Opinions requested on indie RPG/skirmish
infected:
Hey guys (and gals)
I’m new here and found the forum/site because I was looking though Google for advice with testing/publishing my own RPG/skirmish game. I have had a read though some posts and hopefully you guys can help me with feedback/testing. Firstly I will go through a summary of my aims, the storuy catalyst, where I am currently in development and in a few days (once I have compiled all my rules and done a final batch of proof readings, probably in the weekend) I will provide a link to download the rules.
I would appreciate it if you would let me know at the very least if the ideals of the game are something that people could find fun, I have no problems with any type of feedback as long as it is constructive.
AIM:
The main aim is to create a game that allows for players to be able to play an RPG game that gives character progression into a “larger” or alternate game setting.
My reasoning on this was because I liked playing DnD and inquisitor (games workshop) as my main RPG/skirmish games, but I felt that the systems only enabled me to level a character and not make any sort of worldly change/progression. I wanted to make a game that will allow a singular character to progress into a team character then into a faction or group leader, all depending on decisions and actions taken by the group or a player individually.
Development status:
Currently I am concentrating on getting a working RPG game out there before I plan to make any “bigger” content available, I have many ideas about town construction, different factions etc. but mainly I want to find out if people enjoy the game before I put in more ideas and rules.
The state the RPG game is in currently is:
All of the core rules have been written, however based on testing feedback I may need to implement more to make the game smooth feeling.
Weapons/armour have been implemented but values will change based upon tests and combat results.
I have MOST of the skills written into the game, as well as the skill up system. I do plan to implement more skills, but I would like feedback on what I have first.
Background In short
It’s about zombies, big nasty creatures and the collapse of the world as we know it ( although I use the word infected not zombies, as it’s not just about zombies). As players, people need to survive in this world, or rebuild and make it their own.
The worlds governments conducted research into nanites, as these nanites where released they infected any living thing. As the infected come in contact with humans they have different effects, allowing for fast/slow zombies, or head/body shot kills, allowing for bigger mutations as the characters progress allowing for more specialist and difficult enemies to be found.
EG if a dog gets infected, it would get stronger and faster. When it bites/infects a human, the human could then take traits from the dog and become a wolfman who would want to spread the infection also.
I do have an extensive story, but I don’t want to bore people, or make an epic post with mainly story. If you want a full story upto the outbreak, please let me know.
P.S i don't know if i am underselling it, i just don't want to put too much in a single thread post.
Oh and thanks for reading this far :)
dugfromthearth:
I don't really understand what you are trying to do.
You want the game to be skirmishes, but the skirmishes to affect a bigger picture? So basically a wargame with a campaign mode?
Does the larger world create the skirmishes, or is it really just an excuse for and way of tallying victories of the skirmishes?
I.E. We need food. There is food in that town. We go to that town and have a fight to get food.
vs. We fight some zombies. Look we found some food. Our food total went up.
infected:
Evidently i didn’t describe my aim very well, and thanks for letting me know.
The idea is to have the character/player shape the world, so the first set of games they play are classic rpg games… focuses on character development, character background and character decisions to shape the game and story.
As the character survives in the apocalyptic world longer, they will gain more skills and possibly rescue more survivors, at which point if the player chooses they can move into a skirmish like game still with RP elements (using the same character that they may have used for the past 10 games, or 100) This will then focus on giving the player multiple characters to control with the perspective moving towards the team rather than the individual character.
As the skirmish mode progresses the players may have acquired or built a true defendable safe house, at which point any survival supplies can be made rather than found. This will then move the game into more of a small war game, where you as a player would control multiple squads or teams. Your original characters at this point, could be the leader of these squads, or the leader of this settlement…
To make writing the rules easier for me, I have made a rule system for the RPG part… and I am yet to make a full rule system for the other two sections of my aim. But that’s what I want this game to achieve.
My overall want for this game (depends on its success) would be different players groups, potentially trading, making alliances in a “grand campaign” where two groups come together once a month or so, playing together to destroy a greater threat. But meaning the weekly or even daily groups can still get along with their campaign set in their territory. Or those two factions could go to war based upon a difference in opinion or territory disputes.
I hope that explains it a little better.
Sp4m:
This sounds like a really interesting idea. My advice is don't get caught up in the details yet. Start big, and work your way down.
Why write your own rules system? That will require hours of troubleshooting and proof reading that can otherwise be spent testing out the aspects that make your game unique. In my experience, people are just going to sub out your system, and use their favorite any way. The system, guns, damage etc. is just math and probability. Start with an existing system that works, and write in some patches to apply it to your game. Once you have the meat and potatoes of the new game written, you can (if you think it's necessary) write a new system that supports your themes.
Your description of the players building out a world makes me think of a game like this...
Starting out on an individual basis, players meet in a town, and bond through diversity. They end up having an encounter in city hall, and the players create the map for city hall together on graph paper. This is done to scale with the miniatures. Map is done, players have their encounter.
After the encounter, the players each get a few followers, represented by models.
The next encounter is slightly larger, and each players has to draw out the map of their safe house, and maybe they get a few traps and resources they can buy. alliances can be made to allow trading of resources. There is a recipe list, with weapons, food, ammo, traps, transportation, etc. And players are allowed to trade resources.
the graph paper buildings that get drawn have a fixed location in the city (on another map managed by GM), and territory starts to get drawn out. Story elements come into play... a bus of survivors pulls in, which "gang" gets the reinforcements? A new strain of infected attacks? One gang hires NPC bandits to raid an outlying storage depot.
The game can be built dynamically by the players wishes, providing a strong narrative frame work to a model based skirmish game.
infected:
Hey guys,
Here are my 2 rules documents, i do still need to do some editing... but they are almost complete.
www.iron-warriors.co.uk/infected/alpha1-2.pdf
www.iron-warriors.co.uk/infected/skills1-0.pdf
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