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[2013] Super Robot Go!

Write an RPG in 24 hours, during November, in the Pocketmod format, without any numbers. Hard enough for you? Run as part of NaGaDeMon http://nagademon.com
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[2013] Super Robot Go!

Postby GSLamb » Sat Nov 02, 2013 6:16 am

08:15EDT I've got another idea for game mechanism, this time it's two different mechanisms using the same devices (FUDGE dice). I'm going to try and build a larger game this time, possibly one mod for rules and another for the adventure.
When all you have is a gun that fires windows, every problem looks defenestratable.
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Re: [2013] Super Robot Go!

Postby GSLamb » Sat Nov 02, 2013 6:24 am

I am thinking of using the FUDGE dice for out-of-combat activities, with a "net positive/negative" resolution. If you have identifiers that could affect the outcome, you can re-roll one negative die for each "good" identifier. You will be forced to re-roll one positive die for each "bad" identifier.

Combat will have a different use of the FUDGE dice, with "-" representing laser beams for ranged attacks and "+" representing the four-clawed appendages for melee combat.
When all you have is a gun that fires windows, every problem looks defenestratable.
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Re: [2013] Super Robot Go!

Postby GSLamb » Sat Nov 02, 2013 7:53 am

09:48EDT Artwork for front cover finally done. Rule system tightened-up a touch. Rather than one giant robot for each player, I think that they should all be in the same one - probably give each player a pool of dice to allocate each round, then roll the various allocated pools for actions (move, attack, defense, etc).

Side Note of warning to most of us in the United States: we only get 23 hours today.
When all you have is a gun that fires windows, every problem looks defenestratable.
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Re: [2013] Super Robot Go!

Postby GSLamb » Sat Nov 02, 2013 9:05 am

11:02EDT Trying to get fancy with the robot sheet. While it will be a pocketmod, it will be one that the players will open up and lay flat on the table. This is taking a touch more time but ultimately, I hope, worth it.
When all you have is a gun that fires windows, every problem looks defenestratable.
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Re: [2013] Super Robot Go!

Postby GSLamb » Sat Nov 02, 2013 9:08 am

11:05EDT Well, crackers. I completely forgot about my kids' Flag Football (Gridiron, Arm Egg, or whatever you call it in Europe) matches today. Yet another delay - Curse you Keetonian Empire*!!!!


*Invading aliens from Super Robot Go!
When all you have is a gun that fires windows, every problem looks defenestratable.
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Re: [2013] Super Robot Go!

Postby Onix » Sat Nov 02, 2013 2:59 pm

Okay, I really want to see this one.
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Re: [2013] Super Robot Go!

Postby GSLamb » Sat Nov 02, 2013 4:17 pm

18:17EDT Rules set - now to fit them all into one pocketmod....
When all you have is a gun that fires windows, every problem looks defenestratable.
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Re: [2013] Super Robot Go!

Postby GSLamb » Sat Nov 02, 2013 8:34 pm

22:34EDT Putting the finishing touches on Robot Go's operation manual. Had a hell of a time getting the image of Robot Go to come out right across four pages of the pocketmod.
When all you have is a gun that fires windows, every problem looks defenestratable.
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Re: [2013] Super Robot Go!

Postby GSLamb » Sat Nov 02, 2013 10:44 pm

00:45EDT Two books down, only the adventure to go.
When all you have is a gun that fires windows, every problem looks defenestratable.
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Re: [2013] Super Robot Go!

Postby GSLamb » Sun Nov 03, 2013 12:32 am

01:29EDT Finished and submitted.

This is something that I will probably flesh out more afterwards, as I think it needs more than 8-ish pages and no numbers. I did test this a bit with my 8yo son. He found it awesome, but he did have a "Laser Bear Cannon" and "Dragon Claws" on his version of Robot Go.
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