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Dark Slayers Scifi RPG Idea. How does it sound?[RMVX Ace]

author=Rose_Guardian
I forgot to ask does anyone have any suggestions, or ideas on how to make the story more scifi without completely changing it?


It seems that you're probably aiming more for the Science-Fantasy genre than science fiction. I'd suggest reading up on a bit of shadow run kind of things, which have a similar themes to what I think you're suggesting.

As to making it seem more Sci-Fi; that comes more with the setting than the story (though they both greatly influence each other). Much of that will become apparent with the equipment available and how the world looks. Take some time to think of how technology has advanced, and how that would affect the people who live in the world.

I'd definitely suggest having a read about Aetherpunk, Shadow Run/Sixth world and similar genres to see if any of them give you more ideas.

author=LockeZ
Focus on what all of those magical and futuristic and supernatural elements mean, and what they imply, and how they came to exist, and how they affect people's lives, and explore them as deeply as possible. In your game description, say that you're doing that. When possible, rather than calling your game "science fiction," say that it's meant to appeal to fans of science fiction. If you just want science fiction as a setting, not a genre, then focus on the characters and the drama and the conflict. Let the magic and the spaceships and the supercomputers create the context for the main story, and use them to do cool stuff whenever you can, but don't spend too much time on them. Don't spend more than two sentences explaining any of them


This definitely -^

Hardcore RPG Idea; feedback wanted

I am familiar with roguelike games, and have played through nethack and the like. The main difference would be in play-style; having modern-ish graphics and multiplayer (among other features more commonly seen in rpgs that are absent in roguelikes).

author=Liberty
I was actually thinking about something like this - an MMO where you'd sign up to a server and there'd be a limit to how many people could be 'trapped' on that server on which no new people would be added after it was filled even if a spot opened up (so if you died your character was erased and you couldn't return to that server - you'd have to make a new character on another server instead).

The idea was that the server became your online community who had to work together to beat the game on that server (a la SAO). If you were offline for too long (maybe 4-7 days) your character would 'starve' and die.

Also, there'd be tiers of servers. So you'd start on the lowest tier and by completing that you'd be bumped up to the next tier where things got harder and less people got through. As you rose to the occasion you'd meet only the strongest in your journey and unlock more classes, loot and stuff, but the tiers would get harder and harder each time. This would allow for newbies to constantly be protected from the stronger people, but since there'd be flunk-outs who had more experience, they'd be able to teach the newbs and then make it up to the next level. Those newbs would teach the ones below them and so-on and so-forth.

It'd also make it easier on the programmers so that they could supply only the top tier levels when they were needed and focus on the more basic levels (that is, since it would take time to get to the top tiers they could focus on getting them balanced before the players got to see them and not have to worry too much about power players since they'd have to wait for the rest of the servers to fill up.) The way the game would be set up would allow for a stagger effect. They could set up a lot of lower level tiers with a few of the higher levels (say level 1, 2 and 3) then while waiting for people to reach level 3 they'd have time to look at the experience of the first three levels to help make level 4 better, then level 5 and so-on.

Of course, it's just an idea but one I really like. I'm not much for MMOs but that I would play in a heartbeat.


I like a lot of this; the tier system would be nice, however I think that if being offline for a few days could kill your character many people would be put off. It would be a turn of to find that your hardcore character died if you wanted to go on holiday or some-such.

The tier system would be interesting; but I would like the game to be rather intuitive from the start, the early game (first few levels) would be simple and similar to many other rpg's and as you progressed some of the new features would be unlocked/run into.

Ideally the game would be mostly balanced from the beta. If it can be broken; someone will break it.

Hardcore RPG Idea; feedback wanted

I was watching Sword Art Online, and it got me thinking; how would people like playing a hardcore (Action, probably 3rd person) RPG in which if you died; your character was permanently deleted.

To ease new players into the game; there would be a separate area/realm which would introduce the player to the various systems/workings of the game. As a reward for completing difficult quests, or for purchase; there would be resurrection crystals which would revive your character (either at a town or nearest safe area). This would give a bit of a buffer in case there were any bugs or if players accidentally take on something too big for them. I would be aiming for a hard difficulty setting, but nowhere near as deadly as dark souls.

An open skill tree would be in effect. I was thinking a low magic setting, with little offensive magic and a few healing/support magics. The basic ability of each skill would be unlocked with the first level of that skill, and more complex abilities could be learned from skill trainers or from quests (I'm not sure what yet).

Levels are going out the window a little. By using skills; you gain exp and level up the skills themselves. Once your total exp has reached a certain amount, your character level increases; improving your base hp/mp and your primary attributes would increase depending on what skills were leveled (or perhaps increasing certain attributes by a small fraction each time skills leveled up). This would allow some balance of control over character growth, while restricting it a little and making it a little more realistic.

As far as setting goes; I'm not sure, but probably something dark and gritty to go with the hardcore feature. I have a few settings left over from D&D campaigns that would fit this rather nicely.

Because I like the idea of playing with friends; I'd like it to have LAN co-op options, but this would be down the track quite a while.

Still fleshing things out a little, but what do you guys think of what I have so far?
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