RP-Planning
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RP-Planning
For talking about longer stuff to plan and decide
First to go:
Structuring of "The Golden Hunt"
Gotta ask, how much of the classical RPG elements we gotta include. What are you thinking?
For now I have three possibilities:
1. Write everything down like a normal story, using stats/attributes etc. for orientation only.
2. Write mostly everything down like a normal story, but using stats/attributes etc. and dice for special points in dungeons.
3. Using a lot of dices (doing a list for stuff)
I tend to the second one. Using the dice too often would be really complicated. But using them on some points would give the attributes some more weight and give that one feeling of randomness to the game. Also I think, we both could play fair enough to not cheat bad throws but instead use them in a funny way for new situations.
Either way I still need to come up with a good layout for dungeons. It's hard to generate total randomness we still can include without knowing the outcome. Being somehow our own dungeonmasters could be a nice touch? We could go round for round, me creating the first small dungeon with fitting obstacles, you designing the second etc. Stuff already used for dice throwing would end in a list (like the one for monsters) and be easily used again later.
However, I'm gonna start already with a first post for the story. I think it will need some text before they even arrive in their first dungeon. Classical team building first ^^
First to go:
Structuring of "The Golden Hunt"
Gotta ask, how much of the classical RPG elements we gotta include. What are you thinking?
For now I have three possibilities:
1. Write everything down like a normal story, using stats/attributes etc. for orientation only.
2. Write mostly everything down like a normal story, but using stats/attributes etc. and dice for special points in dungeons.
3. Using a lot of dices (doing a list for stuff)
I tend to the second one. Using the dice too often would be really complicated. But using them on some points would give the attributes some more weight and give that one feeling of randomness to the game. Also I think, we both could play fair enough to not cheat bad throws but instead use them in a funny way for new situations.
Either way I still need to come up with a good layout for dungeons. It's hard to generate total randomness we still can include without knowing the outcome. Being somehow our own dungeonmasters could be a nice touch? We could go round for round, me creating the first small dungeon with fitting obstacles, you designing the second etc. Stuff already used for dice throwing would end in a list (like the one for monsters) and be easily used again later.
However, I'm gonna start already with a first post for the story. I think it will need some text before they even arrive in their first dungeon. Classical team building first ^^
Kapuuze- Anzahl der Beiträge : 28
Anmeldedatum : 09.03.16
Alter : 29
Ort : Die Schweiz
Re: RP-Planning
I'd also go with number two. I'll look into a in-forum dice roller, that could be practical. And yeah, we could just start, we won't go into a dungeon immediately.
One way we could do it, is just roll up one room after another and switch back and forth.
One way we could do it, is just roll up one room after another and switch back and forth.
Re: RP-Planning
Nice I'll do a post then later. Much work to do atm :'D
hm.. that's sounds interesting. So we'd do every room by turns?
hm.. that's sounds interesting. So we'd do every room by turns?
Kapuuze- Anzahl der Beiträge : 28
Anmeldedatum : 09.03.16
Alter : 29
Ort : Die Schweiz
Re: RP-Planning
Yes, we could make or look for tables to roll on that tell you how large the next room is, how many entrances, obstacles, treasures, enemies etc. are in there. And we would just switch when the group enters the next room.
Re: RP-Planning
Not the fitting thread but – Nice Christmas wishing.
Kapuuze- Anzahl der Beiträge : 28
Anmeldedatum : 09.03.16
Alter : 29
Ort : Die Schweiz
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