Welcome to Gaia! ::

Even in Gaia...

Back to Guilds

A guild centered on the arts of role playing and writing. We’ve forums for almost everything, from sci-fi to fantasy. Come join our odyssey! 

Tags: Role Playing, Writing, Literate, Discussion 

Reply Action/Adventure
Mirum Mystery (WIP)

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

KOAC
Crew

PostPosted: Thu Sep 27, 2012 11:07 am


So, this has been an RP idea I've been mulling over for almost a year now. For those who don't know, this story setting actually started as a video game idea I had that I thought I might make if I ever get good enough at programming in the future, but for now, I decided to try it out as an RP to see if I liked the system or not. I've been contemplating ditching this RP multiple times in the past, but I've decided to at least post it for now to see what people think and see who's interested. So, here's what I have so far...
PostPosted: Thu Sep 27, 2012 11:08 am


Story


The gate has existed for longer than anyone knows. It has been on the island of Mirum since before anyone ever set foot on the island. Despite the gate’s unnatural appearance, people were drawn to explore it. No one ever found out where the gate led to; all that went to explore it either died trying to find out or turned back before it was too late. To this day, the gate has remained a mystery, as all those that come back describe their experience in the gate as being completely different, but the one thing everyone could agree upon is that the gate was dangerous. The peril was enough to drive off one generation of explorers, but danger couldn’t stop human curiosity for long. Over time, a town was formed on the island; it kept the name “Mirum” just like the island it resided on. The town is small, designed to suit the needs of explorers and few else. You are an overconfident group of explorers coming to the island to try and conquer the so called “Gate of Wonder” with the ultimate goal of discovering the Gate’s secrets…  

KOAC
Crew


KOAC
Crew

PostPosted: Thu Sep 27, 2012 12:08 pm


General game mechanics


This game is meant to run like a Mystery Dungeon meets first-person dungeon crawler RPG in terms of overall genre. As with most RPG's, the attribute system is a key element of gameplay, so I'll explain it to you as briefly as I can.

The Primary attributes are:
Strength(STR): increases Physical damage and Max HP
Intelligence(INT): increases Magical damage and Max TP(Tech Points)
Technique(TEC): increases likelihood and potency of conditions as well as increasing accuracy for all attacks.
Fortitude(FORT): increases Physical Defense and resistance to Physical conditions.
Constitution(CON): increases Magical Defense and resistance to Mental Conditions.
Speed(SPD): increases how quickly you act and your overall ability to evade attacks.

The Secondary attributes are:
HP: based off of your class, level, and Strength score.
TP: based off of your class, level ,and Intelligence score.
Evasion(EVA): based off of your Speed score.
HIT: based off of your Technique score and is also affected by the base accuracy of whatever attack you are using.
Physical Attack(P. ATK): based off of your Strength score and equipment.
Magical Attack(M. ATK): based off of your Intelligence score and equipment.
Physical Defense(P. DEF): based off of your Fortitude score and equipment.
Magical Defense(M. DEF): based off of your Constitution score and equipment.


I assume pretty much everyone here is familiar with RPG vernacular, so I won't go into more detail on the terminology unless requested. Now, as for how the attributes will actually work, when you are creating a character, you will get 60 stat points to distribute however you like among your primary attributes with the two limitations that you must put at least 4 points into each attribute and you can not start off with over 20 points in a single attribute. As you level up, your primary attributes will increase by an amount proportional to how high they already are, so the stats you start off higher will grow quicker, whereas the ones that start off lower will grow slower.

Now to explain status conditions; there are 9 of them which are broken up into 2 categories.
Physical ailments:
Poisoned: you take damage at the end of every turn.
Diseased: Healing done to you is half as effective.
Blind: You automatically have a 50% chance to miss with every attack.
Crippled: lowers your Speed and disables skills that require use of your legs.
Wounded: Disables skills that require use of your arms (you can still use standard attacks.)

Mental ailments:
Sleep: Can't act. Ends if you are attacked.
Stunned: For one turn, you can't act.
Exhaustion: Your TP consumption is doubled.
Dazed: Disables skills that require significant concentration (namely spells).


Lastly, I'll give a quick look at the 9 classes I have.
Guardian: Fairly standard Tank classs. Skills focus on increasing defense and protecting allies as well as some counter based attacks.
Monk: Similar to DnD clerics. Have spells for healing allies and spells for damaging enemies.
Warrior: High Powered physical attackers with the ability to wield two weapons.
Annihilator Mage: Mages capable of wielding all six elements in any imaginable combination. Specializes in taking time to prepare massively powerful magical attacks.
Mystic Myrmidon: Fighters that use magic and sword together. Focuses on using enchantments to benefit themselves and give their weapon special properties to then unleash special effects with their attacks.
Hunter: Skilled archers used to surviving in the wild. Able to help allies survive and disable enemies, making them much easier to fight.
Ninja: Stealthy assassins that help the party avoid enemy attacks and devastates enemies with a plethora of status ailments at their disposal.
Ritualist: Summoners that bring mythical creatures to the fray to help fight by your side. Also effective at restoring party TP, allowing for more skill use.
Bard: Charming adventures more accustomed to taverns than combat. Aids in combat by buffing allies in various ways. Their charisma and street smarts also makes them useful when in the town.


That's pretty much all the information I'm going to post for now. Feel free to reply on this thread with any comments, concerns, questions, etc. Pretty much, let me know if you're interested or not. If I can get enough potential players, I'll post the Skill Trees for the classes once they are revised and then I'll post the actual Character Sheets.
PostPosted: Thu Sep 27, 2012 6:50 pm


This looks pretty interesting. I'd definitely be interested in seeing how it'd work out.

Silver Tsumugari
Captain

Dedicated Guildswoman

6,850 Points
  • Contributor 150
  • Dressed Up 200
  • Conversationalist 100

glitch494
Vice Captain

Interesting Lunatic

4,325 Points
  • Signature Look 250
  • Partygoer 500
  • Person of Interest 200
PostPosted: Wed Oct 31, 2012 9:45 am


Sounds interesting, all that really needs to be writen up besides the skill trees, and character sheets is the leveling system.
PostPosted: Wed Oct 31, 2012 11:11 am


I've got drafts for all of that written up, though I have kinda been ignoring working on it since not many people seem interested in this RP.

KOAC
Crew


glitch494
Vice Captain

Interesting Lunatic

4,325 Points
  • Signature Look 250
  • Partygoer 500
  • Person of Interest 200
PostPosted: Wed Oct 31, 2012 6:32 pm


Ah, I understand, I am interested in seeing this game come to life. It makes me think of Etrain Odyssey, I just wonder if it will be as hard
PostPosted: Wed Oct 31, 2012 10:02 pm


Oh, I suppose I should have posted on this, but I'm interested as well, I'vwe got some rough character ideas already.

Blow_em_up
Crew

Beloved Genius

6,325 Points
  • First step to fame 200
  • Contributor 150
  • Forum Sophomore 300

KOAC
Crew

PostPosted: Sat Nov 03, 2012 5:25 pm


Yeah, this game has quite a bit of inspiration from EO, though I doubt I'll end up making it as hard. I somewhat assumed you three would be interested at least, but I was kinda hoping for more. But, just in the mean time, I'll put some more thought into how the game mechanics will function and such, then I'll start running some tests to see how the system and skill trees are working. So, probably after the weeks or possibly even months that'll take me, I'm sure more people will have taken interest.

Anyways, addressing the previously mentioned topic of character sheets, just assume a fairly basic CS structure overall (name, sex, age, appearance, personality, etc.) I won't try to limit you too much as for character design, just nothing too ridiculous. At this point I'm considering not even requiring a background story. But anyways, as for how the leveling system will work and everything...

When you level up, your HP and TP will increase by an amount depending on your class, and additionally, as explained earlier, your pimary stats will increase. Finally, you will also get 2 skill points. Each class has a unique skill tree, which is for the most part, just a simple ladder system with two different base skills to invest in that give you some sort of buff and unlock more skills as you put points into them. I'll save the details on those for later. Also, each class has access to a "Universal Skill Tree", which right now only contains 4 skills:

"STAT UP", which you can start investing points into once you reach character level 5. This skill essentially has no upper bound, so you can put as many points as you want into it. Each point you invest into it, increases all of your primary stats by an amount half as effective as when you level up.

"Fast Learner" is the second universal skill, which gives a slight boost to the experience you gain.

"Perseverance" causes you to regain a bit of HP after every battle.

And lastly...

"Luck" gives you a boost in pretty much all things involving chance: better loot, more frequently getting secondary effects from attacks, etc.

Those are the only 4 skills I have for the universal tree. I'd like to have more, but I was having trouble thinking of stuff that seemed appropriate, so any input would be appreciated.
PostPosted: Mon Nov 05, 2012 2:42 pm


You could put something in there to give a TP boost after battle, or something to reduce the cost of skills. May be something that could make you have a higher priority in the initiative chat in the event of a tie, or just give you bonus to initiative in general.

glitch494
Vice Captain

Interesting Lunatic

4,325 Points
  • Signature Look 250
  • Partygoer 500
  • Person of Interest 200

KOAC
Crew

PostPosted: Mon Nov 05, 2012 5:07 pm


Well, having TP restoration available to every class wasn't something I really wanted, because then that would take away the challenge of having to manage your TP, and it would make the classes that are meant to help with TP nearly useless. Though lowering the cost of skills is a nice alternative that I'll think about adding in some form. As for a skill to increase initiative... I'll think about it, but for the most part, I think that is something I'll stick with being governed simply by speed, in which case putting points into a stat increase could accomplish the same goal and then more.
Reply
Action/Adventure

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
//
//

// //

Have an account? Login Now!

//
//