New NESes, ideas, development, etc

Thanks for the support :) I'm currently hashing out the rules, but I want to present the combat rules to the community for you all to critique at your leisure. (As well as give you all a glimpse of how I picture the NES and its setting)

Spoiler Combat :


Combat is handled strictly by dice rolls (d20's). When a player enters combat I will roll the d20 (1 for each combatant) and add each combatant's Might to the result. Combat takes place over the course of five rolls/rounds, with each round having a victor and a loser. The combatant with the most 'wins' at the end of five rounds is generally the overall victor, though this may not hold true all the time.

However, a sixth round may occur under certain situations. This round is a 'surprise' round during which one combatant rolls at a penalty while the other rolls normally. Should a surprise round occur it will be factored into the round victories at the end of battle.

Combat is preceded by a 'Combat Situation' during which any outside factors are factored into the upcoming battle. These outside factors range from a player's mental state, to their possession of certain relics, and even to their reputation which may serve to scare away combatants before combat begins.

Might discrepancy is important to these rolls. A player with 10 might will have a hard time losing to a player with 5. Even if player B wins all 5 rounds the combat may end in draw due to the innate strength of player A. It will be hard for a player to determine how much Might discrepancy will influence combat and I want to leave this element up to me so I may influence the outcome of a battle for the benefit of overarching story arcs.

'Devastating Victories' occur when a combatant beats their foe by 11 or more. Devastating victories are often played out as vicious attacks that result in severed limbs, broken weapons, and general carnage. Most times a devastating victory results in a penalty of some sort for the losing combatant.

I chose to determine combat in this way because I want to represent it as short, brutal affairs. Most combats should end in death or maiming of some sort of one combatant (if not both). I want battles to be climactic affairs and because of the bloody nature of combat in KnightNES I encourage players to find other ways to solve their problems before drawing their swords.


Example Combat:

Player A is facing a Hell-spawn in combat. Player A has 6 Might, the Hell-spawn has 7.

Combat Situation:
Player A has faced--and defeated--many hell-spawns during his travels throughout Faerieland. Its nightmarish gaze does not shake his resolve as it once did.
Player A passes a 'Moxie' Difficulty Challenge against the Hell-Spawns unsettling visage. Player A suffers no penalty and no surprise round is taken. (DC 15)

Round 1:
Player A
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14(+6)
20

Hell-spawn
f617a25dd70b.jpg

18(+7)
25

Player A lashes out at the Hell-spawn with his sword, but the foul creature bats the mighty weapon aside with one claw and slashes at Player A with the other. Player A barely manages to bring up his shield in time to block the ferocious blow and the force behind threatens to push Player A back.

Round 2:
Player A
d06a46c22a6e.jpg

18(+6)
24

Hell-Spawn
6ec479987ee6.jpg

6(+7)
13
Devastating Victory

But Player A stands resolute, pushing his shield forward against the demon's foul claw and bringing his sword up for a strike which thunks into the hell-spawn's arm. It roars in pain and tries to thrash at Player A, but the knight gives no ground as he wrenches his sword free and brings it down once more into the fell creature's arm. This time it is the hell-spawn's severed arm that thunks onto the ground. (Hell-spawn -2 Might)

etc.
 
I would suggest that a devestating victory gives a bonus to the winner instead of a penalty to the loser. Bonuses are fun and penalties really aren't. Other then that it looks good. :)
 
Hmm, good point. A bonus for the next combat roll?

Also, for maps/movement I am looking at making a hex map. Players chose a general heading (North-East, East, South-East, South-West, West, North-West) and move: 1 space in that direction for Cautious Travel; 2 spaces in that direction for Regular Travel; 3 spaces in that direction for Hard Travel. Of course terrain modifiers will apply (-1 for forests, -1 for swamps, -2 for Mountains, and so on). Negative movement cannot occur, you always move at least 1 space if you chose to.

Cautious Travel confers a bonus to a roll against the "Search" difficulty challenge (a constant, passive action, though it can be made into an active action at the cost of action points). Also Cautious Travel allows for a player to heal any injuries faster by 1 turn.

Regular travel confers no bonuses to anything, "Search" or otherwise.

Hard travel leads to the passive "Search" action not occurring at all unless something glaringly obvious is stumbled upon. Hard travel also extends the time necessary to heal an injury by 1 turn.


So... Should I just open up a pre-thread or put all the rules here first? The pre-thread would likely stay a pre-thread till I can get to school and get access to my main computer/tablet/photoshop so I can design a map for this NES. Though the pre-thread would have all the lore information as well as rules (though the rules subject to change as players look over them).
 
I mean, I understand that the rule sets of board games are percieved as providing stability that is lacking otherwise, but to be perfectly honest I just came here to write silly little stories, not to "win" a forum game. I'm not trying to say the present fashion is wrong, there are strengths to those complicated and somewhat ungainly styles, just trying to register a dissenting opinion.

Also, if you look at how "successful" SNES was back in the day then you can clearly see that I have zero credibility on the issue of how to moderate games.
 
I mean, I understand that the rule sets of board games are percieved as providing stability that is lacking otherwise, but to be perfectly honest I just came here to write silly little stories, not to "win" a forum game. I'm not trying to say the present fashion is wrong, there are strengths to those complicated and somewhat ungainly styles, just trying to register a dissenting opinion.

Yeah, I know what you mean. I rarely play games to 'win'. When I play CIV or any other kind of 4x I generally just play to play and experience the world (a reason why I detest CiV as it seems to be geared towards those who want to beat something). KnightNES isn't necessarily about winning. There is a way to win: find the holy artifact and take it back to Gloriana. However, getting to that point will not be easy and by time a player might reach the artifact they may not even want to give up the prize to Gloriana. ;)

I really just want to tell a bunch of stories, but stories for stories sake have not lead to the best NES's in my experience (because I've modded a few of those kind of games). I'm hoping that the organized ruleset I'm making will foster stories as well as give the players enough structure to spur them on through the game.

edit:

What I think I'm trying to get at is that I think a lot of NES's don't succeed because there is no obvious end-point. They just drag on till players/the mod loses interest. I want to see if providing at least one obvious end point (and there will be others!) will lead to both parties approaching the NES with lasting enthusiasm.
 
If you're interested in writing little stories for the sheer world-building fun, and you like a sci-fi theme, then do check out my GalaxyNES. :)

The lasting endpoint is creating a fictional universe that we can look back at and say 'Yeah, that's pretty awesome'.
 
I'd be on board for a KnightNES if you made one.
 
If you're interested in writing little stories for the sheer world-building fun, and you like a sci-fi theme, then do check out my GalaxyNES. :)

'Poly destroyed all of the evidence of me liking sci fi themes, but the truth is that I dunno about Galaxy sized maps (When I ran a Sci Fi game it was essentially Earth Map with competition for colonies within the Solar System and the insurgent martian natives).

I'm just stretched a little thin, classes start on monday and I was a sucker for fresh start maps too much already to join another game if (heaven forbid) one of them dies prematurely though I will definately look into it.
 
Hey everyone. While I've been waiting for Sekai to start up, I've been thinking of ideas that would involve minimal update write-ups for players, but maximum player interaction within threads/private channels. Something fast-paced but heavily focused on stories as opposed to stats (I like what Lord Iggy has done with Galaxy). I am a fantasy nut, so I was thinking of something in that realm. Mind you all, I am not posting this idea now to start a new NES or anything. I just wanted to share this idea with you all, so that you can know what the future might hold.

The idea would be that all players are part of a Council that heads a fantasy empire set in a steampunk era. This kingdom is a multi-racial melting pot of civilized races. This includes Humans, Elves, Dwarves, and Orcs. Tensions between the races are almost zero, though sometimes slums of larger cities will riot or there will be a street brawl outside of a pub. More than anything else, there are tensions between classes moreso than race. It isn't as severe as the Indian caste system, but scholars definitely have an air of superiority over bartenders, and so on. The technology will be around 1880s levels in terms of steam tech. Steam-powered trains, dirigibles, and other types of tech have expanded throughout the Empire. Guns exist, but those are at a much earlier level than the steam-powered techs. No machine guns or grenades or anything like that yet, but guns are present, as are heavily armored machines. Some noble warriors will still use great long swords or bow and arrow, but only if they are really good at using those weapons and know what they are doing. A complete novice will usually go for a gun, because it kills easily.

Now, for the role of the players. Each player will take a role in the Grand Council or something along those lines. There are certain openings. Here are a few examples:

Minister of Economics
Minister of Education
Minister of Culture
Minister of Science
Minister of Agriculture
Minister of Commerce
Minister of Labor
Minister of Transportation
Minister of Energy
Minister of Magick
Minister of Justice
Minister of the Army
Minister of the Navy
Minister of the Sky Force

So players choose one of these roles, and all players are part of the same empire and the same council. Each player has something like prestige. This is pretty much the only stat in the whole NES. Certain scenarios will come up each update. For example, I will post an update that says something like:

"A horde of undead is approaching the borders. What will the Council decide?" (a vague example - usually it will be more specific)

Players will then post stories and interact with each other about what to do about this threat to the empire. Does the empire send troops out to vanquish the undead? Do we wait and defend ourselves? Do we find the source of these undead minions? Etc. Like I said, a vague example, and the scenarios would be more specific. So many options will be available. Players come up with options OR, another way I could do it is simply post a list of options. Then, the Council will essentially vote before the next update. You will vote on what decision you feel is best. The player responsible for the "winning" decision will gain Prestige points. Prestige points will allow your vote in the next decision to have more weight.

Before you decry this game as a social game, there are other factors that can help you gain Prestige, all based on what kind of stories or interaction are being posted in the thread. I don't want people just PMing each other saying, "You vote for me this time, I vote for you next time." Like I said, this NES would be heavily story-based, so much of whether or not you receive Prestige depends on your stories and what is specifically taking place. If you vote for the decision that wins, you will gain Prestige as well, but only if you have a good reason for voting for that decision. You can lose Prestige if the decision you voted for or proposed fails. If it succeeds, you gain Prestige. And so on. Many different ways to gain/lose Prestige. The point is stories and player interaction. Even if two Ministers are arguing in the Council (which is quite healthy and normal), they should of course be friends and civil to each other in the OOC realm.

Magick is the mystic force that exists in the world of this empire. More detail on this some other time. But this is the basic gist of this other idea I've been having. There will be foreign countries, plagues, blights, and other problems that need solutions. A train might crash, natural disasters, a rogue sorcerer, etc. So many possibilities.

Anyway. Something to think about.
 
Oh, and, scenarios involving Orcs might give an Orc player more Prestige. Scenarios involving farming might help the Minister of Agriculture. Etc. Also, each player would be an epic being, meaning that they have gained enough respect already to have their position in the Council. So some great backstories/personal histories should be present.

The basic layout of the empire is that it is composed of many different realms. During the Age of Kingdoms, these realms fought each other in the traditional fantasy sense (Elves vs Orcs/Goblins, Dwarves being reclusive, etc.). But as the Age of Nations approached, the greater area of this realm banded together geographically, and promoted a strong sense of nationalism. This was largely due to the threats of creatures from beyond the realms. So these various peoples had to unite. That was long ago, and now that sense of nationalism has become more focused and cities have developed which include all races, while rural areas and some ruin-type areas still have single-race settlements and castles (that are still part of the Empire, though).

I am thinking that the reason for initial unity of the kingdoms/region had to do with a massive magical meteor that was approaching, and dark mystical creatures that were encroaching along with plague and pestilence. In addition, other areas were uniting. Each player could have a "Hometown", in which they can describe and detail in full, including detailing a story in which that hometown joined the Empire.
 
Sounds good. Reminds me of NutraNES, which was awesome...
 
Hmm.. I think I understand.

So - If a horde of Undead was approaching the borders and they were fought using only spears made of Corn, that would be good for the Agricultural minister? :confused:
 
If we fixed an agricultural disaster by spearing the ground until it weeps water, it would be good for the war minister?

Spear, spear, spear, spear faster and harder!
 
Don't think you understand. It is a Council, meaning that each member of this council is representing a certain region within the Empire (which is their Hometown). Within this council, there are certain ministries that each player can be appointed to if they so wish (thus specializing their character and making it so problems involving those ministries will be more focused and help that player gain more prestige). So if someone likes economics specifically, they can try to be appointed to the Ministry of Economics. If someone likes to deal with armies, they can try to become the Minister of the Army. And so on. But if a player wants to simply remain a council member representing their hometown/home region, that is totally possible (and will allow the player to remain more diverse as opposed to specialized). Each player is basically the ruler of their hometown, or at least a high-level official from that area, that has been selected for extraordinary reasons to represent their region within this council. Choosing a ministry is up to you.

Despite this, the Ministries will exist with NPCs or players to represent the overall government, and if your hometown is suffering a drought and the farms aren't doing well, your player might have to interact with the Minister of Agriculture to come up with a good decision. Different decisions will have different impacts, too, and won't necessarily be "good" or "bad".

You are simplifying it way too much. If a horde of undead was headed for a specific region, and the region is the one you are from, you will have much say in how to handle it and you have the potential to gain more prestige for the future. If the horde of the undead was headed towards a farm town, any farm town, and you are the Minister of Agriculture, you have the opportunity to say something like, "The undead will cause a great blight in these farmlands, which supply our empire with Crop X, so we should protect the farmers of that area." But if that undead horde is massive, maybe it is also heading towards a Dwarf mine in the mountains, or heading towards a bigger city. So then, where do we send our troops? How many troops? The horde is large. We can only save one area. So the Minister of Agriculture has to make a case as to why the farms would be more important to protect (hypothetically).

So if you choose to be a minister of anything, you will be dealing with those issues all across the kingdom. If you remain a non-aligned council member, you are speaking for your region and voting for all issues without specialty prestige. If you remain a non-specialized council member, you have more opportunities to make a say in a variety of matters. If you are specialized in a certain ministry, you will have more prestige with more specific issues.
 
i had a great idea for an rpg styled nes. It would be based on the book series shadows of the apt by adrian (i can't pronounce or spell his last name because it's russian)

In essence the background is that the different races within humanity have certain bug characteristics and all for a tribe together. for example the mantis kinden would be able to grow bone spikes out of the sides of their arms like mantids, but they would also be very good one on one fighters and duelers. To get more info if you are thinking of making an nes based like this, you could read the first book. (empire in black and gold or something similar)
 
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