I've been thinking a lot the past couple of days, and realised that more often than not people will spend time idling in a manse while browsing the internet or at their nexus only paying half-attention to things that go on out of sheer boredom. Sure, they can go off and start hunting or influencing, but all the best spots are usually taken or they've a comfortable nest of experience/gold/esteem/essence and feel the reward isn't worth the effort. So when does the game stop being a game and become a social media outlet where you talk with your friends on clans and only move around when there's a revolt or a flare?
So I thought I would make a small little player-done RPG in Lusternia, a mix between Hand of Fate and Dungeons of Dragons (taking the play-style of HoF and adding the overarching story of DoD with the multiplayer aspect). It's perfectly feasible, after all, that any illusionist could get into your head and allow you to experience things that are not actually happening, especially if nothing happens to your real body. As long as you have an area without ambients to break the illusions (or just ignore them), there's really no limit to how far willing players can go with this!
For those of you unfamiliar with the Hand of Fate game, I'll put in a link
here for you to go watch someone playing.
Personally, I think as long as it stays Lusternia-based, this could be a really fun sub-RPG to have inside of the game, and offer more depth to anyone who's recently felt left along or is put up with all the drama that's seemed to happen lately. If enough people like it, I could even get a clan for it (with small dues, wouldn't that be funny?) and a neutral manse where we could all play in it. I wanted to post my idea here, at least, and see what the general community thought of it. Is this something that's been done before? Is this something that people wouldn't really want to see? Let me know!
EDIT: Doo doo, used the wrong link button.
Comments
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
o To start with, how do you decide random chance?
In making the database for the cards, the ones with random chance will have it included. For example a card called 'Friendly Shieldmaiden' will be a 100% success chance with multiple options of interaction. However a card called 'Sudden Rockfall' may have a 50% success chance. For this, there would be two Success, one Fail, and one Huge Fail options. While Tremula would lay down cards for you to pick between in-game, how would I be choosing them in real life?
The four cards, laid from left to right, would be numbered 1, 2, 3, and 4 respectively. Using a private Roll20 campaign room, I would execute an alias called 'suddenrockfall', which would send four 1d4 rolls to represent each of the cards and their positions. Any matches are re-rolled until every card has its own, unique place and then your choice is given to you.
Different Lusternia campaigns will result in what come out to be "dungeons", wherein a set boss is located at the end and cards are placed along the way in 'floors'. Each progressive floor is slightly more difficult than the last, with easier bosses having less floors and more difficult having multiple. Each card in the database will have its own identification number, using an eight-number serial code. Depending on the amount of sessions a player has been through and the size of their collection (to be mentioned further), more cards will be allowed for more entertaining and complex dungeons.
When a number of cards has been determined for a dungeon, the player will choose from their collection to add and the Cardmaster (me or any others who eventually want to lead the games [referred to from herein as CM]) will add from the overall collection as they please (or to fit a theme. You wouldn't see too many dragons in a plague campaign, after all) into a random name picker. This is where that serial code comes into play.
The serial code is broken into three pieces, two two-digit factors, one one-digit factor, and one three-digit factor (maybe if it goes on long enough and gets big enough we could see nine-digit serial codes!) in the following order: Card Type, Floor Recommended, Owner, Identification.
So for example, the card with the code of 01121001 would indicate that it is of the first card type (weapon), suitable for the first to second floor, Ownable by All (the first owner class [meaning either the CM or the player could addd it to the game]), and identified as the first card added to this particular collection.
After the player chooses which cards they will add and the CM ith each move the player makes, the CM will add the serial codes of each card into the name picker. Then with each turn a card will be chosen (and removed from the list) and played appropriately.
Certain cards (such as weapons, enchantments, armour, etc.) cannot be simply played to the dungeon. Only room cards (a code of 00) can be played to the dungeon floor. Depending on the room card you move to, you could very well visit a shoppe, find yourself besieged by monsters, or even enter a deadly maze full of traps and treasure. According to the Floor Recommended serial code, treasure, loot, and monsters will be filled in as necessary by other random name picker.
o And card collection?
I will write up a big ol' excel spreadsheet that has every card the game has to offer inside of it. Players will have access to a lesser version of it (you won't be able to see cards only CMs can possess, to keep some mystery), while CMs will have access to the full version, which has everything you need to run a game successfully. Another CM visible document will have a list of all the cards in each person's possession, to make sure that no one tries to sneak in cards they don't have and so they can remind people what cards they do have (some people don't keep track!). As cards get added to the game, the list will be updated so people can see. And yes, it is possible to collect multiple of a card, though no more than three of the same can be used in your deck.
Well, I know no one asked questions, but these are some I thought would come up and thought I'd answer them pre-emptively.
Ixion tells you, "// I don't think anyone else had a clue, amazing form."
It's come to the point where RP is rare and dying, unfortunately. Even with RPWho on, it's very rare to see more than one or two people on it at any given time. If the game gets popular, I can add another CM or two who are active in different timezones, so that way if anyone wants to join this game or just wants to play, they can always find one CM awake.
Ixion tells you, "// I don't think anyone else had a clue, amazing form."
I'd love to turn direct energy into Lusternia, but nearly every recent past attempt (besides Divine interaction or things during Ascension) has seen it fall flat on its face or been decried. So if I can instead create something that people can come to willingly and express their interest in regardless of race, culture, or creed but individual identity, I can create a more positive place to interact where the only way you'll get called a traitor is if you let everyone die before taking all the loot for yourself.
The only reason I suggested a manse in the original idea is so that way we have a neutral area that I could describe to my liking for a game hall. On second thought, though, I suppose the Triple Junction Inn could also be used for this, as I think that a neutral gathering point was its intended purpose.
Ixion tells you, "// I don't think anyone else had a clue, amazing form."
I imagine that Serenwilde's social games would turn out very different than Celest or Magnagora's, and it's an interesting path of roleplay for someone to pursue, given the tools. Even if you only actually play every so often, it seems to me that many players would enjoy the subtext of discussion, intrigue, or mere bonding over a regional game - something made possible by the knowledge that it's a real thing that tangibly exists and can be done IC in Lusternia. Prowess at the game of 'Hart and Hunter' might speak well to your political skill, after all.