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A Late Introduction

author=Marrend
I recall failing miserably during the fundamental RPGology event! That sorta counts! Right?


in my books, a miserable failure counts far more than a successful victory - you learn far more with them :3

A Late Introduction

author=SnowOwl
Seems like there's alot of Brazilians around. Maybe it's all those carnivals that make you really creative. Also, hi.


if i had to guess, i'd say it's the opposite - it's because we're so creative that we have so many manifestations of the same commemoration

hi!

A Late Introduction

author=oddRABBIT
Nice to meet you, Mattos! Hope you have fun here on RMN!


thanks :3

A Late Introduction

and to think that i never actually introduced myself here...

the name's mattos, and i'm a brazilian game designer of sorts. i've entered the community during the fundamental rpgology event, and since then i've been around very little - i was never good at all with forums, you see x3

had a great experience then, and i'm resuming my rpg designing studies now, so i decided to come around and learn with you all :3

for the very few who had contact with me during the event, HEY! i missed you all x3
for those who are meeting me just now, it's a pleasure to be with you :D

Fundamental RPGology

It's kinda frustrating, to watch so many awesome ideas and to feel unable to do it before the deadline... I'd need some kind of technical support to manage it, with the current deadline >.<

But I'm so glad I've entered the community for this contest - the amount of things I've seen here has taught me tons *.*

Fundamental RPGology

@Hasvers, yeah, I've heard that about programming way too often not to take it seriously - I just have a lot of obstacles to clear before being able to do so :3
Also, FOOS, or First Order Optimal Strategies, is a concept presented in the Balancing for Skill episode of Extra Credits which encapsulates a low effort, low skill ability which creates a great ammount of power - as in, more power than anything else avaliable at that point, even if it isn't the optimal choice. Here, the exact moment he start talking about it :3

Fundamental RPGology

@Hasvers, I guess it's a good thing then that the system I have in mind for this specific contest is an good old elemental rock paper scisors with a twist.

I'm pretty much aware of it - I can't stand lots of things on Skyrim, and that's one of them. But I'd like to add here that this particular idea is for a entirelly writen game, profoundly based on narrative and storytelling, which I understand that may be able to mitigate this feeling by giving meaning to the skills in their context. Moreover, I'm an adherent to Riot Games' design values to a fault, which means that if I can't create meaningful interaction with a game system which increases the possibilities without falling prey to FOOS in the way, I'll simply scrap the idea and go for the next.

I've had, in the past, the idea for a game in which your character would do what ammounted to civil disobedience and revolutionary actions in a fantastic setting with more or less the same idea of multiples paths for the ending, in which every single action in the game could be controlled with the directional pad and two buttons whose actions would change contextually. No inventory, no levels, no in-game esoteric values, just doing what you can see and developing player skill for tasks with increasing complexity levels.
That's my solution against a possible bloating in the system - context and narrative to create meaningful interactions. Of course, I can't be sure it'll work, but it looks good enough in the paper for me to dream of it :P

EDIT: Oh, also, balancing for skill. Higher complexity/level should not ammount to more power, but rather to more strategic possibilities. Instead of having a +1 fireball, I'd teach my character a fire skill with conditions generic enough for it to be used often but not as often that it becomes a FOOS - a Blazing Inferno skill which demands you to set up an Oil Bath, which is useful because shield bearing enemies are far too resistent to just normal Fireballs to work in an optimal way, but it would be less effective against fast beasts and agile human fighters 'cuz they wouldn't be on the Oil long enough for skill to trigger, and so on.

Fundamental RPGology

author=Ilan14
Well, I have been thinking more in the system:

You see, the character has 5 classes which he can switch in battle. He starts with a "neutral" class, in which all of his stats are equilibrated, having access to a equal quantity of skills that favor each stat, because as I said before, the unlocking of skills depends of the value of the characters stats. The other four classes favour a certain stat, so, if you switch to one of these classes, you will unlock a high variety of skills of the favored stat, but at the cost of locking the skills of the less favored stats. But even if you have the neutral class, or one of the stat favoring classes, you can still unlock a certain stat skills, by using skills that boost that certain stat. These skills are available since the beginning of the battle, and they're very useful if you want to unlock other stats skills (think of these skills as a "stacking states" kind of skill, each time you use said skill, you add one stack of a state that increases one of the characters stats.), but the drawback of these skill, is that it spends many action points, making you end your turn before if you use it many times in a row. Also, at the right conditions, the enemy can cast a skill that has chances of removing all the stacked states of a certain stat... but the good part is, that also, in the right conditions, you can do this to the enemy too!

I thing that with the right balancing and configuration, this system could end working very well! Any opinions about this?


This strikes me as a dynamic Drive system (I'm thinking about Kingdom Hearts 2 a lot today), but I don't know how I feel with stats being gate for skill use - even if with the ability to be constantly changing your stats, as I'm reading it, it feels cumbersome, and too punitive. I wonder how much frustration losing all stacks of a stat would generate. Also, if these stats are relevant to damage output regardless of class, I can see some ways for one to abuse the system.
Would there be any other ways to gate the use of skills?

But in the end, the viability of it can only be seen after it's implemented - it's all about how you would balance it, I guess. It does seems like an unique system, I'd like to see how it could turn out :3

Fundamental RPGology

Darn, double post. Sorry by that >.<

Fundamental RPGology

author=Hasvers
I am just unsure whether they should, in addition to (or instead of) better stats, grant you more options via new techniques as you suggest, or not. Sounds like a shame to be restricted in your options because you're more strategic. Unless those techniques are essentially the easy way of doing something that you can already do the hard way on your own - and in that case, "hard" should mean "requiring wits", not "painful" or "tons of micromanagement".
But that's excellent food for thought.


I'll give an example which I'd like to have in this particular game.
At some point, your character will be able to gain or buy a bow and be taught its basic uses and principles. For this particular game system, having a bow allows you to attack when distance is higher than a specific value, and allow extra attacks in case of preemptive attacks in open areas. This is a skill you can use from start to finish, without adding anything - in best case scenario, it has a unique experience gauge which allows it to be balanced from the beggining to the end of the game (increasing accuracy and damage, allowing criticals to be more damaging, that kinda thing). But, if you decide to play with focus on, lets say, hunting monsters, you can learn a specific Hunting skill tree which allows you to, using the right bow for the situation, to enable specific skills which are relevant to hunting all enemy creatures with the monster tag - examples of this are the possibility of hitting specific points for specific effects, learning a drawing skill which reduces the distance needed for a shot, allowing for the First Draw to happen in non open areas as a jungle or something... These are flavor. They increase your efficience in an area of the game which you don't necessarily needs to go if you don't wanna - and if you wanna, they're optional in the same way.
And so, if you are to learn these skills, you'll create a scene in which a character - a Mentor, if you will - will take you to jungle and the story will be as such that he'll point to you how to use the skill, and the creature will appear giving optimal and non optimal possibilities for its use, so you can learn the difference between them, and there'll be a the internal stat counter for the skill which levels up when you use it successfully or in a specific way (much like leveling Drive Forms in Kingdom Hearts 2), which will allow you to learn the next skill on the line. Something which I believe that should be avaliable as well is to simply go to the trainer and invest in-game time to increase this experience - there will be people who will derive pleasure from having as many skills as possible, and I don't think they should be gated by grinding, even if I do think these sequences should talk about the best circunstances to use the skill they're currently training (again, something spoke about in the Fighting Games video).
The same thing would apply for hunting people, or Dragons, whatever, and across all weapons - so, you got sword, and you wish to learn a dueling style, so you'll learning specifically smallsword and dagger dueling, and make avaliable skills that can be used optimally with this set up, and this will increase your options to your play style, but someone who don't wanna train smallswords can still win duels, even if it'll need him to be more crafty about it.
Hope that's clear enough of an explanation :3

author=Hasvers
Edit2: And I agree with caparo: make that game, now :P


Hahaha, I'd love to play it as well! Alas, I'm just an aspiring game designer and scriptwriter, so unless I have a programmer with me, or learn how to program, it'll take some time for it to happen :3
But if someone wants to do it with me, I'm completely avaliable *.*