Jump to content

  • Log In with Google      Sign In   
  • Create Account

Iron Chef Carnage

Member Since 06 Dec 2002
Offline Last Active Sep 13 2014 07:04 PM

Topics I've Started

Turn-Based with a GM - Has it been done?

09 August 2009 - 05:02 PM

I've been looking into table-top gaming lately, listening to the Penny Arcade D&D podcasts and playing Silent Storm, and I got to thinking. Is there a game out there that allows a game like SS (turn-based strategy in the Tactics Ogre/Final Fantasy Tactics/Fallout vein) to be operated with players on one side and a game master controlling all the "bad guys"? It's tough to get all our guys together around a table, what with real life and all, so often our "guys' nights" wind up on the internet. I'd really like to be able to put together a game that we can all enjoy, and what I described here would be right up our alley. If it hasn't been done before, are there good reasons why not? It seems so obvious that I must be missing something.

MMORoleplay: Menial Tasks?

02 November 2008 - 07:26 PM

I've been playing a little Fallout 3 lately, and it reminded me of a notion I've been nurturing for a while. In an MMO setting, what would it take to convince real, human players to take the sort of low-grade jobs that NPCs in single-player games often fulfill? I'm talking about routine patrols, sentry duty and under-equipped sorties into enemy territory. Could a world be structured such that people would willingly take a job that involved almost no actual action and a virtual guarantee of defeat if an enemy force actually engaged them? What if the best pay for a low-level character was had from being a guard for a caravan through hostile territory, a caravan that would be attacked by any hostile player in the vicinity? Would they take the job, then contact their buddies via MSN (or log on an alt) to orchestrate an ambush? Would they log out or run away or commit suicide if the job went south? What if they got XP and cash for standing on a parapet, and a bonus for reporting an enemy incursion, even if the event ended with them getting ganked? In EvE, our alliance (ASCN, for you EvE historians) often paid players to sit sentry in a key chokepoint and report on comings and goings. It was boring, thankless work, often done by players who had EvE in a window on their work machine, doing productive real-world stuff and periodically alt-tabbing to announce that there were "three reds in Y-Y, two Megathrons and a Crow, now entering the pipe to RIT". Could that role, or other such expendable-grunt tasks, be codified into a game such that people would sign up for uneventful, action-free duties? Let's face it, running Kara for the eightieth time is basically just a progress bar that awards a few badges when the right sequence of actions is performed. Do people need the dead demons and slain dragons to make it feel like a worthwhile use of their time?

Braid is Sweet

12 August 2008 - 05:19 AM

If you've got an XBox360, you should probably check out Braid, which is currently the best-selling XBLA game evar. It's got a lot going for it, and seems to be a mash-up of many of my favorite features from the various imaginative side-scrolling platformers that I see on Newgrounds. The trial version is fun, but there's a lot to be gained by going for the full version. Has anyone tried it? Impressions?

Awesome Turn-Based Strategy Games?

04 June 2008 - 06:28 PM

I downloaded the demo of Silent Storm 2 after someone mentioned it here, and I've got to tell you, that's one of the most frickin' awesome games I've played in a long time. I have a real fetish for high-quality turn-based strategy games, and SS2 really made an impression. I haven't had any luck tracking down the full version, but I was wondering if any of you guys have an interest in that sort of thing and would give me some suggestions for other games in the genre with that kind of polish.

MMORoguelike Idea

16 April 2008 - 03:35 PM

I mentioned this notion in an offhand manner in Tsakara's thread about an MMOFPS and it drew some interest, so I thought I'd start a new thread, run it up the flagpole and see who salutes. I'm going to use IVAN and Dwarf Fortress as examples a lot. IVAN is a fairly straightforward dungeon crawl with a brutal difficulty level, and DF has this sweet system where it creates the world the first time you play, goes through the formation of the planet, then rivers and lakes erode the mountains, then life is added, then it even goes through simulated "ages" of civilization, so locations of cities, temples, significant events and ancient treasures and legendary figures are all "real" and are all created on the spot, then you play in that world for the next few rounds, tapping resources, excavating ruins, etc. Okay, with that out of the way, here's the substance of my idea: The world has several "ages", which will cycle, and will have significant events that mark their beginning and end. Here's an example of the notion: Era 1: First Days. The gods whip up a habitable world, and each god produces a race of people to inhabit it. Gameplay is pretty much hunter-gatherer, available tech is pretty much sticks and stones, maybe fire, and you can always pray to your patron god for a favor. Exploration is the name of the game. Ending Event: Discovery of Magic. Era 2: Magic Age. With Magic, all kinds of crazy shit becomes possible. People can make powerful items, critters, etc. and everything's on a huge scale. This is a period of war. Battles shatter mountains, floating palaces are constructed, destroyed, etc. Ending Event: Revokation of Magic. Era 3: Dark Age. So the Gods got pissed and took your magic away, and you're back to sticks and rocks, but there are relics now. Mines that were cut with magic are still there, and th eknowledge of how to mine and smelt ore survives, so you've got better materials, and there are vestiges of the previous age, in the form of monsters, treasure, etc. Core gameplay relates to tech trees, material sciences, etc. Ending Event: Discovery of High Tech. Era 4: Tech Age. Like the Magic Age, this one's pretty violent. Some kind of steampunk tech gets discovered that's just as great as magic, and people start building machines and bombs and lasers. Ending Event: Armageddon, everyone dies, a new world is created and Era 1 returns. Throughout this repeating time frame, players can create characters in various starting points and of various races, and play the game. You can roll up a hunter, or a wizard, or a knight, or a sniper, depending on which age it is, and you can go on adventures. The gameplay itself will be pretty hardcore, and you'll die a lot, but that's okay, because the objective isn't to make it to the end. Everyone dies at the end anyway. There will be mini-goals, little achievements you can unlock throughout the world. Hundreds, maybe thousands of "badges" can be earned, from "Gathered Food" to "Cast Lightning Bolt" to "Killed a Balrog" to "Crafted a +3 Helmet of Awesome". At any given moment in the game's life cycle, there will be dozens of these available to work on. Characters will be short-lived. Most will be killed by hunger or tigers or maybe other players (PvP is a whole other can of worms) in fairly short order, but if you manage to avoid a violent or wasting death, Father Time will bump you off after a while, when you get old and frail and catch pneumonia. Each character is a "sortie", and players shouldn't get too attached to them. That's enough of a first post, probably enough to put most readers into a coma. Cooperation, competition, basically all the multiplayer stuff is for another time. I guess the core question I'm hoping to resolve here is, "Does it sound like this will be fun, with the passage of time and the changing rulesets and the disposable characters and the mini-quests in lieu of a real plot?"