RPG Rules Discussion

must be 10 years old to rear children
should rear be bare by any chance? ive never heard rear applied like that before :)

except maybe...ah nevermind, Id rather not be banned.
 
additionally: are 50 years in game 50 years rpg? if so I think Ill wait until the year 0 to create my dude.
 
Originally posted by Immortal

should rear be bare by any chance? ive never heard rear applied like that before :)

rear = child rearing.

But, I'll change the wording. :)

---------------------------------------

Also, more rules:

A player may only create 5 characters at one time. I'm not sure if there should be an absolute max, since the character's descendants will be other characters (and NPCs).

A player may pick from any of their characters' descendants for a storyline. The characters can also be grouped into communities or however the player sees fit.

It is possible that a character can't bare any children. (this would fall under the medical conditions).

Any new character that is created starts out at age 10, giving time in the early game for roleplay.
 
@Stuck - you can pick male or female, but it would be ideal to have a mixure to ensure the geneology lines continue.

Just as an insurence, here's another rule proposal:

Incase of low, or near extinct population, the Character Manager and/or Game Manager may give "free" characters to each player.
 
For those who want to know, this is what the chat (and other little data looks like)

Code:
Disease Types
	Natural
		Non-Communicable
			Common (allergies, rashes, malnutrition)
			Crippling (Illnesses in general, bio-chemicals)
			Fatal (organ failure, bio-chemicals)
		Communicable
			Common (The common Cold)
			Crippling (
			Fatal
	Genetic
		Common 
		Crippling
		Fatal

Events for Diseases & Cures

Trade 			Each active trade with a civ adds a cumulative 10% chance of a disease occuring
Jungle			50% chance of a communicable disease if a city loses population points.
Floodplains		10% chance of a communicable disease if a city loses population points.
Nukes			75% chance of a fatal disease (nullified by Cure For Cancer)
Meltdown		25% chance of a fatal disease (nullified by Cure For Cancer)

Pottery 		Food storage encourages increased pests. Base Disease chance doubles
Writing			Allows documentation of diseases only
Chemistry 		Allows for basic cures. Reduces disease chance by 5%
			Allows for creation of common "natural" diseases


Medicine		Nullifies the disease effect of Industrialization.
Sanitation		Cures 50% of communicable diseases, and 25% of all non-fatal genetic diseases.
			Allows for the creation of crippling "common" (controlled) diseases

Scientific Method	Enables research of 1 disease (natural or genetic). 20% chance of a cure.

Industrialization	Increases chance of a crippling disease by 75%
Ecology			Lowers the chance of a crippling disease by 50%
Recycling		Lowers the chance of a crippling disease by 20%

Cure For Cancer		Nullifies any natural fatal disease
Longevity		Cures all common and crippling genetic disease, and reduces fatal genetic diseases to 10%


~ 300 turns

50 years (1 turn = 1 year)   = 6 character levels
50 years (1 turn = 5 years)  = 30 character levels
50 years (1 turn = 10 years) = 60 character levels

Descendants (every 20 years) = 15 generations

20 players, 10 characters = 200 characters.

This is also from Disorganizer:

i think the land should be free to build or use for anybody being able to defend it by force or arange with others. this way we will have power struggles for the land controll. ownership can be recorded after mapmaking
 
Woah, woah, woah. Slow down on the rules there, CT. There's no need to specify marriage. That was not even a common practice until about 1000 BC. The player should specify their character's age. If I want a character of a hermit on the mountain for a storyline I can't very well start with a10 year old.

@Immortal - One game turn will equal one RPG year.

EDIT: Also, very important. No ceiling on the number of characters created. We don't want rules that will restrict the stories. We need only a framework to support and guide.
 
This is perhaps the one rule I'm confused on:

9. A single contiguous land territory that has at least 5 * P (where “P” is the number of provinces in the demogame) will receive an additional gold per tile in the territory. If the territory has 10 * P receives 2 gold per tile in the territory and one that has 15 * P receives 3 gold per tile in the territory.

5 * P what? Tiles?

For example:

Say there's 2 province, that's 10 tiles. Does that mean the territory has to be 10 tiles?
 
Originally posted by Shaitan
Woah, woah, woah. Slow down on the rules there, CT. There's no need to specify marriage. That was not even a common practice until about 1000 BC. The player should specify their character's age. If I want a character of a hermit on the mountain for a storyline I can't very well start with a10 year old.

@Immortal - One game turn will equal one RPG year.

EDIT: Also, very important. No ceiling on the number of characters created. We don't want rules that will restrict the stories. We need only a framework to support and guide.

hehe, I just didn't want things to get out of hand in the forums. ;)

But, the age was arbitrary, especially since the life expectancy at the start of the game (and maybe for atleast 30 turns) is 20 years. So, it would be hard for characters to start off at age 20 and have any descendants. What I had in mind for the RPG was more heritages, where characters could have descendants, create little villages. Maybe, if there's enough characters, the player could establish a village, and have 1 character from that village as a character... Back on track, I was aiming for a viable citizentry population of NPCs and characters.

Ok, maybe marriages could be with monotheism (maybe polytheism). But, what I meant by that was a union of two people, not what it was called specifically.
 
Concentrate on character generation rules first. That's the critical ruleset at the beginning as we have no game at all without it. The supporting rules are important too but you need to plant the seed before you prune the bonsai.
 
I'm also wondering when and how many characters can be created at once. If characters can have children, then so can those children. Too many characters at once could lead to a population explosion. That's why I'm thinking of having villages spread about in the territory...

But, the character question first. :)
 
what about haveing he manhatten project increase chance of Disease?

code:--------------------------------------------------------------------------------Disease Types
Natural
Non-Communicable
Common (allergies, rashes, malnutrition)
Crippling (Illnesses in general, bio-chemicals)
Fatal (organ failure, bio-chemicals)
Communicable
Common (The common Cold)
Crippling (
Fatal
Genetic
Common
Crippling
Fatal

Events for Diseases & Cures

Trade Each active trade with a civ adds a cumulative 10% chance of a disease occuring
Jungle 50% chance of a communicable disease if a city loses population points.
Floodplains 10% chance of a communicable disease if a city loses population points.
Nukes 75% chance of a fatal disease (nullified by Cure For Cancer)
Meltdown 25% chance of a fatal disease (nullified by Cure For Cancer)

Pottery Food storage encourages increased pests. Base Disease chance doubles
Writing Allows documentation of diseases only
Chemistry Allows for basic cures. Reduces disease chance by 5%
Allows for creation of common "natural" diseases


Medicine Nullifies the disease effect of Industrialization.
Sanitation Cures 50% of communicable diseases, and 25% of all non-fatal genetic diseases.
Allows for the creation of crippling "common" (controlled) diseases

Scientific Method Enables research of 1 disease (natural or genetic). 20% chance of a cure.

Industrialization Increases chance of a crippling disease by 75%
Ecology Lowers the chance of a crippling disease by 50%
Recycling Lowers the chance of a crippling disease by 20%

Cure For Cancer Nullifies any natural fatal disease
Longevity Cures all common and crippling genetic disease, and reduces fatal genetic diseases to 10%
Manhattnen Project 5% chance of a Crippling disease


~ 300 turns

50 years (1 turn = 1 year) = 6 character levels
50 years (1 turn = 5 years) = 30 character levels
50 years (1 turn = 10 years) = 60 character levels

Descendants (every 20 years) = 15 generations

20 players, 10 characters = 200 characters.
--------------------------------------------------------------------------------


would this work?
 
The last few lines there is what I was trying to figure out if we could choose as many characters as we wanted. (though, not all are going to have descendants).
 
I had an epiphany last night, it came to me in a dream, use Fallout 2 names and formulas in most cases. And buikd around that method.

Strength: Raw physical strength, modfies Melee Skill, Throwing skill, unarmed skill, must be at least 5 to use large guns and heavier weapons.
Endurance: Stamina and physical toughness, can last longer in hostile areas (increasing resources gathered) where others cannot. Modifies Life Span, healing rate, disease resistence. modifies outdorsman, First aid.
Intelligence: Knowledge wisdom and the ability to think quickly. Modifies doctor, outdoorsman skills. Allows skills to increase faster, also NPC's give better deals when bartering.
Agility: Coordination and ability to move well. Modifies weapon skills, and through that, hunting abilities.
Luck: The ability of a character to have favourable outcomes in situaions. Modifies gambling skill and high or low luck effects overall character.

Base number 5, optional 3 skill points to distribute any way player sees fit.

TRAITS:
Determined when lineage is created, these are decided upon once and cannot be changed.
Longevity: Your metabolic rate is twice that of other characters, it makes you much more suseptable to illnesses, however your life span is longer.
Bruiser: You ae a master of strength, when you hit, the shockwave shatters windows, your Strength is increased by 2, but your intelligence is lowered by 1.
Small Frame: Beings the little guy never held you back, you may not be strong, but your agility makes up for it. Increases agility 2, drops strength 1.
Jinxed: The good thing is that when in combat, other characters have more...bad luck. The bad side is so do you. Characters encounter special events in combat more often, not necessary good events.
Social Butterfly: You didn't grow up smashing things and throwing rocks, you spent your time with other villagers, this has given you a great insight into people. Up 20% in all non combat skills, down 10% in all combat skills. (outdoorsman counts as a combat skill).
Sex Appeal: NPC's of the opposite sex have favourable attitudes toward you on first contact, same sex NPC's have a less favourable attitude toward you. Have more children, however you may find it difficult to make friends.
Skilled: You spent more time then others practicing what your good at, however your time wasnt spent on other matters. increase of 2 Endurance, decrease of 1 agility.
Gifted: You exhibit a jack-of-all-trades syndrome, your good at everything, master of nothing. Endurance increase of 2, agility decrease of 1.

SKILLS:
Unarmed: 15% + (2 X (AG+ST))=
Melee Weapons: 10% + (2 X (AG+ST))=
Throwing: 0% + (2 X (AG+ST)=
Small Guns: 5% + (4 X AG)=
Large Guns: (strength must be at least 6) 0% + (4 X AG)=
First Aid: 0% + (2 X (EN+IN))=
Sneak: 5% + (3 X (AG+LU)=
Lockpick: 10% + (EN+LU)=
Steal: 0% + (2 X LU)=
Repair: 0% + (3 X (IN+LU))=
Barter: 0% + (4 X IN)=
Gambling: 0% + (5 X LU)=
Outdoorsman: 0% + (ST+EN+IN+AG+LU)=
 
WHat is that Rule that the Tech Shop Teacher always say. Oh yes,

Keep It Simple Silly ;)
 
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