Well, the decked out medic would have to have some kind of built-in McGuffins to fix up other players.
If there is no medic, and no reason to assume otherwise, damaged/destroyed characters could be repaired/rebuilt after the adventure/campaign on the assumption that a demaged character's allies would carry the wreckage back to base.
I would say that classes are all but obligatory for considerations like alternate modes, certain dedicated functions, and scale.
Dom
-actually meant to cover that yesterday.
Power Core Combiner RPG outline
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Re: Power Core Combiner RPG outline
That's not really how it worked in WFC. It's more like, it drains health from enemies, resulting in ammunition, which would then be spent on healing teammates. You can't strictly use it to damage and heal in the same round.Dominic wrote:Something like that needs to be expensive to acquire or use because it is almost *too* useful. (It heals the player's pieces while damaging an opponent? That is a textbook example of power gaming.)
I also do not want it to turn in to name-dropping and run-ins. GW avoided this problem until the last few years. But, like I said in the review, appearances by the Emperor (and more so the Primarchs) are becoming routine. I know that I have not posted it yet, but settings are as important as characters in something like this. Players will have the chance to fight campaigns in the Manganese Mountains and capturing Energon storage facilities. That is plenty of TF action right there.
We were discussing this earlier--do we level up? Do our stats increase? Are we playing against each other, or is it a players-vs-DM-type experience?Agreed.Grinding should be avoided as much as possible as in a table dice version that would get enormously tedious very quickly.
Presumably they already had them. I don't think he goes into the mechanical details; it's more like he decided to have Darth Vader show up as a cameo and they went "OH FUCK DARTH VADER LET'S KILL HIM." Which any reasonable character might try to do. (Watch the video, it's pretty funny.)How did they even get the bombs? That may well have been the moderator's fault for not defining the game enough.
As for classes: This will need to be more defined by, I think, players desires more than anything else. Remember, if it's not fun to play it's not worth doing, in many ways. Obviously we have a medic class, but being that TFs don't have magic (in the standard form anyway) it'd be a little strange to follow D&D or WoW style tropes for them. We'll need melee-heavy guys (Fighters or Monks), and probably a Sniper-based class who can attack from distances. We'll also need a quick-type class for guys like a Bumblebee-type; I nominate "Scout," and we base him off the Team Fortress 2 archetype. We might also want an Engineer/Scientist-type class rather than mages (Wheeljacks and Perceptors, maybe) whose specialty is building and crafting items--weapons, turrets, possibly even teleport pads or healing dispensers if they're high level enough. (Then again, this is treading into the realm of 'all TFs' rather than 'just PCC.')
Re: Power Core Combiner RPG outline
One request:
Earth, not Cybertron.
That is all.
Earth, not Cybertron.
That is all.
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Re: Power Core Combiner RPG outline
Dropships! Off the shoulder of Orion!
Re: Power Core Combiner RPG outline
I am thinking that there could be scenarios set on both Cybertron and Earth, as well as on other planets as well as space stations, star ships and the like.
Upgrades could include stat increases. The exact cost is something that we will have to work out over time.
Game play could bel flexible. Of course, if it was player v/s player, it would require different rules. I am thinking this would more often play like a tranditional RPG. But, there would be opportunities for players to fight each other.
But, classes should cover more concrete things initially.
Dom
-been updating the .txt file.
Assuming campaign based play, points could be added up at the end of the game. Players could either save their points, or spend those points on gear, repairs and upgrades.
We were discussing this earlier--do we level up? Do our stats increase? Are we playing against each other, or is it a players-vs-DM-type experience?
Upgrades could include stat increases. The exact cost is something that we will have to work out over time.
Game play could bel flexible. Of course, if it was player v/s player, it would require different rules. I am thinking this would more often play like a tranditional RPG. But, there would be opportunities for players to fight each other.
Engineers are all but mandatory given that experimental weapons are a big part of this game.As for classes:
But, classes should cover more concrete things initially.
Dom
-been updating the .txt file.
Re: Power Core Combiner RPG outline
Elaboration required for tabletop virgin.Dominic wrote:this would more often play like a traditional RPG.
Do you mean, it'd be more us cooperating against your "computer-controlled enemies" (my closest point of reference, sorry) rather than us all fighting against each other with you as ref?
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Re: Power Core Combiner RPG outline
Yeah, a typical D&D type campaign has the players working together to achieve whatever goal the DM throws at them. I think that would be better than PVP. At least it tends to be more fun in the long term.
O6, it's funny that you mention classes because half the ones you suggest are classes used in WFC. They have scout, soldier, leader and scientist. Abilities and stats increase over time. Dom, you might wanna check out WFC at some point if you can and have the time a lot of the groundwork could be based on this and modified as needed. I'll also post my files here that I came up with for the RPG that I ran.
O6, it's funny that you mention classes because half the ones you suggest are classes used in WFC. They have scout, soldier, leader and scientist. Abilities and stats increase over time. Dom, you might wanna check out WFC at some point if you can and have the time a lot of the groundwork could be based on this and modified as needed. I'll also post my files here that I came up with for the RPG that I ran.
Re: Power Core Combiner RPG outline
Ok, let's DO THIS I am ready to GET INTO ROBOT ADVENTURES with my boardmates!!!
...Possibly after christmas. T-T
Oh, hey, since it's gonna be co-op, are we Autobots or Decepticons? Or *gasp* some sort of coalition?
...Possibly after christmas. T-T
Oh, hey, since it's gonna be co-op, are we Autobots or Decepticons? Or *gasp* some sort of coalition?
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Re: Power Core Combiner RPG outline
Well, there is no need for it to be whole hog either way, especially at the experimental stage. In theory, some people could be either or both. Along similar lines, players could come up with "opposite numbers" for their regular characters, similar to toy case assortments, if there was going to be a night when everybody was playing as the other faction.
Team-ups would not be wholly out of order.
I have been flipping through gaming rule books at the moment, rather than TF specific books. Right now, I am more interested in making this work as a game.
On a semi-related note, I am also toying with the idea of re-editing the ".txt" files in to ",html" files after I have fleshed them out a bit. I could then email source code to you guys. You could open and read the files on your computers, and it would be kind of like reading rules posted to the internet. This would be fairly easy and let me flex my coding muscles. But, it would take some time. Thoughts?
Dom
-is aware of the assumption that the game is going to be played at night.....
Team-ups would not be wholly out of order.
I have been flipping through gaming rule books at the moment, rather than TF specific books. Right now, I am more interested in making this work as a game.
On a semi-related note, I am also toying with the idea of re-editing the ".txt" files in to ",html" files after I have fleshed them out a bit. I could then email source code to you guys. You could open and read the files on your computers, and it would be kind of like reading rules posted to the internet. This would be fairly easy and let me flex my coding muscles. But, it would take some time. Thoughts?
Dom
-is aware of the assumption that the game is going to be played at night.....
Re: Power Core Combiner RPG outline
Sounds good to me Dom, I've got nothing but patience. I'm not as invested in this as you simply because I don't understand the intricacies, but when you give the word, I'm in. But hell, it's christmas, and I've got a contract on, so it's not like I'm desperate for stuff to do.
...Maybe we should, like, synchronise our watches for this? I dunno. As I'm posting this it's coming up to 1am, so I'm about to hit the hay. Knowing how my mind works, I'd be better off posting RPG things in the morning, i.e., eight hours from now. So if eight hours from now is night where YOU are, then hey, I guess we're in synch.
...Maybe we should, like, synchronise our watches for this? I dunno. As I'm posting this it's coming up to 1am, so I'm about to hit the hay. Knowing how my mind works, I'd be better off posting RPG things in the morning, i.e., eight hours from now. So if eight hours from now is night where YOU are, then hey, I guess we're in synch.
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