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Made in us
Stalwart Veteran Guard Sergeant






Well ill start with game mechanics since starting with background raised a lot of angry glances last time. First their are four base statistics health, strength, intelligence, agility and charisma. Health as the name suggests defines how much damage the character can take before death or other conditions apply certain weapons or characters can cause damage modifications, strength influences what equipment can be used and how much damage the character can do with only his fists also if a unit has more then five strength his muscle mass will be thicker then average and will change basic saves from ranged weapons from six plus to five plus. Intelligence defines how easily one will use equipment and also the accuracy of the shooting and a unit with five or more intelligence can re-roll morale checks. Agility simply defines the distance a characters movement and certain equipment requires you to have a certain agility rating. Still working out what charisma will do. These are the basics my friends what do you think i mean i still need help i have all the rolling rules on paper if you want those as well say.

Fire Fire fixes everything  
   
Made in se
Civil War Re-enactor







That's how the "Enter"-key looks, with perhaps some slight variations. Try using it. It helps for everyone.

Shotgun wrote:
I don't think I will ever understand the mentality of people that feel the need to record and post their butthurt on the interwebs.
 
   
Made in us
Stalwart Veteran Guard Sergeant






ok

thank

you

for

the

info

so

thats the best dakka has to offer me

Fire Fire fixes everything  
   
Made in us
Bane Thrall





What you have here is the same as presenting a business plan to a bank that only includes the name of the store and what it plans to sell.

Wait until you have a large chunk of the rules fleshed out yourself before posting a random paragraph of them to Dakka.

GW Rules Interpretation Syndrom. GWRIS. Causes people to second guess a rule in a book because that's what they would have had to do in a GW system.


 SilverMK2 wrote:
"Well, I have epilepsy and was holding a knife when I had a seizure... I couldn't help it! I was just trying to chop the vegetables for dinner!"
 
   
Made in us
Longtime Dakkanaut




Maryland

Think of this forum as a mirror. What you put in is reflected back at you.

   
Made in gb
Thinking of Joining a Davinite Loge




Nottingham, England

-throws money at Dakka

Wait, what?
   
Made in se
Dakka Veteran






Stockholm, Sweden



Will the meaning of this be reviled in a later codex?

   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

How about a thread title that says something like 'I'm writing a new game'. Because I hadn't a clue what you were talking about...

   
Made in us
Old Sourpuss






Lakewood, Ohio

I kind of knew what was going on, because I had followed his old thread.

But yeah, LGC, you might want to take a moment and spend some time cleaning up your post and posting a large bit of information in the OP. If you want to see a good example of a good intro post to a game (whether you're creating it or trying to create an intro doc, look at Casey's Law's Infinity thread here:
http://www.dakkadakka.com/dakkaforum/posts/list/440048.page

he explains everything one might want to know about an established game, think of this as a reference point for your game.

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

Is this sci-fi or fantasy?

28mm or 15mm?

Will there be babes? If so, with guns or with axes?

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Servoarm Flailing Magos







In 20 words or less, what makes this game stand out from the competition?

Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

Lord General Cheese wrote:
First their are four base statistics health, strength, intelligence, agility and charisma


I've found your first problem. That's five.

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
Made in us
Veteran Wolf Guard Squad Leader





Poughkeepsie, NY

Lord General Cheese wrote:
First their are four base statistics health, strength, intelligence, agility and charisma. .


Not to bust your balls but that is FIVE basic statistics not four.........

3500 pts Black Legion
3500 pts Iron Warriors
2500 pts World Eaters
1950 pts Emperor's Children
333 pts Daemonhunters


 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

Felt bad about being snarky with my first post in the thread so I actually took the time to think about your post.

I would trade out charisma (hard to use in war) for courage, and perhaps have it as an expendable stat that can be used on "heroic" actions throughout the game, to quote GW it would make it "more cinematic" in a sense. I.e. a unit of "insert type here" face down against a giant "insert monster", they face certain defeat but steel themselve into firing a final volley before the monster reaches their lines (unit spend a point of courage to fire out of sequence).

You could then keep it relatively low for units of the line but higher on "heroes" and the like.

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
Made in gb
Decrepit Dakkanaut







Lord General Cheese wrote:
Well ill start with game mechanics since starting with background raised a lot of angry glances last time. First their are four base statistics health, strength, intelligence, agility and charisma. Health as the name suggests defines how much damage the character can take before death or other conditions apply certain weapons or characters can cause damage modifications, strength influences what equipment can be used and how much damage the character can do with only his fists also if a unit has more then five strength his muscle mass will be thicker then average and will change basic saves from ranged weapons from six plus to five plus. Intelligence defines how easily one will use equipment and also the accuracy of the shooting and a unit with five or more intelligence can re-roll morale checks. Agility simply defines the distance a characters movement and certain equipment requires you to have a certain agility rating. Still working out what charisma will do. These are the basics my friends what do you think i mean i still need help i have all the rolling rules on paper if you want those as well say.


Translation Mode Activated

Well, I'll start with the game mechanics, since starting with background raised a lot of angry glances last time.

First, there are five base statistics - Health, Strength, Intelligence, Agility and Charisma.

Health, as the name suggests, defines how much damage the character can take before death or other conditions apply. Certain weapons or characters can cause damage modifications.

Strength influences what equipment can be used, and how much damage the character can do with only his fists. Also, if a character has more than five Strength, his muscle mass will be thicker than average, and will change basic saves against hits from ranged weapons from 6+ to 5+.

Intelligence defines how easily one will use equipment, and also the accuracy of the character's shooting. A character with five or more Intelligence can re-roll morale checks.

Agility simply defines the distance a character can move, and certain equipment requires you to have a certain Agility rating.

I'm still working out what charisma will do. These are the basics, my friends - what do you think? I mean, I still need help. I have all the rolling rules on paper, so if you want those as well please say.

Translation Mode Deactivated

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
Made in us
Nimble Skeleton Charioteer





DeLand, FL

 Melcavuk wrote:
Lord General Cheese wrote:
First their are four base statistics health, strength, intelligence, agility and charisma


I've found your first problem. That's five.


I'm glad someone said something. I didn't want to be the guy that looks like he can't see the forest for the trees. /wink

Bust seriously LGC, nothing that has been said in this thread wasn't already said in the last one. Don't be defensive because no one is trying to insult you. People are giving you honest, but more importantly, informed opinions and impressions on what you're presenting. This kind of thread seems to pop up once in a while and nothing is ever accomplished when the OP gets snarky and aggressive.

Deep breaths, read a style book on writing for an audience and come back at us with some real content. I can assure you if it's good dakka will support it.

It's spelled "cavalry." NOT "calvary." 
   
Made in us
Old Sourpuss






Lakewood, Ohio

Well, let's look at the next step.

We have stats, what are the mechanics like?

Are you going with d6s like gw, warmachine, etc..
d10s like World of Darkness RPG, Brushfire,
d20s like Dark Age, Infinity, etc...
Mixed bag like Freeblades
Cards like malifaux.

How does combat work?

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in gb
Using Object Source Lighting







 Melcavuk wrote:
Lord General Cheese wrote:
First their are four base statistics health, strength, intelligence, agility and charisma


I've found your first problem. That's five.


Just swallowed a M&M

Sorry to the OP but this thread is both surreal and funny.

Good luck with the game though.

   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

So you basically restated the basic mechanics of every role playing game ever. You have some stats and they influence things. Not exactly earth-shattering stuff here. That's not really enough to build a game off of.

Also, OP, please work on your writing. It's been said in more clever ways than I'm going to put it, but your grammar is really bad. Paragraph breaks make your post easier to digest, and you're supposed to capitalize the letter I when referring to one's self.

Check out my Youtube channel!
 
   
Made in us
Stalwart Veteran Guard Sergeant






Sorry about the lack of background i opened up with the background on my last thread but i opened with background and people complained but its a 25mm post-apocalyptic sci-fi wargaming. I will use D6 dice and it has occurred to me i need something along the lines of attack and ballistic skill like gw has but i dont want to be a gw copy cat if you guys can help me rename it or come with other ideas

Fire Fire fixes everything  
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Again, it's still a run-off of stats. Currently, my computer is housing a word document with about 3500 words for an indie game, and that's barely anything, about 24 pages in a small book. Before you roll off and tell us about a game, you need more than what you have offered. A rough list to offer would consist of:

Gameplay
Important. Really. A set of statistics is not enough. How do they function in game? How do you calculate movement? How do models interact with terrain? There are a whole set of things that you need to expand upon. Try and write it from the perspective of a complete newbie to wargaming.

Background
Also important. What is the current situation for your characters? How did they get there? Is there anybody else to fight with?

Models
I've heard you talking a lot about models before. You've listed scale. What else? How large are bases? How will you represent weapons on a model?

Advertising
Most important. If you want anything to move, this is essential. People will think that a product presented with your current grammatical skill is merely a joke, and won't want to purchase it. If you really do struggle with this, have a friend or loved one proof-read your writing. Also, what defines you from the vast amount of games in the world? Post-Apocalyptic is one of the most popular settings in existence, and as far as I can tell, you're following the standard cut-and-paste GW-esque template. Go out and explore, research the competition.


BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in us
Kid_Kyoto






Probably work

I gotta say, BlapBlapBlap has this spot on.

It sounds like you're trying to describe a game and asking people what they think. However what is in all actuality happening here is that you've described generic mechanics in a thread with a subject seeming to be more about your computer than about an idea for a game you might have. It sounds like there was some other previous thread containing information about a background for this game, but you've not included a link to it.

To make matters worse, instead of breaking things down with line breaks, bolding each section (as Blap did), it's all semi-technical text about different things listed out in paragraph format.

Maybe this looks better in your head, but from our point of view, which is going to be far more lenient than investors by the way, you're not organized. You're not ready.


Automatically Appended Next Post:
Also, most importantly, why do we play your brand new game that has limited support and zero interest outside of yourself at this point?

Not trying to be rude here, just objective. If you want WW2 themed games, you have FoW. If you want small skirmish games, you have Warmachine. If you want the previous but with a creepy Tim Burton atmosphere, you have Malifaux. If you want anthropomorphic animals, you have Brushfire. If you want the juggernaut that you can probably default to knowing you find a game anywhere, you have 40k or Fantasy.

What makes me want to invest time/money/mindshare in your game?

This message was edited 1 time. Last update was at 2012/09/10 17:23:12


Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in de
Decrepit Dakkanaut







Lord General Cheese wrote:
Well ill start with game mechanics since starting with background raised a lot of angry glances last time. First their are four base statistics health, strength, intelligence, agility and charisma. Health as the name suggests defines how much damage the character can take before death or other conditions apply certain weapons or characters can cause damage modifications, strength influences what equipment can be used and how much damage the character can do with only his fists also if a unit has more then five strength his muscle mass will be thicker then average and will change basic saves from ranged weapons from six plus to five plus. Intelligence defines how easily one will use equipment and also the accuracy of the shooting and a unit with five or more intelligence can re-roll morale checks. Agility simply defines the distance a characters movement and certain equipment requires you to have a certain agility rating. Still working out what charisma will do. These are the basics my friends what do you think i mean i still need help i have all the rolling rules on paper if you want those as well say.

This is a good description of about 80-90% of all pen&paper and PC RPGs of the last 35 years, including the mother of all RPGs Dungeons&Dragons first published in 1974. And now?

This message was edited 1 time. Last update was at 2012/09/10 17:34:20


Hive Fleet Ouroboros (my Tyranid blog): http://www.dakkadakka.com/dakkaforum/posts/list/286852.page
The Dusk-Wraiths of Szith Morcane (my Dark Eldar blog): http://www.dakkadakka.com/dakkaforum/posts/list/364786.page
Kroothawk's Malifaux Blog http://www.dakkadakka.com/dakkaforum/posts/list/455759.page
If you want to understand the concept of the "Greater Good", read this article, and you never again call Tau commies: http://en.wikipedia.org/wiki/Utilitarianism 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

 daedalus wrote:
It sounds like there was some other previous thread containing information about a background for this game, but you've not included a link to it.

http://www.dakkadakka.com/dakkaforum/posts/list/450172.page

There you go. Examine at will.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in us
Kid_Kyoto






Probably work

Okay, I remember reading that the first time around... now that I've reread it, I recall my thoughts at the time:

The setting reminded me of a more grimdark Gamma World. That MIGHT not be a bad thing, as there's been no real development there since Alternity (no, the board game doesn't count).

It still needs more though. I mean, 5 poorly defined characteristics and a setting that wouldn't fill a napkin just isn't enough, especially if the mechanics aren't going anywhere new. How are turns played? Are we talking hundreds of models or five? We are playing a table-top game here, but what kind?

My advice on the story (as that thread is locked) is to go madcap. Grimdark's been done. Weapons should include some silly prewar stuff like weed-eaters. Trashcan lids for shields. Have some "Shadow-era" (change the name) tech that's really rare, and maybe have a chance for failure. Include goofy character options as a nod to classic movies that touch on this kind of setting. Psychic dogs, clone societies, and designer eugenics can be great fun. Maybe something like the Panther Moderns from Neuromancer. Look at some of the more hokey failed Cold War-era research projects for inspiration.

But most importantly, you just need to have basically what amounts to a playable game before you can start asking people for further aid.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Stalwart Veteran Guard Sergeant






Ok well to adress blapblapblap concern background this is as I said a post-apocalyptic futuristic wargame. Set after WW3 North America is basically destroyed due to atmosphere erosions and solar flares the few surviving animals are heavily mutated and have developed semi-human intelligence. Most of humanities survivors live in the open expanses of land in siberia they have to send raids into the cities to gather supplies for survival. Often they encounter radiation mutated savages who want to exact their revenge on those survivors more fortunate then them in their battle of survivors. A unexpected casualty of the war was a completely artificial intelligence system housed in the ISS, when the ISS crashed the A.I. survived the crash and converted a mass fabricator from the ISS to begin constructing a army of A.I. robots to purify the world of the radioactive curse thus destroy all infected life which it considers everything. So thats the generic backgrounds of races and the scene ill go into more details on the statistics once i figure them out myself.

Fire Fire fixes everything  
   
Made in gb
Willing Inquisitorial Excruciator





Classified

This is all rather meaningless as it is. If you want feedback on a game system, you're going to have to write one.

To start with, think about how you're going to resolve actions. You could have players roll under the relevant stat, or roll die+stat vs TN, or roll [stat]dice vs. TN and count successes... or any number of other things. Picking a die type would help too.



Red Hunters: 2000 points Grey Knights: 2000 points Black Legion: 600 points and counting 
   
Made in us
Old Sourpuss






Lakewood, Ohio

 English Assassin wrote:
This is all rather meaningless as it is. If you want feedback on a game system, you're going to have to write one.

To start with, think about how you're going to resolve actions. You could have players roll under the relevant stat, or roll die+stat vs TN, or roll [stat]dice vs. TN and count successes... or any number of other things. Picking a die type would help too.


he did pick a die type.. the game would use six sided dice... But yes, how are actions going to resolved..

An interesting thing would be to do opposed die rolls like Brushfire, where you and your opponent roll dice, and if you beat his die roll, you hit, if you don't, then well you miss...

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Lord General Cheese wrote:
Ok well to adress blapblapblap concern background this is as I said a post-apocalyptic futuristic wargame. Set after WW3 North America is basically destroyed due to atmosphere erosions and solar flares the few surviving animals are heavily mutated and have developed semi-human intelligence. Most of humanities survivors live in the open expanses of land in siberia they have to send raids into the cities to gather supplies for survival. Often they encounter radiation mutated savages who want to exact their revenge on those survivors more fortunate then them in their battle of survivors. A unexpected casualty of the war was a completely artificial intelligence system housed in the ISS, when the ISS crashed the A.I. survived the crash and converted a mass fabricator from the ISS to begin constructing a army of A.I. robots to purify the world of the radioactive curse thus destroy all infected life which it considers everything. So thats the generic backgrounds of races and the scene ill go into more details on the statistics once i figure them out myself.

Allllllllllllllllllllllrighty...

It still needs more. It also needs some form of realism. This all seems ridiculous, far beyond even the bounds of 40K where super-humans carry rapid-fire grenade launchers...

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in us
Old Sourpuss






Lakewood, Ohio

Actually, this sounds vaguely familiar of Fallout New Vegas/Fallout 3/Long Road Home DLC

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
 
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