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ToFIE: the crappy RPGMaker game
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Prak
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PostPosted: Sun May 08, 2016 5:48 am    Post subject: Reply with quote Add User to Ignore List

Also true.
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Winnah wrote:
No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.


FrankTrollman wrote:
In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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radthemad4
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PostPosted: Sun May 08, 2016 6:00 am    Post subject: Reply with quote Add User to Ignore List

I'd say ditch the core D&D races (and Orc) and go all unusual ones. So, something like: Yuan Ti, Drow, Aranea and Vaxt

Also, consider doing the Divinity Original Sin thing (where you have two PCs who you can choose dialogue for) but with all four.


Last edited by radthemad4 on Sun May 08, 2016 6:01 am; edited 1 time in total
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Koumei
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PostPosted: Sun May 08, 2016 8:05 am    Post subject: Reply with quote Add User to Ignore List

I already said I'm sticking reasonably close to the original Temple of Fiscally Irresponsible Elves, which has five races detailed with their problems, and that there's just one "outsider" character with the rest being part of the existing cultures. If this game is a big hit then maybe I'll make other games in future with crazy races and stuff, things that require more sprite work from me.

Letting the player choose dialogue options for the entire party isn't a bad idea, I suppose.
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Omegonthesane
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PostPosted: Sun May 08, 2016 10:30 am    Post subject: Reply with quote Add User to Ignore List

Are you touching on the surrounding nations of Outer Derpistan? During the abortive ToTFIE PbP on this forum, I played an immigrant from the nation of necromancers where none of the young people could get jobs because they were all filled by liches, which IIRC is meant to be a comment on one of the issues facing Japan.
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Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.
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As far as death and human misery goes, Tobacco is basically World War II grinding on forever with no real sign of stopping in our life times. Death camps and nuclear bombs and stuff are certainly dramatic, but public health crises are always and forever bigger than wars on the global scale.


Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Koumei
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PostPosted: Mon May 09, 2016 6:06 am    Post subject: Reply with quote Add User to Ignore List

It's been a while since I looked at the thread, hence completely forgetting Gnomes were part of it. I guess they'll be worked in as well, but not one of the PC choices because they're kind of annoying (admittedly I'm going by "Baldur's Gate 2, NWN and NWN 2" for this and not some universal truth based on what people have brought to actual games) and also I don't know what to do with them - Drow (and to some extent Elves) fit the "Innately magical" angle, Halflings fit the "short" angle. And their "really hates goblins hardcore" angle is honestly just taking a trait that's pretty common for all the races and dialling it up.

So back to the main point, I hadn't considered Outer Derpistan or Eastern Derpistan. I don't really intend on using them much - it's outside the scope of the game to have the players also venture into those areas, but I could certainly see bits of lore cropping up, and having some encounters involve them - like Grimsol raiding parties, or groups of Abeil who wish to liberate shards of their god from your heathen clutches.

Had I paid more attention to the other areas before setting my heart on a Yuan-ti (have I mentioned in the last ten minutes that I like snakes?), I probably would have gone with a hobgoblin from Grimsol or an Abeil from Tizzikit or whatever. Or a Lizardman from Certia, which is very close to being a Yuan-ti. But on the other hand, having the main PC being "from some distance away" means they don't know any more about things than the player.
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Koumei
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PostPosted: Sat May 14, 2016 6:55 am    Post subject: Reply with quote Add User to Ignore List

Okay, let's look at the areas, and some of the options for solving their problems:

Llanaden (Elves)
-enchanted leaves, hyperinflation
-Talking Head: JUST HYPERINFLATE EVEN MORE!
-Talking Head: Glen Beck Wants Gold Economy
-Talking Head: this is what happens when governments govern
-Possible solutions: change to a different currency, possibly some kind of adventurer-based thing where people delve into the dungeons of the ancient empire and find the ancient coins. It's not like adventurers need normal money anyway. Or just do a big tax drive and burn huge amounts of money. Lay down the law for what people are allowed to charge or pay for things.

Thorigram (Dwarfs)
-gold, always believe in your soooooouuul (stagflation)
-Talking Head: AUSTERITYYYYYYYY!
-Talking Head: If we all dump our silver and copper and just use gold, everything magically gets better
-Talking Head: Racism!
-Possible solutions: institute a massive mining tax and put it to use funding social programs. Personally stab the mining magnates in their fat bearded faces. Magically create gold (or take it from elsewhere) and sneak it to the poorer people to help boost consumption of basic goods and weaken the bidding power of the wealthy - place government mandated limits on pricing, on pain of Imprisonment (Sp).

Zundun (Gnomes)
-the global banking crisis
-Talking Head: I got mine, everything is fine! Keep going, fuck y'all
-Talking Head: "the economy" must be safe, infinite bail-outs I tell you!
-Talking Head: AUSTERITY!
-Possible solutions: step in and regulate the fuck out of the industry, with suitable punishments for irresponsible bankers (such as "we're taking all of your money and you are banned from working in this industry"). Set up a divination-based system of evaluating risks more accurately. "You can't just make money disappear like that. Fuck it, I'm flat-out issuing bank notes backed by my greatsword, to cover what disappeared."

Korbahl (Orcs)
-impacted mostly by other failing economies and low business diversity
-Talking Head: just overwork everyone on lower pay and raze the forests
-Talking Head: fuck it, let's just be isolationists who don't trade ever
-Talking Head: bring manufacturing here. Make it extremely cheap. Bring on child labour factories!
-Possible solutions: fix everyone else's shit. Improve business diversity with proper training to get a wider array of industries. Adventurer-based economic activity of "dungeon delving, bring awesome stuff back". Hell, charge adventurers an entry fee in gold or whatever for the chance to find magic items down there.

Lolthwyr (Drow)
-industrialisation leads to guild collapse and massive unemployment
-Talking Head: fuck it, TRADE EMBARGO! Except we'll still sell stuff, that's fine
-Talking Head: let us throw our wooden clogs at the machines and be Amish
-Talking Head: fuck guilds, fuck workplace safety and minimum wage laws!
-Possible solutions: change the rules of guild contracts to allow for greater flexibility. Throw shit at a wall until you find new industries to fill. Have the same production and the same workers, just allow the workers to basically be paid the same for doing a lot less individual work. Return to a spider-based theocracy with a chief export of crime and a chief import of "everyone else's stuff, against their will, also sacrifices"

Sweland (Halflings)
-happy anarchists break their land down into individually-owned 5' squares
-Talking Head: WAR! HOO! YEAH! WHAT IS IT GOOD FOR? Stealing goblin land of course
-Talking Head: keep going and wait for things to get better
-Talking Head: let people starve, I'm fine and that's all that matters
-Possible solutions: Planar travel == more land. A massive plague to cut the population down to manageable levels. Start changing their system away from anarchy and generalisation.
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Aryxbez
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PostPosted: Tue Jun 21, 2016 4:16 am    Post subject: Reply with quote Add User to Ignore List

Koumei wrote:
With the fourth slot going to elf (Spellsword or Jester or Elementalist) or halfling (Swashbuckler or Rogue or Bard).

So for the fourth character, I'm okay with letting you guys debate and vote.

Far as 4th character goes, I'm not entirely sure what a "Jester" would do, while the Halfling's seems kind generic except that Bard sounds fun. I really did like the idea of Nebuchadnezzar's notions for passive benefits from various classes, especially someone like the Bard. Pending what the Jester & Bard can do respectively will help swing my vote to either one based on appeal.

For now I think I'd choose the Halfling in general as my vote for the 4th character. What about you guys, assuming voting didn't happen Elsweyr that I somehow missed?

Finally, Koumei if this project is still in the works, if any monetary Donation and/or Patreon like nonsense would help with this in a tangible way, I would definitely consider partaking in either such an avenue.
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Koumei
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PostPosted: Fri May 26, 2017 11:51 am    Post subject: Reply with quote Add User to Ignore List

So a while ago I bought RPGMaker MV. This last week I discovered that at some point it had become Linux-compatible. As such, I started work once more on Temple of the Fiscally Irresponsible Elves.

Currently: you play as the Yuan-ti, and at the start you choose between Wizard, Kensai and Ninja. I am using a stand-in spriteset but will eventually go for actual "snake head, and tail instead of feet". Already is unable to wear shoes, but able to wear tail accessories. There is a basic introductory dungeon, with Final Fantasy style Random Battles, and then the world map.

The world map doesn't have those Random Battles, though I might add them in later for perpetual things like wolves and manticores, I dunno. Instead, it has wandering events that can bump into you. If you kill them, they disappear until the next time you enter the world map. If you escape, it resets their position (and your own). These wandering groups are bandits that will no longer appear if you solve their crisis - and if your actions result in the society dying completely, they are replaced by wandering undead.

The world map has a couple of dungeoncrawl areas that you will eventually be able to enter (I'm not sure how I'll level-gate them but they're not designed yet), a few things which can provide you with items based on a d20+LUCK check for the main character, and an inn where you can learn a little info and rest.

Each of the cities/kingdoms is accessed from there, but basically opens up a new "world map" of that area. Some areas have random battles (for monsters that just straight-up live in the area), some have wandering event battles (for bandits and such that will potentially stop appearing later), some have both. As of yet, you can enter the Elven Kingdom (but no actual towns or inns or anything inside it) and the entrance to the Gnomish Bank Complex. Which I assume is a city-sized place built entirely indoors, mostly existing underground. You can meet the Halfling there (Swashbuckler, Rogue or Oracle) and learn a little more about the problems going on. That's all you can do there so far. When the Elven lands are fleshed out, you'll be able to meet the Drow there (Monk, Assassin or Warlock).

The Orcish lands are gated until you have someone else in your party to keep you safe, and that's where you will be able to meet the Orc (berserker, ranger or druid), but there isn't a map for that place yet. The halfling lands are also gated until you have someone else in the party, and I might straight-up make that "You need the halfling with you as a spokesperson". The Dwarf Fortress is gated to require the Orc (who is a recognised merchant with a travel pass to their lands), and the Underdirt will require you to have the Drow.

I thought at first that maybe I should include a male party member because I understand that men are feeling a bit left out and unwelcome in the gaming industry. But then I decided that it's not up to me to fix that. If men want more representation in games, they need to make the games themselves, not just complain about things.

That's about where it is so far. There are only a few levels' worth of skills, and only for the Yuan-ti classes, and just a few enemy types. It's all very early-stages there but there's more progress than the original project had.

I'm going for a 21 level range, with some of Yanfly's engine mods to make it more what I want it to be.

Main question I'm asking at the moment, aside from level-gating more areas, is the bit where all of the classes I listed are Medium Armour at most. It makes me wonder if I should swap out the Halfling's Swashbuckler option for Knight (riding a labrador, obviously). I'd add a fifth member, a Dwarf (Paladin, Dungeon Delver/Temple Raider, War Priest), who has Heavy Armour options all round, but justifying why the party can't have five people and needs to swap them about will be a real stretch.
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Ikeren
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PostPosted: Fri May 26, 2017 11:29 pm    Post subject: Reply with quote Add User to Ignore List

I love that this has progress, and would love to see it complete eventually.
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First post and the quote tags are already fucked, this promises to be a clever deconstructionist look at source book reviews.
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maglag
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PostPosted: Sat May 27, 2017 1:29 am    Post subject: Reply with quote Add User to Ignore List

Koumei wrote:
These wandering groups are bandits that will no longer appear if you solve their crisis - and if your actions result in the society dying completely, they are replaced by wandering undead.

I have to say that's a genius idea and I'm surprised I can't remember anybody else doing that before.

Although on the other hand it would mean the world eventually becomes more and more of an undead apocalypse. Possible bad end if you go for multiple endings?

Koumei wrote:

The Orcish lands are gated until you have someone else in your party to keep you safe, and that's where you will be able to meet the Orc (berserker, ranger or druid),
...
The Dwarf Fortress is gated to require the Orc (who is a recognised merchant with a travel pass to their lands)

It's intentional that the berseker/ranger/druid is also the respected merchant?

Koumei wrote:

I thought at first that maybe I should include a male party member because I understand that men are feeling a bit left out and unwelcome in the gaming industry. But then I decided that it's not up to me to fix that. If men want more representation in games, they need to make the games themselves, not just complain about things.

Following that I would suggest having at least one quest where you rescue a pretty prince that then becomes a support NPC sitting in some safe place. Having him in a frilly dress optional.

Koumei wrote:

Main question I'm asking at the moment, aside from level-gating more areas, is the bit where all of the classes I listed are Medium Armour at most. It makes me wonder if I should swap out the Halfling's Swashbuckler option for Knight (riding a labrador, obviously). I'd add a fifth member, a Dwarf (Paladin, Dungeon Delver/Temple Raider, War Priest), who has Heavy Armour options all round, but justifying why the party can't have five people and needs to swap them about will be a real stretch.


By the time the party has five members, give them their own stronghold and say somebody has to stay behind to oversee things?
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Actually, our blood banking system is set up exactly the way you'd want it to be if you were a secret vampire conspiracy.
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Koumei
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PostPosted: Sat May 27, 2017 7:19 am    Post subject: Reply with quote Add User to Ignore List

maglag wrote:
Possible bad end if you go for multiple endings?


Yeah, the idea is to have multiple endings, including various "You done fucked up".

Quote:
It's intentional that the berseker/ranger/druid is also the respected merchant?


Yeah, I thought it would be funny to do that. I'm open to people saying that's a bit too dumb, though.

Quote:
By the time the party has five members, give them their own stronghold and say somebody has to stay behind to oversee things?


That's a pretty good idea, actually.
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