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🍆 ([info]eggplants) wrote in [info]rp_tutorials,
@ 2012-07-23 19:46:00

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Hello, lovely people of [info]rp_tutorials . I'm here today to ask for feedback, ideas and suggestions. I don't know if this is kosher, but if it isn't, I'll remove it.

A friend and I are making a game. It is an AU Batman Nolan-verse inspired game but with a completely different twist. We will be taking elements of video games, board games and table-top roleplaying games into our game's mechanics and I hope that you will take a look and tell us your thoughts. Is it too complicated? Is there something wrong? Have you done something similar and want to offer a suggestion? Please feel free to do so below.

So a brief intro to how our game works. We, the mods, will be acting as cheoreographers to the plots in the game, big and small. This means that at any point of a plot, you may suddenly get a message like 'your mole in the GCPD has been found out' or 'your communication system stops working when you enter the building'. We will also be rolling dices for fights, injuries, gang turf wars etc.

So far, we have a points system to help with activity checks, second/third/whatever character slots, and the overall running. Points will also be a way to reward players who are active by giving them options to buy 'character upgrades' and plot 'props' for their personal plots. I know this isn't for everyone so the store will be optionable and players can opt to not buy anything but they will be more vulnerable to hacks, invasions etc.

Like a video game, every character starts with different tech and gadgets and have homebases that they can upgrade with points. They may unlock special clues and maps to help them with mod-run plots and buy special gadgets or henchmen that they would require for plot purposes. Even a 'get out of jail free card' for villains with enough points. They can even hire NPCs.

Like monopoly, you can build different houses and lairs for each character on their own turf and if a villain get's captured, you roll for thee possible outcomes (your attorney wins your case, you manage to escape in the process, you go to jail) and of course, the 'get out of jail free card' as seen above.

Like Battleship and Risk, villains and heroes alike start out with their own territories. Villains can try to buy more 'gang land' with points or target other player's turf with dice rolls and risk points (like gambling). Whether they win or lose, the other player can of course attack back and start turf wars or vendettas. Likewise heroes start with patrol zones and try to eradicate the villains from the city. Likewise they can buy them with points or roll and risk points and a potential arch enemy scenario can be forged.

And finally since this is essentailly a rpg, we still focus on the actual writing side of the game. We plan to give out bi-weekly prompts that players can volunteer for more points to help move things along and encourage interaction between characters. There could be straight forward prompts like 'CHARACTER A starts a fight with CHARACTER B in a bar' or more mysterious ones like 'CHARACTER A find a package on a roof' whereby we reveal the surprise after someone volunteers.

...I think that's all for now. TL;DR eh? Thank you in advance.


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[info]gotham_mod
2012-07-27 05:35 am UTC (link)
O hi! I love the idea behind your game. I'm also making an AU Nolanverse game with a completely different focus, so hopefully they'll coexist nicely. (PS, don't look at the info because there are TDKR spoilers.)

ANYWAY.

I have worked in games that did point systems and they're wonderful, as a player, to rack up points to be able to buy things with. The downside was it was a lot of work. Who is going to do the work? If you make the players tally up the points it can get frustrating but it's also a great way to do an activity check. ("Okay, players, turn in your point sheets this week so I can see who's active!")

I also love tabletop games and I'm really excited and hope that your system works out. It sounds like you've put a lot of thought into it, which is great. I always missed the lack of dice in journal games to help move action and keep things exciting and interesting so you don't know who is really going to make it in a combat situation.

That said, my only concern would be player motivation. I used to do challenges and plot posts but wasn't always able to keep my players interested. You'll want to make sure you have players who are invested in the system. I really hope this works out. Hell, if my game falls through I'll probably come check yours out!

For my game I think I'm going to allow players to pick up "territory" in Gotham City through activity. "Do X number of posts and you get to stake a claim on one of the locations/territories. Do X more and you can have two areas your good guy or bad guy controls. Challenge a player to a territory battle and see who is the most active or does scenes with the most number of players, and you can take over one of their territory sections!" But for me, I think that's the extent I'm going to do.

Good luck! :D

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[info]seventhbeacon
2012-07-27 03:16 pm UTC (link)
Thanks for the warm wishes! I reviewed your game page, and apart from being AU Nolan-inspired, we will be diverging a bit, yeah. We won't be doing the No Man's Land arc any time soon if at all, though there are elements of Battle for the Cowl at play (hopefully better, I wasn't a huge fan of most of that arc). We're leaning a bit closer to the comics in terms of characters allowed and the existence of some fantastic elements (such as Clayface, Ivy's plants), hoping to find that right fusion between Nolan realism and comics variety.

The challenges and plot posts will help drive the main thrust of the larger plot, but we fully expect and hope players will also generate their own stories and plots that fit within the game. Self-motivated players will, by generating their own content, also shape the larger part of the game, and those who may be short on ideas in a given period of time will be able to use our prompts. Our primary love is still characters, interaction with each other, and telling compelling stories that give us a stake in those characters' lives!

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[info]gotham_mod
2012-07-27 07:21 pm UTC (link)
Awesome! My only other advice is prepare for the worst. Come up with a game plan in case your players aren't participating, or some alternative ideas. My game is still in rough draft mode and not technically public, but when you have a link available, I'd love to check your game out!

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