Rpg Ideas?
<div class="IPBDescription">Name your clever RPG ideas here.</div> Have any good RPG ideas? If you were to create an RPG, how would it go?
I have this one idea called "Time machine" where this one scientist discovers the formula which brilliantly describes time and space, and from that moment on, everything goes haywire. People with futuristic weapons come in from everywhere and vanish with the scientist.
Later as time passes, you find out more about the history of the time machine from the future's perspective. The world is composed of 3 major allied factions. World War 3 happens, and both sides develop bigger and better time machine technology to wipe out the other sect. In the end, it boils down into 2 ideals. Those that believe they can go in the past and change the future to avoid the entire war, and those that believe that all going into the past will do is make things worse for the future. So, the point of interest is the day the scientist finally figures out the formula for time travel.
Comments? Ideas? Criticisms?
I have this one idea called "Time machine" where this one scientist discovers the formula which brilliantly describes time and space, and from that moment on, everything goes haywire. People with futuristic weapons come in from everywhere and vanish with the scientist.
Later as time passes, you find out more about the history of the time machine from the future's perspective. The world is composed of 3 major allied factions. World War 3 happens, and both sides develop bigger and better time machine technology to wipe out the other sect. In the end, it boils down into 2 ideals. Those that believe they can go in the past and change the future to avoid the entire war, and those that believe that all going into the past will do is make things worse for the future. So, the point of interest is the day the scientist finally figures out the formula for time travel.
Comments? Ideas? Criticisms?
Comments
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Don't worry about people stealing your ideas. If your ideas are any good, you'll have to ram them down people's throats.
-- Howard Aiken
Or perhaps an RPG that doesn't place you as the guy who savs the world (at least not until far into the game) but rather like an ordinary character. Perhaps a soldier in a king's employ? You'd spend time on guard duty (the thieves guild is planning to raid our warehouses tonight, stay sharp!), practising, being a footsoldier in a major battle etc. But most people want to be the protagonist, so I probably won't have it my way anyway. And if I got my game, I'd probably find out that it sucks. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
What's that supposed to mean? Why not post something you know, nice.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
So, the Sims meets Sim City?
Each class would have it's own quirks and abilities that would make them useful in different scenarios. Regular infantry, for example, would be able to move a fair amount of spaces and would have high range with their rifles (provided they have line of sight). Snipers would move slowly and would have a lone cone of fire, and would not be able to fire at a unit that is too close (or would only be able to use a weak weapon like a pistol), but when they do hit someone with their rifle they do a ton of damage. Shotgunners would be able to move a farther than regular infantry, but would only be able to damage another unit if they got super-close. Special forces could use bullet-proof shields to slowly advance troops into hostile territroy, but could only use pistols themselves. Medics could heal (and with enough EXP, revive) other troops, but have to be standing next to the character and only carry pistols. Field engineers could build and take down barriers, drop and disable mines, and more. Etc etc etc.
I think it could be fun! =)
with amazing graphics and an awesome engine
running at 1,000,000,000,000,000,000,000,000 etc FPS
and it starts with you being born
and you have random parents
and a completely random life
and you have to guide your character through his life until he dies!
would be awesome.
Best consumed with a vintage bottle of MMORPG.
now if that isn't a recipe for pwn I don't know what is <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Diablo was no RPG, mind you it was an okay game for the first I dunno two weeks. Then it became immensly boring and my life dwindled from killing lightening beasts to trying to time my 'dupes' properly so I could ponder up the loot to put in a large money sack allowing me to patrol the depths of hell whacking monsters three times my size with a shiney priceless metal. Now that is an investment worth the wait.
Say it with me people 'Fallout 3' the only RPG I have ever played for sure was Fallout 2, the first was good but not as many options to take. I think we should swamp Black Isle studios with an ever-massing pile of fanmail and donations to get it going. I still think they should stick to their roots and keep it 2d, they've always looked good why ruin that?
Anyway, I'm only ranting because for some reason I can't get any of the Half Life servers to work. All I get is Error host not responding, for every mod <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Nice. I'd play that.
A bit paranoid but definitely true and <i>the</i> reason why I don't contribute my fantastic ideas to (otherwise great) threads like this.
Diablo was no RPG, mind you it was an okay game for the first I dunno two weeks. Then it became immensly boring and my life dwindled from killing lightening beasts to trying to time my 'dupes' properly so I could ponder up the loot to put in a large money sack allowing me to patrol the depths of hell whacking monsters three times my size with a shiney priceless metal. Now that is an investment worth the wait.
Say it with me people 'Fallout 3' the only RPG I have ever played for sure was Fallout 2, the first was good but not as many options to take. I think we should swamp Black Isle studios with an ever-massing pile of fanmail and donations to get it going. I still think they should stick to their roots and keep it 2d, they've always looked good why ruin that?
Anyway, I'm only ranting because for some reason I can't get any of the Half Life servers to work. All I get is Error host not responding, for every mod <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
THIEF - I'd call that a true RPG because you actually sit around in shadows feeling like a Thief. You think to yourself - "now can I sneak over there without him seeing me?" instead of dumb stuff like "my sword works +2 against those sorts of creatures, so I'll use it over my +4 against humans Mace" etc.
I know just what you mean, mate <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
the way magicians cast spells are by drawing power from the natural presence of magic in the world, the amount of magic present is based on how many believes in, so in our world magic isn't really present, since very few believe it. Everybody can manipulate magic, however it's in such a small degree, and the very little amount of magic makes it even weaker, so it's only the Missing Sock syndrome...
Mages learn spells by studieing(sp?) magic, but they can also learn it naturally, but the naturally learned spells are learned at a slower pace than studieing, and it has a lower spell-lvl limit.
another way to explain it, imagine the D&D spell lvls:
a Mage lvl X, can Naturally Learn Lvl X spells, but can study himself to Lvl X+3 spells.....
well when a mage casts a spell it draws from his body energies, so it exhausts him - a mage can boost himself by taking energy-drinks(however at some point his body will quit...)
Spells are split up into different categories based on their effect, and it's not something like illusion, Necromancy, Demonology etc.. i won't post them here, since i haven't completed them, and i won't say too much.
in my concept there isn't a Fireball why? i think it's too tradional, but you can still cast a fireball, but you first have to conjure the fire, then cast the spell that will set it in motion - or you can conjure Pen by Conjuring some Plastic, Metal, and ink, then using a transform Shape spell to make it.
------this way i keep it open for creative soluotions, personally i would like to see my idea implemented in a RPG game, however i think it's near impossible...
whadda ya think?
i digged this out from my archives:
The 10 Commandments for the sadistic GM:
I.- "Thy
players shall have no other GMs before thee" (Should
they defy you, refer to number 6)
II.- "Thy
players shall make for themselves a carved image in the
likeness of the GM, and they shall bow down to him and
serve him" (if they refuse, refer to number 6)
III.- "Thy
players shall not take the name of the Lord the GM in
vain" (if they refuse, refer to number 6)
IV.-
"Remember the Role-playing Day, and keep it
holy" (otherwise refer to number 6)
V.- "Thy
PLAYERS shall honor the official playing rules, thou
shall not honor them, for ye shall twist them on thy
favor" (if thy players refuse or complain, or if ye
believe they are thinking of it, refer to number 6)
VI.-
"Thou shall kill thy player's characters whenever
they question thy judgement" (And if thy monster
is defeated, refer to number 5)
VII.-
"Thou shall forget any and all information that
might give the player characters an opportunity"
(and should they complain, refer to number 6)
VIII.-
"Thou shall steal thy player characters favourite
magic items whenever you feel they have an advantage over
thy monsters" (Should they be smart or lucky, refer
to number 5, and if still you fail, refer to number 6)
IX.- "Thy
Non player characters shall not bear false witness
against your player characters, unless it suits thy needs" (such needs shall always attain to number 6)
X.- "Thy
players shall not covet the GM's dice (loaded is holy),
they shall not covet the GM's position, nor anything that
is the GM's" (Should they covet thy blood in
vengeance for what they believe is abusing your power,
refer to number 911)
Finally, any confrontation or complaint (real or imagined) that is not covered by these ten holy principles shall be dealt with... well, by referring to number 6.
Elemental, Demonology, Necromancy, illusionary, mind-control, arcane (ancient spells left unknown as to their abilities)
<u>Elemental</u> - The simplest form of magic to learn, yet possibly the most powerful at higher levels.
Basic spells:
<ul>
<li>Flare (starting a fire from your fingertips)
<li>Chill (dramatically reducing temperature of object to 0 C upon touch)
</ul>
Advanced spells:
<ul>
<li>Furnace (an explosion up to 10 meters in radius)
<li>Blizzard (storm clouds circle overhead and icey hell rains down to earth)
</ul>
<u>Mind control</u> - The capability to shape the thoughts and visions of a single person.
Basic spells:
<ul>
<li>Alter mood (change the emotional status of any one person)
<li>Create object (create stationary object for any one person to see, but can't touch)
</ul>
Advanced spells:
<ul>
<li>Mind control (make any one person do what they are capable of)
<li>Vision (make any one person see exactly what you want them to see)
</ul>
<u>Illusionary</u> - The power to alter the appearance of objects to all others through advanced mind control. Must have studied intermediate mind control spells.
Basic spells:
<ul>
<li>Modify (change small trait characteristic of an object on touch)
<li>Create object (create stationary object for all to see, but cant' touch)
</ul>
Advanced spells:
<ul>
<li>Alter (change form of any object by both sight and touch -- self included!)
<li>Invisibility (make any object invisible for a limited amount of time)
</ul>
<u>Necromancy</u> - Combination of mind control and being able to contact the afterlife realms.
Basic spells:
<ul>
<li>Summon spirit (allows for random spirit to enter this realm -- good/bad spirit is undetermined)
<li>Haunt object (invites spirit to "give life" to an object -- large objects possible with more skill)
</ul>
Advanced spells:
<ul>
<li>Summon poltergeist (allows evil spirit to be summoned -- not recommended to do without mind control)
<li>Summon Skeleton (resurrects skeleton with the spirit of the person who once possessed it)
</ul>
<u>Demonology</u> - Requirement are knowing the advanced Necromancy spells. Summons other-worldly creatures to do your bidding.
Basic spells:
<ul>
<li>Summon Imp (invites spirit to inhabit a decapitated head -- grows small feet and hands and serves you)
<li>Sever Link (all demons hold link to afterlife realm.. the better this skill the easier it is to summon demons/spirits)
</ul>
Advanced spells:
<ul>
<li>Summon Demon (NOT recommended without mind control -- for advanced mages only)
<li>Open portal (allows you to transport between worlds -- mind you it allows anything to come through as well.. advanced mages only!)
</ul>
<u>Arcane</u> - The spells arcane can do are yet unknown, but what is known is that they wiped out all mages. All is left are scrolls of this dead mage category. The potential for these spells are to trigger events on the global scale.
Basic spells:
Unknown
Advanced spells:
Unknown
You'd find out more about arcane as you play through the game. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Neat huh?
Time/space Manipulation:
Haste,
Slow,
Telekinesis,
Freeze Space(note that aging/decompile process still takes place),
Freeze Space+Time,
Teleport,
Timeport (but one cannot change a flow of time he knows ex. you cannpt try to save your loved one, or prevent certain disasters as soon as you know it...),
Dimensional Gate...
Conjuration:
Conjure Element(not a monster but the element...),
Conjure Known Material,
Conjure Body(this body is without a soul, but this can be changed by another spell)
Physical Manipulations:
Change specific-material to specific-Material,
Change Shape on specific-Material,
Grow Limb/remove Limb(this can both be sed for advanced healing. or to give oneself an advantage ex. grow a pair of wings..)
(healing spells - not 100% sure)
as i've said you can't find a Fireball spell or similar - but you can conjure Fire, and then use another spell to set it in motion(not sure if telekinesis is going to fill that function....)
and note: i'm not finished....
i haven't set any lvls for them yet - but i think i'll avoid the whole lvl system totally (no lvl for characters or for spells) instead i will set certain "requirements" for them, though you can still cast spells which you don't have the requirements to - but this can be risky....
While using elemental would be easy on a mage, summoning say, a car, would be very draining (kind of limits what mages are capable of.. instead of being able to summon anything they want easily).
and the way mages learn in my system is, they learn spells naturally, which is a the natural way and is pretty stable(you're almost secure that these spells won't backfire somehow, be it drain or just a plain screwup. but you can also study yourself to a spell - and every spells you can study yourself to - but a apprientince wouldn't exactly have an easy time trying to cast a dimension Gate(which is one of the most powerfull spells there is going to be), also when a mage casts a Studied spell - he will have to say mumbo jumbo, and make certain arm movements - but naturally learn spells can be done be sheer force of will...
the drain that comes with casting a spell - takes on his physical energy( this means he can boost himself to cast lots of spells by consuming energyzing stuff), but when casting a paticular powerful spell it can also hurt his body with open injuries.....
the drain is based firstly upon the spell, but if the mage doesn't have the requirements that would allow him to cast it naturally, it adds to the drain....
Supposing you had to say "Alacaster Pyro" to shoot fire from the palm of your hands, and instead you said "Alacoster Pyro," the effect is that something random happens resulting in fire. This is how mages learn new spells.. trial and error. The ones that live (from not doing something terribly stupid), are the advanced mages capable of having a learning curve as to how to modify spells to their liking. It would also be much more complicated than just saying something, otherwise an amateur mage could do the same if he knew what to say.