a game originally called: adventure in the land of Jan
ssem:
Greg- am hoping I will get what I can done by Monday latest. looks like we've been moved to the gaming forums. I thought I needed a link to the rules of my game to be allowed to post in this area. and as I need a minimum of 3 posts to send a tell to the moderators about the exact terms and conditions mentioned I didn't know how to proceed,
Kent-yes that gaming group overreacted to my description of the world. I've always had trouble trying to explain what's in my mind to others so that they can see what's there. as a result they didn't want to take the time to generate heroic characters who will die to anything cute and fluffy.
ever since the gaming shop, Chimera, opened. I've constantly offered to be a Gm there as well as ask around for play testers. It is a shop as a secondary purpose, and a store to host every non computer game that could be played at a table primarily.
indeed I make public where I get my rules ideas from. that is my way of honouring other game producers and I am constantly worried that some stuck up company will attack me for it. I ran a Rolemaster Game set in the world of Conan for a group of players who most were employees of the ultra hated games workshop. they noticed the map I had drawn for the game was on a hex sheet sold by games workshop and they half heartedly threatened to take me to court for using a games workshop product for a non games workshop game. I secret believe that my game system is Dungeons and Dragons 2nd Edition (nothing to do with the AD&D 1st to 4th editions owned by WotC) but I know it will only be in my heart and mind and I will never be able to even hint my system as being anything to do with the original D&D game.
the main reason I am trying to create combat manoeuvres for the game is that the world the game is based on is mostly high level manga style fantasy. I want characters (and players) from other main stream fantasy games to 'appear' in that world and feel bland and colourless compared to warriors of that world. sort of the experience a western medieval man at arms would feel if he were to visit a Chanbarra saturated orient. The alternative combat moves which anyone can try in my game aren't enough to show this high skilled flowery melee.
but as Greg said, first things first, create a link to some makeshift rules before getting into a heated discussion. (Heh musashi, I have the stats of miyamoto usagi in my system for comparison :))
dreamborn:
Greg wrote, "gaming group overreacted to my description of the world. I've always had trouble trying to explain what's in my mind to others so that they can see what's there:"
Dreamborn, "That happens but take it as a datapoint, one of hopefully many. But it is a feedback or sorts"
Greg wrote, "the main reason I am trying to create combat manoeuvres for the game is that the world the game is based on is mostly high level manga style fantasy."
Dreamborn, "Ah, I begin to see. It may be hard to capture a visual in a gaming system, but I would like to be proven wrong. I will eagerly wait then until monday to see the draft"
Miyamoto Musashi wrote, “Do nothing which is of no use. The important thing in strategy is to suppress the enemy's useful actions but allow his useless actions. You should not have any special fondness for a particular weapon, or anything else, for that matter. Too much is the same as not enough. Without imitating anyone else, you should have as much weaponry as suits you. The primary thing when you take a sword in your hands is your intention to cut the enemy, whatever the means. Whenever you parry, hit, spring, strike or touch the enemy's cutting sword, you must cut the enemy in the same movement. It is essential to attain this. If you think only of hitting, springing, striking or touching the enemy, you will not be able actually to cut him. Know your enemy, know his sword."
dreamborn:
Opps I meant to say Ssem, not greg. Sorry greg.
ssem:
just posting to say I'm still alive. copied 5 pages onto Word and that's taken over 6 constant hours to do.
Kent- my nasty side loves proving people wrong in everything. but I will endeavour to curb my evil nature most of time while posting here. however I believe almost nothing is impossible, especially where role-playing games are concerned. decades ago I let people, who claimed such and such wasn't possible, get me down and give up trying. many times since then I've seen the so called impossible and now translate a critics term of impossible, as meaning impossible for him, and not everyone else. a classic example. '' hey Paul, I want my game to compare values within normal human max and mins meaningfully, and also to handle super human ranges that compare with normal humans meaningfully too, without the rules breaking down on me like it does in so many other games (here I quote GURPS to him and rant briefly about how I hate Steve Jackson and his highly inferior game) can you help me design such a system?''
Paul replies '' what you ask for is impossible, you can't have normal human ranges together with super human ranges and make them fit together''
that chat happened fairly far down my gaming history and so while he response dismayed me, I didn't give up and take his claim as gospel. infact I can quote both Fuzion and Torg that do this more or less really well.
So I will be more than happy to prove you wrong, not in an antagonistic way, but rather in such a proving it will mean I have yet another game rule element for my system.
Ron Edwards:
Hello,
I am willing to spot you some time in getting your external document ready.
Best, Ron (moderator post, in response to the implied question)
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