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[24 Hour project] Against all Evil.

Design an RPG in 24 hours. Talk about it for a lifetime. Hosted for 24hourrpg.com
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[24 Hour project] Against all Evil.

Postby Anastylos » Sat Jan 10, 2015 6:07 am

Thinking about an rpg right now. Setting fantasy/medieval fighting deamons etc. So the deamons are the stranger you will meet.

Game mechanic: whenever you fail or win with a critical success you will level up the ability you used. Maybe I will even include boni for caracters you create after your old character dies. So its a bit rougelike. I want to give the players the possibility to influence the story by deciding what deamons you will meet, therby creating a setting that will feel unique in a way. Thinking about making the game GMless, so you can play it together creating the story on the go.

Its still a mess but I will write again as soon as I have made up my mind.
Last edited by Anastylos on Sat Jan 10, 2015 9:12 am, edited 1 time in total.
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Re: [24 Hour project] Against your fear.

Postby Anastylos » Sat Jan 10, 2015 8:00 am

Now I have thought about it and write something less confusing:

A character will have three atributes: force, awareness and mind. In battle you use them for close combat, ranged combat and magic. Outside of battles you use them to describe how you are doing what you are doing.
Obstacles have the same stats. In fights it stands for the enemies outside it represents the obstacle in a more abstract way. For example the obstacle "Breaking in into a well guarded house" could have a high awareness value representing the difficulty of breaking in and a moderate force value to represent the guards.
If the obstacle value is three times (or more) your attribute you have one dice, if it is two times your attribute you have two dice and if it lower you have three dice. Each dice reduces one of the obstacle attributes by one if it is lower or equal to your attribute.
After every player has rolled once you have to face a consequence for your character.If one of the obstacle attributes is higher than yours you take a mild consequence. If two are higher you get a medium consequence and if all three are higher you get a heavy consequence.
after the obstacle is overcame you reduce all consequences by one. Milds vanish, medium get mild and heavy gets medium.
A consequence is anything that is opposed to what you want. It does not neccesarily have to be a wound but of course it can be.

Right now I am thinking about random generation of obstacles and the results of compleating or failing an obstacle.
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Re: [24 Hour project] Against your fear.

Postby Anastylos » Sat Jan 10, 2015 8:44 am

To make it less complicated you roll 2 dice if your statt is higher and one if it is lower. I am thinking about piling up the consequences and looking at them after the obstacle to see how much the victory does cost.

Still haven't decided about the results of overcoming an obstacle. I think it should give you a victory token and enough tokens let you win the adventure, but the more tokens you have the stronger the obstacles get. If you fail, you are normaly dead but you can create a new character with one more points in the attributes. So winning makes the game more difficult while loosing makes it more easy. The game balaces itself.
Maybe you should be able to abandon an obstacle.That means you do not achive what you whant but the threat of other obstacles is raised as if you overcame the obstacle.
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Re: [24 Hour project] Against all Evil.

Postby Anastylos » Sat Jan 10, 2015 9:22 am

I edited the title to something more fitting.

There is one problem: The game has not very much to do with meeting strangers. I have to insert something that reflects the theme of the contest. Maybe a mechnic that lets you discover something about the enemy, who after a longer period of play is no longer a stranger, but someone you know quite well. Maybe in the beginning you only know you are fighting dragons. But after you played for a long time you know that the dragons are lead by their dragonking Yrallash and are trying to find the elven sword Illarii, that can defeat the dragon king. You know about their society, their past, their philosophy and so on.
I have no idea how to fit that in. So much to do and so litte time.
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Re: [24 Hour project] Against all Evil.

Postby Anastylos » Sat Jan 10, 2015 12:34 pm

I want to make something similar to 3-16 where you reveal something about your past and can change the outcome of the scene, only that you reveal something about your enemy. Still don't know how to fit it in.
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Re: [24 Hour project] Against all Evil.

Postby Anastylos » Sat Jan 10, 2015 1:29 pm

Finaly had an idea: after each round the characters get tokens of doom equal to each threat stat that is higher than their stat. If any character has more than five tokens of doom he dies. You can choose once per character to clear all tokens of doom by telling something about the enemy. For example you can descibe how the undead lich Terr Meyr is assembling his forces to siege the capital. Thereby it is revealed that the Lich Terr Meyr is comanding the undead forces that are threatening the land. You can even descibe some of his personality, manerisms and so on. Thereby the strange enemy you are facing is slowly revealed.
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Re: [24 Hour project] Against all Evil.

Postby Anastylos » Sat Jan 10, 2015 3:45 pm

Finished the rules. Will add some examples and maybe some more pictures.
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Re: [24 Hour project] Against all Evil.

Postby Evil Scientist » Sat Jan 10, 2015 3:49 pm

An operating table is now an altar.
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Re: [24 Hour project] Against all Evil.

Postby Anastylos » Sat Jan 10, 2015 4:03 pm

Wait, no pictures at all? Damn, thanks for reminding me.
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Re: [24 Hour project] Against all Evil.

Postby Evil Scientist » Sat Jan 10, 2015 4:06 pm

An operating table is now an altar.
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