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Tell us about your 2009 projects!

General forum for what's going on, site news, rants, raves, whatever. Let everyone know a little about yourself and what you do.
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46 posts • Page 2 of 5 • 1, 2, 3, 4, 5
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Postby Chainsaw Aardvark » Sat Feb 07, 2009 11:37 pm

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Postby malladin_ben » Sun Feb 08, 2009 1:14 pm

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Postby Rob Lang » Sun Feb 08, 2009 1:55 pm

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Postby Chainsaw Aardvark » Sun Feb 08, 2009 9:58 pm

There are at least two more on 1km1kt.net - "Eastern Front" and "Lone General". They are the first and second 24 hour games I completed respectively. As you might imagine, the former is a psychology themed WWII game. Meanwhile, the latter is a solo war game.

I also entered the Game Chef challenge in 07, and that is floating about somewhere, under the title "Overthrow". Its odd in a lot of ways - such as your actually playing factions in a revolution, not individuals, - the GM ("el Presidente") is an antagonist to everyone, and one of they playing resources is money coated with a memory erasing toxin - so you can spend it for supplies, or use it on others to stop an action by making them forget what they were planning - though it enriches them at the same time.

Oh yeah, and a one page war game about pirates over on rpglaboratory - "Days of Plunder"

Yes, I do have symptoms of OCD and tend to get very carried away with certain things. I have too many projects in the works, and two or three of those have too much information to keep track of. And this is before we start reading thrugh the several hundred free games I've downloaded over the years. Time to start Game Designers Anonymous...
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Postby Rob Lang » Mon Feb 09, 2009 11:10 am

Ah, I have quite the opposite problem. If I do anything that isn't Icar or the Free RPG Blog, I start feeling really guilty. If I spark up Fallout 3 or scribbling ideas about a steampunk game with huge difference engines and geothermal steam power, I get really itchy and have to go and sort out some more of Icar! A bad affliciton.
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hihi

Postby kumakami » Fri Feb 20, 2009 9:33 pm

So far I have yet to post anything on the site, but things take me a while to work on....short attention span writer!

I am working on 2 games at once (which normally makes things easier for me) and have managed to hit writes block on BOTH! These games are;

1) C.O.R.P.S.: Coin Operated Role Playing System. A game designed to simulate Old school RPG Video Games (think FF1 and such). The game uses "Flip a coin" based mechanics.
* My block on this one is, somehow, by working on the GM section I've managed to derail my thought train....hope full it will be back and running soon.

2) Feast of Goblins. You play amalgam creatures give a "when the starts align" chance to take over Our world and become a true race. This is a HARD CORE beer and pretzels game with a chance at being a horror game as well. All I have is character creation and the skills list. Its a *NEAR* completely random creation system that, truthful, can be unfair at times.
*My block here is what dice mechanics to use.

Both are in some form on the RPG labs site.
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Postby Rob Lang » Sat Feb 21, 2009 4:24 pm

Welcome kuma!

I can't help the block with the first one but for Feast of Goblins, you might consider using someone else's dice mechanics. If it is beer and pretzels then you might consider using the system.

Nice to see you've got them up on the RPG labs site. I am on there too but try not to spread myself too think, so concentrate here. If you'd like to explain your games in more detail elsewhere, then I'd be happy to read it through!
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Postby kumakami » Sat Feb 21, 2009 5:02 pm

To be honest I never liked fudge. I just couldn't get into the mechanics. Thanks for the idea.....to be honest I almost to the point where I'm just going to cross the two game and be done with it...even though I'm sure C.O.R.P.S. is wrong for F.O.G.
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Postby Wolfboy » Sun Feb 22, 2009 7:46 pm



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Postby Wolfboy » Sun Feb 22, 2009 8:32 pm

Just had an idea! (I hope you'll forgive me for butting in like this on your system...)

Anyhow, I'm a big fan of hard-and-fast resolution systems (particularly for beer & pretzel games). By this I mean ones where you can either do something or not - no roll required. Players get to reduce the difficulty on things by playing tokens of some kind, which they get in exchange for behaving as the GM desires them to (playing in character, completing goals, further complicating the already convoluted plot, or whatever it is in this case).

The advantage of this kind of thing from your perspective is that you can just give your goblins a random grab-bag of abilities along with random ranks in them then run the game. And those abilities could be anything from "fire magic" to "lying" to "ignore danger" to "stupid long-winded explanations" - just whatever you want to stick on the character generation table. In the case of opposed (player vs player or player vs GM-character) tests you just compare points, or perhaps roll a dice or draw a card from a deck per point in the relevant ability to resolve it.

I've run a couple of games with similar systems, and they work pretty well in the short term (which is all you want, right?)


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