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Soldiers! Proofreading

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ryanfreeberg
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Joined: 10/31/2015

Hello there, I am working on a small rule set for an RPG type game. I am looking for some people who are interested in looking it over and telling me what they think. I'll post the google docs and feel free to comment on the document.

https://docs.google.com/document/d/1gUi0MrEezKBtrhzTgkm2g59F2sl9MPSIs4IS...

keshiekay
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Joined: 05/31/2015
I'll check it out when I have time.

Hi, Ryanfreeberg.

I'll check it out when I have time. A gave it a brief glance --

Since you have a lot of sections, and it's going to be "RPG type game," I'd recommend adding a table of contents.

Be consistent with your layout/bulleting scheme. In some places you use 1. 2. 3, in others you use '-', in others a. b. c, etc. Just keep it consistent.

I'll look more later.

adversitygames
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What do you think is

What do you think is "revolutionary in its design and mechanics"?

I can't find anything that is revolutionary about it, but maybe I missed something?

Casamyr
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I think the big thing is

I think the big thing is combat in that there isn't really an initiative order as such. It's not going to change the world of RPGs but it is a little different. I'm not so much going to do a proof read, but a comment on a rule I read.

I'd possibly change the way actions are done, as there will be times that who acts first is important. You do address this in that you use a players agility to decide what happens in what order. In a way I think that there does need to be some initiative order. PLayer A makes a dash for cover. PLayer B shoots at the sole enemy, the enemy shoots at player A.

In this case we need to know who acts first as each has a bearing on the other - hence, we need to know everybody's initiative order, especially in an RPG or other co-operative game.

I'd suggest maybe players get cards based on each of their actions/traits/special abilities. During their turn they play a card with the action they choose to play. That card has a speed value on it, once all cards are revealed, cards go in ascending speed value. Lets go back to our example.

PLayer A plays the Move It card This allows his to move up to his base skill. Speed = 5 (average). he states that he is looking to slide into cover during his move.

Enemy plays Hip Fire with his SMG - Speed 2, Inaccurate 1 - remove 1 from the attack value. The enemy whips up his and fires quickly, but without the steady platform it's a little harder to hit, but luckily his nails PLayer A in the arm, before he gets to cover.

PLayer B - Aimed Shot - Speed 7, Increase or decrease value of hit location by 1. With his aimed shot, PLayer B is too slow to prevent the enemy shooting, but thankfully with the shot he was able to deal a lethal wound to the enemy.

Just a thought.

ryanfreeberg
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Joined: 10/31/2015
Thanks!

Hey guys, thanks for the feedback so far. I addressed this in a different thread that this shouldn't be proofread yet but it really just needs some feedback rule wise. So thank you so far for what you guys have said. As far as "Revolutionary", I'm not much of a writer as you could have told by reading the rules but I was trying to catch peoples attention about that it is unique. But I do agree that it probably wont change the RPG world.

As far as the Cards idea. When we playtested it, Everything happened at once. So all fire would happen at the same time and it seemed to work fine. But I really like the idea you had about the cards. Let me talk to the people helping me make the game and I'll figure out some examples for the cards.

Any other ideas you have for that would be greatly appreciated.

Thanks!

adversitygames
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ryanfreeberg wrote:As far as

ryanfreeberg wrote:
As far as "Revolutionary", I'm not much of a writer as you could have told by reading the rules but I was trying to catch peoples attention about that it is unique. But I do agree that it probably wont change the RPG world.

Unless you actually have a revolutionary feature to show people I recommend not calling it revolutionary.

It's important to focus on the differences when trying to get interest in a game. Work out what about your game is different from other games like it (of which there are maaaaaaaaaaaaaaaaaaaaaaany) and make that clear to the reader.

ryanfreeberg
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Joined: 10/31/2015
Cards

Casamyr

I was toying around with the cards idea and I was confused about a couple things. I imagine each player having a hand of cards that are "Move" or "Hipfire" or "aimed shot" or "move and reload" and so on. Then they all lay them face down. Then they are all revealed at once. The cards with the highest SPEED go first and so on and so fourth.. But what happens when a PC runs out of "Shooting" Cards? Do they just not get to shoot anymore because that would kind of stink. I like the idea of having to acquire valuable cards sometime and also having not so valuable cards, but should there be some that you can use more than once in a battle? like a lower SPEED and "normal shot" so it can be played as many times as needed in a battle. That way you save your good cards for when you need them in a battle and you always have average cards to fall back on.

Any Ideas?

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