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Member Since 04 Feb 2012
Offline Last Active Today, 12:08 AM

Posts I've Made

In Topic: are vidgames disrespectful of player's time vs tabletop RPG's?

14 July 2016 - 02:55 PM

How about different view of the dungeon on a way back? When in figting mode one probably focuses on different things (lets call them values) though which he or she projects the reality to it self. Example lets ask chef, chemist and drunken on a cup of tap water. I guess the answers will vary a lot. 


Same with a band of cavemans conquering the cave, first in fighting mode- focusing on spoting persons, beasts, traps, terain difficulties, covering, noise, own members etc.

On a way back thinking on how to utilize chambers by tribe, recognizing minerals, water quality, fungus-plants. I think even mechanic can be made of that so that the player could select of what is he looking for to support succesfull roll (and see consciously it).

In Topic: Sketchy idea for a new rpg(mmo) combat mechanic

16 May 2016 - 11:31 AM

If this is a probe of interest then I say it sounds great and similar to my imagination of ideal system for MMORPG.


And yes, I something more than just think such a game system is do-able ie.- integration of RPG numbers and behaviors with player inputs.

If designed smart it can mitigate permadeath quite natural way.

In Topic: trying to think up a new way to level up

31 December 2015 - 02:19 PM

Just an idea for martial arts oriented RPG game system I settled with: mixed leveling-skills approach.

Simply put- skills have some basis number but when are not used they are fading below the basis- but recovering to the basis is rather faster than achieving the basis. Also when skill is grinded it can go over the basis for a while. Of course top notch skill fades faster then average.Leveling is mentioned as maturity thing- experience big loss, betrayal, sacrifice, crippling etc. It apparently when applied (by percentage) increases the number of repetitions written in for the chosen skill or technique. Also I can imagine some diversity of skill or technique applied can be implemented.


So it gives characters core skills but they can still come up with some different strategy for a significant duel.


Over that each technique is consisting of the same components (with different mixture) which based on how they are placed in the execution coordinates and part of body that is used makes them relevant to other skills or techniques. For example drawing circles in the air with your feet can make your puch better since it is a stability chalenging exercise (technique).

In Topic: Currency in post-apoc / zombie world?

15 September 2015 - 01:34 PM

I think it can be fun to have no official currency and having to find out what each NPC values without  saying too much about yourself (which can call an ambush).


If universal currency is prefered then I would say some long lasting food (beans, dried lizards etc.) and gasoline which represents mobility, heat source or can be a weapon... 

In Topic: Basic wind simulation in a large building

05 June 2015 - 12:42 PM

I think this is a cook booky article that may give you the answer: