i dont want force but the higer of the knigths of ligth should have telekinetic abilites smal thow

I will name the other party Arakary (the augmented knigts)

Ok here is an other idea for the d100

if no midifiers its 50-50 to succses or fail
the less the beter
so for evry positive modifier tou add it to 50
and for evry negative you lower the outcome
so

ex

a man is holding a rifle and wants t shout on a target
the modifiers are

-30 becouse its in long range
-10 becouse the man has never wield a gun before
but we have some positive modifiers
+20 an instractor is pressent
+10 the man is a surgeon tharefore he has very steady hand
so with lower than 40 is sucses
the numbers need balance this is just an example
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