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Oh my goodness, I actually have something for this! I will confess I started this beforehand, but this will give me an excuse to pull it all together into an actual playable state. Game Concept I actually drafted this up for a CYOA here on the forums that I am waffling about running - I love the story-heavy CYOAs where people get to control the player's actions, but wished that there was a way for more people to have a chance to play at once. I also really love Turn-Based Tactics games (Final Fantasy Tactics, Tactics Ogre, etc) and how you get to control an army of dudes. So I wondered, can I mash them up? What I ended up with was a game where a small group of posters (10 or so) would each control 1-3 characters from a small number of classes who each have a small number of choices to make per turn(to reduce analysis paralysis) but who can end up looking pretty different depending on skill choices and stuff. Other people following the thread who didn't want to make a character/missed the cut off date could play as spirits that could effect the outcome by buffing/debuffing the characters on either team (for instance, giving one player +1 to hit while reducing their ally's defense by the same amount). It can ALSO be played on tabletop - either as straight war games or with a DM guiding the opposing army. In that case, you can either play without spirits or just get friends/dead players/bored significant others to play those roles. Character Concept My issue with 4E is you have so many options on each turn that it takes forever, so I've cut it down to a bare minimum of options. code:
code:
As your characters progress, each of those abilities can gain different variations depending on class (Club Deals 1d6 Damage + slows target by 2, for instance), but you'll always have only the 4 abilities to choose from. The idea is that you'll always know exactly what move you'll be making. Character Creation Pictured: 2 of the classes (Reaver and Taker respectively) iterating through the different levels of experience. Each character has 6 levels from Unblooded to Master, each has a different sprite (for male and female, of course) and unlocks different tweaks to your abilities. I've done up a pretty thorough Excel Character Sheet(need to have Office 2007 or higher, I think?) that lets you create three characters. It's all completely automated - the only stuff you'll need to fill in is your Player Name, your Character Name (Which also generates a little backstory for them), your Class (drop down menu) and your XP (400 is the XP cap, so play around with that). Also, the little red arrows are comments, so hover over them to get details. Items and Weapons are also drop down menus, and they'll cause your attack names to change when you change em'. Neat, eh? Also at the bottom are emblems - achievements gained through battle that give bonuses (like Tactics Ogre). Rules Pretty basic 4e rules, with some tweaks. The full ruleset (so far, pending changes) can be found here, which also gives a sort of turn-by-turn play instruction. World Building I'm also drawing up some building/terrain tiles and sprites for each character class/level/sex combo, a little taste of which is here. As I said, I obviously started this beforehand so I'm probably excluded from proper entry, but I'd still like to see what people think of it. The Excel file linked earlier is really, really thorough and automatic - it'll pretty much walk you through character creation, and it'll do it way better than I did.
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# ¿ Jul 22, 2014 23:42 |
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# ¿ May 16, 2024 15:41 |
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Speleothing posted:I thought for a minute I was in the recruitment thread and got really excited. Well I still plan to do the CYOA ~one day~ so I guess keep your eyes open!
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# ¿ Jul 23, 2014 03:59 |
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Nancy_Noxious posted:Apparently only female sprites have midriff-exposing outfits. Ah, there's actually reasons for that! In all other classes, both male and female are wearing appropriate armor (insofar as I can convey that through sprites!), but Reavers (the female sprite of which is up in my other post) of both genders wear increasingly revealing clothing as they increase in level. Male Reavers are literally wearing a loincloth and headbands. The fluff reasoning is that Reavers will literally get stronger and more resilient by being braver and wearing less armor. The actual reason is that it makes the sprites 'pop' and further differentiates them from the other classes. Believe me, growing up playing tactics games nothing bugged me more than guy unita in full armor and girls in bikinis. Edit: also now that I think about the other sprite is ALSO female and is wearing way more clothes as she levels. Dog Kisser fucked around with this message at 13:58 on Jul 23, 2014 |
# ¿ Jul 23, 2014 13:53 |
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Alright, got some class writeups and sprites (male on left, female on right) done for every class/gender, as well as some other fluff glossary stuff. Manitou - Spirits that congregate around battlefields and the dead. Most are too weak to influence anything more than a stirring of dry leaves or ghostly whistling, but some rare few can affect the material world in a more tangible sense. Mostly take on the appearance of flowing, smoky clouds, but often display animal or humanoid features. Attracted to the life energy of great heroes. Blooded - Many men and women ply their trade at soldiery, but sooner or later they either lose their lives in combat or prove themselves worthy of becoming Blooded. A Blooded individual has attracted the attention of the Manitou, drawing dozens of minor spirits to their being. The spirits enter the individual, granting them improved combat prowess and resilience, and whispering both guidance and nonsense into their ears always. Taker - A Blooded individual that desires improved precision will take the path of the Taker. The Manitou possessing their form will enhance their senses, allowing them to detect vital weaknesses in their foes from great distances. As a Taker gains mastery and more Manitou are drawn towards them, their senses become supernatural, forcing them to don a mask to dull their visions - but allowing them unparalleled accuracy.
Rupter - A Blooded individual that desires the ability to confuse and befuddle groups of foes will take the path of the Rupter. The Manitou possessing their form grant them great mental powers, allowing them to wreak havoc on their opposition. As a Rupter gains mastery and more Manitou are drawn towards them, their power and capabilities grow - as do the voices in their heads.
Reaver - A Blooded individual that desires the ability to charge headlong into their enemies will take the path of the Reaver. The Manitou possessing their form thrive on acts of bravery, empowering the Reaver with great strength and toughness. As a Reaver gains mastery and more Manitou are drawn towards them, the spirits' desire for ever greater acts of bravery leads them to strip away their armour - a danger largely offset by skin and muscles grown hard as marble.
Locker - A Blooded individual that desires the ability to hold their foes in place and deal heavy damage will take the path of the Locker. The Manitou possessing their form grant them a powerful grip and an unshakable stance, allowing them to lock down even the toughest foes. As a Locker gains mastery and more Manitou are drawn towards them, the Locker gains the solidity of a mountain and the inescapable grip of a vice - as the solemn voices of the Manitou guide their actions.
I'll probably be submitting as a zip file or something in a Dropbox link - is that ok? edit: And here's the rules and stuff as I add stuff to it : Land of the Manitou Documents Dog Kisser fucked around with this message at 03:00 on Jul 27, 2014 |
# ¿ Jul 26, 2014 23:07 |
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Just out of curiosity, WHEN on the 31st is it 'pencils down' time? I wouldn't be embarrassed to hand it in as is, but having an idea of the end time will help me squeeze in the last few changes.
Dog Kisser fucked around with this message at 05:36 on Jul 31, 2014 |
# ¿ Jul 31, 2014 03:13 |
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Error 404 posted:Sure. Steakpunk is my favorite entry so far. Including mine!
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# ¿ Jul 31, 2014 14:24 |
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Alright, Land of the Manitou is officially entered! At its core it's a stripped-down, squad/army based version of 4e with some unique mechanics - think some kinda mashup between 4e/X-Com/Final Fantasy Tactics. I also included sprites for each class, monsters, some sample maps, as well as tiles and objects to make your own map. Character creation is laid out in the document but I HIGHLY suggest you use the Excel spreadsheet I included in the Dropbox folder as it automates basically the whole process for you. Writeup is on Google Docs here The Dropbox folder with all the goodies is here I'm anxious to see what people think of this, and this whole thing has been super fun! edit: Also Steakpunk is goddamn excellent, for the record.
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# ¿ Jul 31, 2014 23:22 |
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Hey, thanks for going through my effort! I hope to do the same with the rest of these later tonight. I'll address some of your comments:Error 404 posted:Land of the Manitou Error 404 posted:As I go through I keep getting the feeling I don't know what exactly is going on, there's a lot of stats and mechanics and GM tips that I don't understand (probably because I haven't reached the section that explains them.) But even aside from this, I don't really know much about the setting except for the half page intro text at the very top. Error 404 posted:I know that Manitou are nature spirits, and that players play as Manitou helping armies mankind wage war. (Against who?) Error 404 posted:Looking at Unit creation though, things have gotten a bit more straight forward. The different unit types and then classes of unit. This section is laid out in a very logical and easy to understand fashion. The combat rules section is likewise well laid out and I'm now 'getting' how armies work, but I'm seeing that a lot of the mechanics that were introduced at the beginning are being repeated here, and in more detail. Error 404 posted:If I may make some suggestions, perhaps you might want to move your Totem rules to the end of the playing a Manitou section and the army building section with the DM advice after the actual rules for choosing units/classes. All in all, great feedback, and I'll make sure to keep these notes in mind when I make my edits (for today though, I'm not touching it - sick of lookin' at it!) edit: Also, make sure you take a look at the Excel sheet in the Dropbox folder - it makes making soldiers WAAAY easier, and I'm pretty proud of how it turned out!
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# ¿ Aug 2, 2014 00:35 |
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In Land of The Manitou news, lovely goon Djw175 is running a playtest campaign in the system in a thread right here. The upside is I get to play! Fun!
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# ¿ Aug 21, 2014 00:26 |
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Covok posted:For the curious, we have completed all our playtests and I will provide my judgement soon after I have some time to mull all the details over. Fun!
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# ¿ Aug 21, 2014 01:23 |
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How exciting! Thanks for the consideration! Any tips on how I can improve on LotM?
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# ¿ Aug 31, 2014 19:14 |
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Just out of curiosity, who ended up playtesting Land of the Manitou? I'm glad people seemed to like it, but if anyone has any feedback I'd appreciate it!
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# ¿ Sep 2, 2014 14:30 |
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# ¿ May 16, 2024 15:41 |
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Covok posted:I still need the captain's account to give your prize, I believe. Yep!
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# ¿ Sep 8, 2014 11:34 |