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pionoplayer |
Posted: Aug 11 2018, 08:52 PM
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![]() Weaver of Fates ![]() ![]() ![]() Age: 25 Location: Where ever there is chaos to be created Status: N/A ![]() |
So, I have an idea rolling around in my head to run a startup of Simumodder again, since although Simumodder had its flaws (At this point in time I recognize that having an official SMASH system for Simumodder and Renewal was probably a horrendous mistake on my part), it was probably the most fun I've ever had GMing a DTG game. It was wacky, it was zany, but it also had a lot of really cool gameplay mechanics, stuff I could quantify in such a way that the numbers made sense.
So here's my "ten year plan" Once I feel the time is right (probably after I've gotten a job again and my schedule has settled out enough that I know whether or not I can run a game or not) I'm going to start up with Simumodder 1.5. The Simumodder will have a nice, manageable 10 health. (As a note, I think someone should throw this idea out in the Discord while I'm on my pseudo-sabbatical, the idea that you can run a DTG session with less than 100 Godmodder health. I think more people would be interested in running sessions if they didn't feel like they'd have to dedicate a year or more to it.) This reduced amout of health will let me finish the game in a shorter amount of time, and get me a feel for whether or not I have the motivation to run a full-scale session. If I don't have the personal drive to run a full session, then I won't. Maybe I'll run some more mini sessions in the same vein as 1.5, depending, but hopefully, I'll feel up to running Simumodder 2.0 Simumodder 2.0 will be a standard-length game, with 100 Simumodder HP, and a list of scripted bosses and events I've already drawn up based around Terraria, though hopefully there'll still be space for some unexpected major summons. From there, who knows? Most likely I'll take a break from running forum games for a while again. Or I'll be a madlad and run Simumodder 3.0, or maybe Trump'll have ended the world by then, who knows? I have vague ideas for an epic-lengthed Simumodder 3.0. That'd be insane to run, but oh so worth it if it were to miraculously complete. But I'll not talk about those since even if it does happen, it's quite some time down the road and my ideas on it are likely to have changed a ton by the time it happens. Anyways, what I'm here for isn't to ramble about my plans for bosses, that would spoils the surprises. Instead, I'm going to talk about game mechanics. One of my favorite things about Simumodder was all different screwy mechanics that entities could have. Range and Airtype, Terrain and Weather... all that good stuff, so I'm assembling some new game mechanics so that people have more options for things they can screw around with in the world, I've already garnered a few, but I'd love for people to suggest new ones to me, so that if I've missed any particularly cool ideas, I can include them. Anyways, I want to get feedback on the things I've already come up with/written down. A lot of it is copied wholesale from the old Simumodder Opener, but there's some new stuff. Info Indepth Rules Notable differences from a standard DTG game: 1. I'm using the DefTG charging system, as it seems to work infinitely better than the old one. 2. I'm quantifying Superbosses as being a possible thing. If an entity gets too powerful, it goes rogue and becomes a Superboss. In this game(s), regular bosses will drop limited use spoils, so as to limit the amount of clutter that comes with spoil accumulation. Only Superbosses will drop permanent spoils, and Superbosses will be rare. 3. This isn't really different from standard DTG games per se, but it is a departure from the original Simumodder: Personal Upgrades are FRICCIN BANNED. I STILL get headaches thinking about trying to balance the leveling systems and upgrades in Simumodder. 4. Affinities. I decided I want to implement an optional elemental affinity chart, because those are cool. Important note: The color affinities are opt-in, most entities will be unaffiliated. It's just a cool idea to offer up some synergistic and strategic possibilities. -------------------- Once upon a time there was a story...
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DCCCV |
Posted: Aug 11 2018, 08:53 PM
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![]() Mysteriously Mysterious (Not Really) ![]() ![]() ![]() Age: N/A Location: N/A Status: N/A ![]() |
Sounds amazing. I'm in.
Originally posted on 2018-06-05 14:20:00 -------------------- |
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JOEbob |
Posted: Aug 11 2018, 08:53 PM
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Ancestor ![]() ![]() ![]() Age: N/A Location: N/A Status: N/A ![]() |
I'd probably play too.
Originally posted on 2018-06-05 20:49:00 |
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pionoplayer |
Posted: Aug 11 2018, 08:53 PM
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![]() Weaver of Fates ![]() ![]() ![]() Age: 25 Location: Where ever there is chaos to be created Status: N/A ![]() |
Does anyone have any feedback on mechanics and stuff? Ideas that they'd like to see implemented or things that they think are a bad idea to include?
Originally posted on 2018-06-06 21:11:00 -------------------- Once upon a time there was a story...
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JOEbob |
Posted: Aug 11 2018, 08:53 PM
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Ancestor ![]() ![]() ![]() Age: N/A Location: N/A Status: N/A ![]() |
"Attack Shields: straight from DefTG, players can set up attack shields on their entities, which will block one attack up to a certain threshold of damage, although that threshold is rather high. You can stack attack shields, but the limit is 5 per entity. "
Not feedback, but for some reason I feel like attack shields where a thing before DefTG, yet I recall no specific instances of them prior to it. weird. I don't think any of the things here are a bad idea to include, though I would make death a slightly harder slap on the wrist if you think it's the fault of the players messing up instead of someone else being too strong. on the mechanics i'd like implemented part, I think those charge-sidequests I'm doing in CTG are a nice mechanic to try, but they probably wouldn't work with a charge cap of 10, and regardless they might be a bit too much of a hassle for a large game, so... i dunno. one thing I didn't like about Renewal was how all of the PG bosses where really, really big, health-wise. and they Had to be that big. making something on that scale was totally out of peoples reach. when the charge cap was 10, the boss had 200 charges of health! I'm not sure what lead to that or how one might change it though, so... /shrug. Originally posted on 2018-06-06 21:28:00 |
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pionoplayer |
Posted: Aug 11 2018, 08:53 PM
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![]() Weaver of Fates ![]() ![]() ![]() Age: 25 Location: Where ever there is chaos to be created Status: N/A ![]() |
Attack shields as a specific, codified thing are original to DefTG. The idea of shielding your entities is not. Hmm, true. I've added an addendum to Player Vulnerability that notes that other circumstances can increase or decrease the harshness of the death penalty as needed. Yeah, charge sidequests only really work in a session where charging costs actions, it's a cool idea, but not one that works in a session where I want people to be able to summon things at the same time they're attacking and damaging stuff. As for the bosses thing... well, the reason the bosses had to be so huge was because of the atrocious output potential of the players. Players being able to summon a boss by just stringing together some charges without the GM knowing isn't really a thing that should be possible, and although that has yet to happen in a game as far as I know, I'd rather not have it be a possibility. Generally, I think that directly player summoned bosses should be a rarity, with bosses outside of the "initial list" or "main line" of Godmodder summons being caused by shenanigans, as opposed to straight charging, especially in larger games, like Renewal was. Originally posted on 2018-06-06 21:42:00 -------------------- Once upon a time there was a story...
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JOEbob |
Posted: Aug 11 2018, 08:53 PM
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Ancestor ![]() ![]() ![]() Age: N/A Location: N/A Status: N/A ![]() |
"Yeah, charge sidequests only really work in a session where charging costs actions, it's a cool idea, but not one that works in a session where I want people to be able to summon things at the same time they're attacking and damaging stuff."
True... oh, maybe that could give it the downside chargequests need for balance: not having them activate do anything unless you spend your action for the quest? I agree that bosses just from stringing together charges is weirddumb, but I think it should still feel possible, maybe through a path like with vengeful god (IE: max-size charge, Evolution (consume cap size charge), survive another 12 rounds somehow, evolve again, and you hath finally succeeded. or something), or something similarly Difficult, but attainable. Originally posted on 2018-06-07 00:54:00 |
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pionoplayer |
Posted: Aug 11 2018, 08:53 PM
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![]() Weaver of Fates ![]() ![]() ![]() Age: 25 Location: Where ever there is chaos to be created Status: N/A ![]() |
The problem isn't just that it's unbalanced, there's also the fact that it would add tons of difficulty in terms of me having to keep up with what people are doing. Ehh... the thing is I'm not against players having bosses, I'm against them being able to do it without it being a special case. For example, a strung-together charge big enough could be possible in the rules if you okay it with the GM first, alterantively, you could do something similar to the Vengeful God, only with more actively doing stuff besides spamming shields and stuff required. So player bosses would be possible, but they'd be special events, not just something that you can cobble together. Originally posted on 2018-06-07 01:15:00 -------------------- Once upon a time there was a story...
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pionoplayer |
Posted: Aug 11 2018, 08:53 PM
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![]() Weaver of Fates ![]() ![]() ![]() Age: 25 Location: Where ever there is chaos to be created Status: N/A ![]() |
Random other idea I've had, since it's going to be a while before I can set up Simumodder 1.5, but I still want to do something, once I'm finish with DTG: Micro, I could create a thread for "Bite-Sized DTG", where there's a series of unrelated 5 HP Minimodders. Each one is its own separate, self contained game, and it could be handed off to someone else after the end of one of the sessions once it's time to hand it over.
Judging from the timeframe of Micromodder, each session of Bite Sized DTG would take from two weeks to a month, which is a good timeframe. EDIT: Added something to the rules, just something on integrity and sanity damage. Originally posted on 2018-06-07 18:42:00 -------------------- Once upon a time there was a story...
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pionoplayer |
Posted: Aug 11 2018, 08:54 PM
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![]() Weaver of Fates ![]() ![]() ![]() Age: 25 Location: Where ever there is chaos to be created Status: N/A ![]() |
Added another rule Mechanics note on Projectile entities, because I realized that their state of mostly being flying things but also needing to be able to attack ground things despite technically being melee could cause some confusion.
Edit: Also decided I wanted to include an "NPCs" mechanic, which basically works the same as Players from DTG2. Editx2: Added a small note for a "Hovering" tag, that allows entities to choose to be airborne or grounded at will. Originally posted on 2018-06-09 19:28:00 -------------------- Once upon a time there was a story...
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pionoplayer |
Posted: Aug 11 2018, 08:56 PM
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![]() Weaver of Fates ![]() ![]() ![]() Age: 25 Location: Where ever there is chaos to be created Status: N/A ![]() |
Finally added to remember the overheal gimmick.
Originally posted on 2018-06-26 16:28:00 -------------------- Once upon a time there was a story...
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pionoplayer |
Posted: Aug 11 2018, 08:56 PM
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![]() Weaver of Fates ![]() ![]() ![]() Age: 25 Location: Where ever there is chaos to be created Status: N/A ![]() |
Reworked charging, as a number of people have expressed that they prefer DefTG's system to old canon's.
Originally posted on 2018-06-28 14:45:00 -------------------- Once upon a time there was a story...
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pionoplayer |
Posted: Sep 24 2018, 03:39 PM
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![]() Weaver of Fates ![]() ![]() ![]() Age: 25 Location: Where ever there is chaos to be created Status: N/A ![]() |
Just a note I need to make, instead of having that abomination that is the mix between old and new charging styles, I'm going to go with just straight DefTG charging.
-------------------- Once upon a time there was a story...
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