Monday, May 29, 2017

My MMORPG Idea Part 2

Let's face it, MOST MMORPGs SUCK!

I have a better idea that has not been done before as a MMORPG but I don't know how to use most of these readily available already built engines. 

Get rid of the complication. One could sit down and figure out the controls and that's all they need to know. 

No Mercy!

Make it dark and scary!

A world with extreme seasons.

A huge medieval fantasy world.


Total sandbox where there are no power limitations. 

The only thing that should increase is HP and Gold to buy better weapons and armor.

There would be no Damage Creep from weapons unless magical.

ONLY HP and AC increase.

AC stops damage.


Sheild adds 1
Light 1
Medium 2
Heavy 3

Magic Armor can be greater so there is a chance that someone won't be able to damage a more powerful encounter. Those with no armor can run faster. 

SLOW natural healing.

Weapons do a base damage.

Punch 1
Dagger/Stick 2
Small 3
Medium 4
Large 2H 5
Better quality weapons and magic weapons do more damage. 

Ranged weapons have limited range and one must slow down or stop to fire so if one can run away from a more powerful enemy.

XP only increases if you rest.

If you rest in an unsafe area then you might not get to rest.

You gain a class AFTER you start out as a zero level peasant with 4HP and a Dagger/Stick until you get training. The game would be pure PVP so run away from armored jerks.

Here is my BAD rendition of what the screen would look like IF I found someone to do this.


There would be 4 attributes that range from 1 to 4 with a 6 maximum. 
You get to split ten points between them.  

Might
Moves
Mind 
Manipulation

IF your score is 4 or more then you can do double damage on a 1. 

At 10th level you get to add 1 point to an attribute. 

Make there be four classes.

Fighter - Has really Large HP and AC. Can use all weapons. HP 10/lvl

Rogue - Has Medium HP and Light AC. Can use most weapons.  Can hide and sneak (Like Thief). Pick locks and traps. Pickpocket the unwary.  HP 6/lvl

Priest - Has Medium HP and Heavy AC. Can use weapons chosen by gods, Does extra damage against the undead and evil beings.  Can banish evil beings such as undead. Has healing spells plus a very few others. HP 8/lvl

Wizard - Has Light HP and no AC. Can use a few weapons. Has a small list of spells that help party and do damage. More powerful spells are dependent on levels. HP 4/lvl 

Permanent Death unless you have a Priest of enough high level to raise you IF you have the gold.

Races would give small benefits.
Human
Elf
Dwarf
Halfling
Gnome
Drow
Fey
maybe some others.

Get rid of the complication.


Magic would be a circular menu and spells cast from it.


Total character customization in the looks department. Armor and weapons would have at least five different looks.

The game would be level based. IF you survive to 2nd level then your hit points go up. 

Have gritty towns and easy to kill towns people.

NO STUPID FLOATING NAMES over the Characters. You won't know IF the encounter/enemy is an NPC or PC.


Combat very much like Dark Souls, GTA, Red Dead Redemption, or Mad Max

Only the mouse keys and the mouse moving around to do combat.

Left lick and mouse movement attack. Various cool combat maneuvers instead of just a simple swing. 

Right Click Shield.

Double tapping movement keys dodge!

Wizards/Priest need to stay back and cast their small list of spells on a rotary menu by the middle key.

Get rid of the complication.

Have huge open worlds with classic RPG monsters.

Huge open worlds with terrible weather and natural disasters! 

An open World with high mountain forest and deep chasms. A world that has ruins everywhere.  

Huge worlds with walled towns and cities! The game is PVP but the guards will keep you safe. 

Every building can be entered.

All items can be pilfered.

Interesting NPCs that have daily lives. They talk and converse. 

Powerful NPCs, so don't piss them off.

All actions will effect the game world.

Huge mega dungeons!

Staying outside of town/city is deadly unless you find a safe place!

Guards in town will protect people attacked. IF a PC is too powerful for the guards they will get help. 

Have a light source.

Have food and water.

Have blankets for warmth in the high mountains.

Sandbox worlds where if you run into something too powerful and you don't run away you die.

No formal guild or party system, just if you meet up on screen then you go adventuring with each other.

A player would have to get his character to a safe place between games.

A few starting safe areas but once you are in the wilderness then permanent death of character unless raised by a priest. There would be ways to resurrect any character.

Have a graveyard.

There would be high level NPC priest that could raise a dead character at a cots. IF the player is poor then they are pout on a geas. .

The map is only so large but have simple minecraft type editing where the world could be built upon.

New map additions are first come first serve BUT can be deleted or moved by admins if not acceptable. 

IF you are a game designer then I have the ideas! Get with me! We could make the best MMORPG game ever!

I know this is a crazy idea but I could just find someone to make this. 

Sunday, May 28, 2017

Stepping Back....

😒My last few games I ran, I feel went like crap. I am so trying.

I used to be a fantastic Dungeon Master.

I have also had huge spans of time where I was working turnarounds so huge spans between games. The campaign, no matter how hard I have tried just does not go anywhere. You know when you have written a great adventure and knocked it out of the park. You know when you put obvious hints. The players also seem to have amazing abilities to roll 20s as well which would be exciting but they do it almost every combat. 

I am burnt the hell out. My rules don't excite me anymore. Still so much more to do but I don't feel like messing with them anymore. 

Going to go back to Basic, Delving Deeper, Basic Fantasy, or Labyrinth Lord. I want 3D6 in Order, save or die, "give the players nothing that they don't work for" gaming.  

The last session, nobody showed up at the dudes house. Some were sick and some just ignored the game time posting so screw it. People ought to know that one can tell if you look at their Facebook posting. I will let someone else run games. 

I am done as a game master for the time being.   💀

Saturday, May 20, 2017

Class and Race Updates for back to the Dungeon RPG!

Here is the new format for Classes and Races for back to the Dungeon RPG.

Still a bit of meat bit very streamlined.

I present the cleaned up Rogue and Dwarf.

ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
• SHEERCLIMB (STR): The Rogue uses his Strength to
climb sheer surfaces that no other class can climb.
• THIEVERY (DEX): The Rogue uses his Dexterity to pick
locks, pick pockets, Stealth, and other criminal
activities better than any other class.
• DIRTYFIGHTER: If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage
every two levels.
• FLINGER (DEX): The Rogue is a flinger of darts and
daggers and may fling equal too his Dexterity bonus
per round.
• STALK (CON): They use their Constitution to hang out
for a very long time in cramp hidden places to stalk
their prey.
• DECIPHER (INT): The Rogue uses his Intelligence to
decipher maps and magic scrolls as well as ancient
text if he is literate.
• POISONER (INT): They have knowledge of various
poisons and their effects.
• CANT (INT): They also speak a Thieves Cant which
varies from area to area.
• SEARCH (WIS): The Rogue uses his Wisdom to spot
hidden things and to notice traps and tricks.
• SHADOW (WIS): He can also use his Wisdom to shadow
someone in a crowd.
• CONMAN (CHA): Many Rogues have glib tongues and use
their Charisma to charm and convince others.
• GIMP:On a natural “20” a rogue may Slow an opponent
causing him to move at half speed until healed, Stun
the opponent for 1d4 rounds, or cause 1 point
bleeding for 1d6 rounds.
Armor: Anything past Leather (AC 12) interferes with
physical abilities.
Weapons: Any
Hit Points: 6 + 1d6 per level




Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. Dwarfs live typically 350 years on
average. The dwarven men all sport long hair and beards
while the women stand slightly shorter and are very
shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are very dangerous opponents in war.
Dwarves are a rough and tough race that likes the strong
drink. They also enjoy the crafting of fine weapons and
armor. Most of the dwarves live in great and ancient
underground halls carved out of the mountains or in
cities deep in ancient giant caverns mining for precious
gold and gems for which they love so dearly.
• STONECUNNING (WIS): Dwarves are better at spotting
traps, sloping passages, and new construction while
underground.
• CAVESIGHT: Because of this life underground Dwarves
can see in the dark 60'.
• BASTION: Dwarves can push a victim back five feet on
a critical.
• STOUTBACK: Dwarves move 20 foot a round until the get
1.5 times their load.
• GREENNOSE (WIS): Dwarves can tell by the smell what
kind of humanoid is in the area. It's not a special
power it's just that goblinoids stink and dwarves
have been around them enough to tell what type by a
successful Wis roll. Dwarves hate orcs and goblins
and will attack them on sight.
• GIANTFIGHTER: Dwarves take half damage from giants.


Here was the OLD format...


ROGUE
The Rogue can be a trained criminal, a thief, the master
of stealth and locks, a charmer, or conman. A Rogue can
be many things though most depend on their dexterity and
craftiness. Some are nothing of the sort using their
ability to manipulate others by their sheer personality.
In some cases these more criminally organized sorts kinds
will gather together and form Thievery Guilds.
The Rogue uses his Strength to climb sheer surfaces that
no other class can climb.
The Rogue uses his Dexterity to pick locks, pick pockets,
Stealth, and other criminal activities better than any
other class. If they hit a victim with a surprise or
flanking attack they do an additional 1d6 damage every
two levels. The Rogue is a flinger of darts and daggers
and may fling equal to his Dexterity bonus per round.
They use their Constitution to hang out for a very long
time in cramp hidden places to stalk their prey.
The Rogue uses his Intelligence to decipher maps and
magic scrolls as well as ancient text if he is literate.
They have knowledge of various poisons and their effects.
They also speak a Thieves Cant which varies from area to
area.
The Rogue uses his Wisdom to spot hidden things and to
notice traps and tricks. He can also use his Wisdom to
shadow someone in a crowd.
Many Rogues have glib tongues and use their Charisma to
charm and convince others.



Dwarf
Attributes: Str +1, Dex -2, Con +2, Wis +1, Cha -2
Height: 4 feet, 5 inches to 5 feet, 6 inches
Weight: 160 pounds to 290 pounds
Lifespan: 350 years
The stern and dour dwarves all stand a slight bit shorter
that mankind although quite a bit stockier with large
feet for stability. The dwarven men all sport long hair
and beards while the women stand slightly shorter and are
very shapely and full figured with most having no beards
though some tribes and stocks do. Despite their
appearance they are quite agile and very dangerous
opponents in war. Dwarves are a rough and tough race that
likes the strong drink. They also enjoy the crafting of
fine weapons and armor. Most of the dwarves live in great
and ancient underground halls carved out of the mountains
or in cities deep in ancient giant caverns mining for
precious gold and gems for which they love so dearly.
Dwarves can see in the dark with their dark vision of 60
feet.
Dwarves are better at spotting traps, sloping passages,
and new construction while underground.
Dwarves receive a +1 to hit when fighting orcs and
goblins for which they hate; if the whole party of adventurers
is comprised of dwarves then the bonus is +2
to hit.
Dwarves can push a victim back five feet on a critical.
Dwarves can also try to sense precious metals and gems if
they concentrate in a large area just not exactly where!
Dwarves receive a +3 AC bonus when in combat with
creatures larger than man-sized.
Dwarves move 20 foot a round until the get 1.5 times
their load.
Dwarves can tell by the smell what kind of humanoid is in
the area. It's not a special power it's just that
goblinoids stink and dwarves have been around them enough
to tell what type by a successful Wis roll.
Dwarves do double damage against creatures made of stone.



Sunday, May 7, 2017

Raven's Keep Gazette and Rumormonger

  Raven's Keep Gazette and Rumormonger 

HEAR YE HEAR YE! 



DID you hear the news? 


Campaign 
Background 
and 
Report!
warning 
to the 
party 
from 
Raven's Keep Adventuring Society!
Secret Campaign Information
to 
titillate the players!
OH MY!



SOMETHING WICKED THIS WAY CRAWLS!

My Campaign Letter to prove that I am trying to run a good game. 

Tuesday, May 2, 2017

DUNGEONPUNK Character Sheet




So you want to be an adventurer eh? 


Tired of all those damn rules? 
Want to get the old gang back together but not spend all night making characters? 
Want to show some new people what Role Playing Games are all about without subjecting them to hours long character creation? 
Are you just tired of all the damn rules and just want to run a game with total freedom? 
PLUS it only cost $1!