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06:23, 29th March 2024 (GMT+0)

IC: A new kind of strategy game.

Posted by DarkLightHitomi
DarkLightHitomi
member, 1081 posts
Tue 22 Nov 2016
at 10:51
  • msg #1

IC: A new kind of strategy game

The idea here is to mix the rpg and strategy into a new game.

Basically, each player controls a party (which can grow into a company or more), and tries to conquer a map.

A map is a web of nodes, each node connects to others via magic portals, and each node is a randomly generated dungeon.

As players clear dungeons, they gain loot to equip their people and gain xp. Going up in level gains more people, but doesn't replace people who died.

I figure on using a system loosely based on d20 with spheres of power for magic. No rezzing the dead, but healing magic can bring hp from dead to living for a short time.

Each player has a "king" character that must survive.

What do you guys think? Suggestions, comments, interest?
Morty
member, 299 posts
The Doctor.
Tue 22 Nov 2016
at 12:51
  • msg #2

IC: A new kind of strategy game

sounds like you could start with Searchers of the Unknown.
DarkLightHitomi
member, 1082 posts
Tue 22 Nov 2016
at 18:32
  • msg #3

IC: A new kind of strategy game

That might be a bit too simple. I want there to be depth of strategy in both the command of party members but also in equipment choice, use of environment, and attack style choice.

I'm thinking more strategy game with a few rpg elements, where your available people are your greatest resource.

The strategy I'm thinking of as being similar to Starcraft and Fallout Shelter mixed together. You might assign folks to collecting loot, crafting items, growing mushrooms for food, protecting a fountain of water, raiding the next dungeon, etc.

Of course, those things need to matter or they'll be pointless.

Besides, using a modification of d20 means I can steal ruthlessly from existing content rather than creating every option from scratch, and players will be mostly familiar with it.
Celsius
member, 17 posts
Tue 29 Nov 2016
at 07:59
  • msg #4

IC: A new kind of strategy game

This sounds like an interesting concept, reminds me of a long time ago when I used to play Heroes of Might and Magic? There probably are similar games out there, but a RPG setting like this gives more room for character development, creative storytelling and strategy. Would definitely be interested if this gets off the ground. Perhaps some more details about what you have in mind could be given.

Is this going to be a multiple player game? If so, how do you plan to deal with players who progress at different paces?

A more rules-lite system might be called for to avoid bogging down the game in administrative posts. For example, if you're planning to use the d20 system, using D&D5e would probably be more suitable than using Pathfinder than using D&D3.5.
DarkLightHitomi
member, 1086 posts
Tue 29 Nov 2016
at 09:13
  • msg #5

IC: A new kind of strategy game

One of the key goals of the d20 mod is to speed up combat without giving up tactical depth. Of course, the rules aren't the only thing to affect that, (for example, rolling attack and damage at the same is a non-rule that affects speed of play).

I haven't completed the d20 mod, just have some concepts and a few mechanics. Was going to finish them if there was interest, but I haven't gotten much here and the other site I posted this on hasn't had any response at all.

As for progressing, each in game day is synced. There are a number of minor things that can be done to keep players synced up, and a few best done secretly behind the scenes if it becomes a major problem.


The administrative issues can be mitigated quite a bit by introducing some random elements and taking minor chargen choices out of player hands. For example, make skills improve by use instead of players choosing where to put skill points, randomly generate reinforcement character stats instead of point buy, etc. In fact doing that adds to the challange as then players must make use of what they get rather than what want (a normal thing for any battlefield commander).

Just leave major choices in player hands such as ability and feat choices.
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