Start up the organized RPG again?

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Strider said:
The only section of the ruleset that was based on anything from the original DG2 RPG ruleset was the business section. That has been heavily modified to begin with. The Character creation merits/stats/skills system is completely my own. The land portion is mostly Shaitans land rules from DG2 with modifications.


ok so lets just have a little look at the rules from the first rpg

Shaitan said:
Skills

DEFENSE
Armored
Shield
Unarmored

HORSEMANSHIP
Steeplechase
Precision
Speed

WEAPONRY
Melee
Ranged
Hurled

WARFARE
Engineering
Strategy
Tactics

HUNTING
Tracking
Snares
Stealth

HUSBANDRY
Avian
Canine
Equestrian
Exotic

POWDERS
Pistol
Rifle
Charges

Slightly different to your skills ill agree however the concept isnt.

Shaitan said:
Mechanics

Each player has 12 points to distribute among the main skills and 35 to distribute among all subskills. A maximum of 5 points may be applied to any single subskill and a maximum of 2 points may be applied to any main skill (characters created before this restriction are grandfathered and do not need to redistribute their points). Ability in a particular contest is determined by adding together the skills that apply. Main skills are added once, no matter how many applicable subskills are involved. Each subskill that applies is added. The ability sums are added to a die roll for each contestant and the total performance numbers are compared.

Inferior armor, weaponry or horse will reduce the points gained from the appropriate subskills by 50%. A player cannot enter a contest if he has a zero rating in any applicable skill or subskill.

Increasing skill levels

The learning rate from instruction is 0.05 * total skill difference. [(Instructor Subskill + Student Skill ) - (Student Subskill)] *0.05
The maximum learning rate is 1/tc.
Leftover amounts when gaining a level are not taken over to the next level.
A trainer may have as many students at one time as he has levels in the subskill he is teaching.
The teacher also gains .1 per chat in the main skill while actively teaching. Going over the basics and repetitive drilling give this benefit.
A character can be in a maximum of 8 classes as student or teacher at one time.
Events have to be sanctioned by the Noble Court to qualify for competition advancement points. Competition advancement earns .25 to each subskill used for all contestants. The competition victor receives one used subskill raised to the next full level.
The Crusade and other large scale events will also give points. This will be an amount between .25 and 1 in each subskill that is not currently zero.
Professional Horseracers receive .25 for HORSEMANSHIP:Speed to winner, .1 for HORSEMANSHIP:Speed to 2nd/3rd place. Maximum of 1 award per week per character.
Duelists receive .25 for 1 subskill to victor, .1 for 1 subskill to loser. Maximum of 1 award per week.
Each character may increase any 2 skills to the next full point level at the beginning of each term.

and oh look theres points to distribute amongst skills, well fancy that, not so original then really.

or even more so from the next rpg

Chieftess said:
Stats

You can give your character stats (from 0 - 20), which will determine how well he/she can perform their particular trait. You get 65 points to distribute to each character. 10 is average.

Agility - Determines the athleticness and quickness of the character.
Discipline - Determines how industrious they are at performing tasks, and how they can lead people and show patience.
Charisma - Determines how the person appears to other characters.
Constitution - Determines the physical strength and health of the character
Intelligence - Determines how the character is intellectually, and their ability to solve problems.

Traits

Any character can have up to 3 of these traits that can be passed on from generation to generation. These traits are generic abilities that the character is geared towards. A descendant of will get random traits from their parents.


Code:
Agricultural - The character is more geared towards a farming lifestyle.
Belligerent - The character is more geared towards a militant and aggressive personality. Can be rebellious and/or adventurous.
Engineering - The character is more geared towards construction, inventions and other craftwork such as metal working.
Humanitarianist - The character is more geared towards community invovlement (sewing, cooking, etc.)
Intellectual - The character is more geared towards theories, maths, logic, puzzles, strategies
Maritime - The character is more geared towards aquatic activities (fishing, sailing)
Merchantile - The character is more geared towards commerce and trade.
Naturalist - The character is more geared towards knowledge of nature, plants and animals, skyline, and surroundings
Logophilic - The character is more geared towards literature, poetry, the spoken word (speaking and manipulating the spoken language)
Cultural - The character is more geared towards music, artform, and is mathematically inclined.
Philosophical - The character is more geared towards logic, debates, and philosophy.
Pious - The character is more geared towards a passive, and humble personality.
Scholarly - The character is more geared towards scholastics (jack of all trades, master of one)
Mechanical - The character is more geared towards mechanics. Can be industrious and is mathematically inclined.
Theistic - The character is more geared towards religous themes.
Tracking - The character is more geared towards skills involving scouting, stealth and hunting
You can pick and mix traits. For example, you could have a character that's a natualist and specializes in tracking. Such a character might make for an excellent scout. Another could have an Intellectual, Maritime, and engineering trait, and be a general. Another could have an Agricultural and Intellectual trait.

oh my that looks slightly familiar:rolleyes:

And OMG did you just say that the current buissness section was heavily modified, before i re-wrote it, the buissness section was a carbon copy

shaitan said:
BANKING
All accounts are kept at the Bank. Salaries are added to all accounts after each turn chat. All transactions must be posted at the bank with a link to the transaction post or a copy of the PM/email where the transaction occured. Only one party of the transaction should make the transaction post, to avoid confusion. If the transaction is made at a business, the business owner will post the transaction. All amounts are rounded to the nearest whole number. Private transactions should be posted immediately. Businesses may hold their transactions until the day of the next turn chat and post them all at once.

Loans
Simple loans are available from the bank at 5% or 10% interest. 5% loans are for the purchase of assets (items, stores, etc.). 10% loans are signature loans and can be taken for any reason. Loans are repaid over a maximum of 3 terms. Maximum loan amount is 1/2 of your expected income over the loan period. All calculations will be based on an expected 8 turn chats per term. Loan payments are deducted automatically from salaries. A citizen may have only 1 outstanding loan at a time. Loans may be paid off early but no refund of interest is given. Contract salaries are figured assuming 10 turns per chat.

Example 1: Psychlo the Unsure is a governor and an honored citizen. He has a salary of 160 per turn chat: 100 (base) plus 40 (governor) plus 20 (honored citizen). In one term he has an expected income of 1280. He can borrow 640g and pay it back in one term, 1280g and pay it back in 2 terms or 1920 and pay it back in 3 terms. He is starting a new business so needs as much as he can get. He borrows 1920 at 5% interest (the money is going towards assets). The total he must pay back is 2016g (1920g + 96g interest). His payments will be 84g per turn chat until the 2016g is paid back(this will take about 3 terms).

Example 2: Shagrath the Incipid is a party animal. He wants to throw a blowout to celebrate an important military victory. He has no job besides being a citizen and is paid as a contractor. His pay is rated at 100g per turn chat for loan purposes. His expected income is 800g per term. He can borrow 400g to pay back in 1 term, 800g to pay back in 2 terms or 1200g to pay back in 3 terms. He isn't drunk yet so restrains himself to a 1 term payback. He borrows 400g and will be paying back a total of 440g, that is 400g plus 40g interest. Shagrath is paying 10% interest as he's getting a signature loan. His payments are 60g per chat turn until the 440g is repaid (this will take about 1 term).

OFFICIAL BUSINESSES
These are business threads run by the Price Manager (or an Assistant) that sell goods at the official market price (as set or authorized by the Price Manager). They record all transactions to the bank at each turn chat. They do not record profits.

PRIVATE BUSINESSES
The first personal business that each citizen starts up during the game has no startup costs. Additional businesses may also be started but will cost money to get them up and running. Two payments are necessary; legal fees and place of business expenses. Legal fees are 1000g for all businesses. Place of Business expenses include factories, sweat shops, stores, offices, etc. plus all of the equipment needed to get the business running. Manufacturers cannot sell to the public, only through resellers. If a manufacturer wants to also be a sales center they need to pay the legal expenses to do so (but no additional material costs). Place of Business startup expenses vary by business type:

Place of Business startup expenses
2000g: Manufacturing (creating goods)
1000g: Resale (selling goods)
500g: Services (no goods exchanged)
0g: Non-profit organizations (no goods or services exchanged)

This startup cost is multiplied by Size and Expense factors. These factors are based on the original price list and represent the increased cost that a large organization will require to start up or that an expensive product line will cost. These factors increase the Place of Business startup expenses ONLY.

Size factor:
Personal business: x1
Private company: x2
Public company: x3
Corporation: x4

Strider said:
BANKING
All accounts are kept at the Bank, which keeps track of the gold and virtue points in a players possession. Salaries are added to all accounts each week. All transactions must be posted at the bank with a link to the transaction post or a copy of the PM/email where the transaction occurred. Only one party of the transaction should make the transaction post, to avoid confusion. If the transaction is made at a business, the business owner will post the transaction. All amounts are rounded to the nearest whole number. Private transactions should be posted immediately. Businesses may hold their transactions up to a week.

Loans
Simple loans are available from the bank at 5% or 10% interest, after the researching of Banking inside of the game. 5% loans are for the purchase of assets (items, stores, etc.). 10% loans are signature loans and can be taken for any reason. Loans are repaid over a maximum of 3 terms. Maximum loan amount is 1/2 of your expected income over the loan period. All calculations will be based on an expected 8 turn chats per term. Loan payments are deducted automatically from salaries. A citizen may have only 1 outstanding loan at a time. Loans may be paid off early but no refund of interest is given. Contract salaries are figured assuming 10 turns per chat.

Stores/Shops:
OFFICIAL BUSINESSES
These are business threads run by a Manager (or an Assistant) that sell goods at the official market price (as set or authorized by a Manager). They record all transactions to the bank at each turn chat. They do not record profits.

PRIVATE BUSINESSES
The first private business that a player creates is free, following that every business thereafter costs differing amount of money to set up as shown below.

Place of Business start-up expenses
2000g: Large goods (houses etc)
1000g: Small Goods (food, clothes)
500g: Services (no goods exchanged)
0g: Non-profit organizations (no goods or services exchanged)

Supply
It is assumed that each business has enough material to supply their customers.

Technology Restrictions
The technology of items sold can be no more advanced than one tech above our current knowledge in the actual Civ4 game.
Example: If we have Bronze Working then Iron Working is one advance away. Items dependent on Iron Working (sword, metal armour, etc) could be legally sold.

Prices and Price management
Luxery Items: 10%-15% of pool
Construction: 10%-20% of pool
Weapons/Armor: 2%-5% of pool
Objects: 1%- 10% of pool
Drinks/Food: 1% or less of pool

btw i have noticed the extra additions you made to the ruleset recently as well. dont do that. so really saying that all your ideas are original is just one gigantic lie but whatever thats cool i can go with you lieing if you want.

Strider said:
How would it make it easier? Influxing the demogame with more money will make accounts harder to manage, which really and truely isn't my problem, as I soon won't be handling the bank. What is my problem however is the constant price adjustments that will have to happen. With thousands upon thousands of hold in the game, we will have to be making constant pricing adjustments to every business in the game.

well because 200+100 is a lot easier just in general than 200+40, as each person gets 100 guaranteed it means the banker doesnt have to spend ages working out just how much each person is meant to recieve.

strider said:
Because I highly doubt their going to be passed after I leave.

is that why you dont let us discuss your little additions now because you know they wouldnt be passed?

strider said:
Because I highly doubt their going to be passed after I leave.

BCLG100 said:
the last statement you made actually made me laugh out loud, talking about a fantasy economy now after a few posts previously you were bangning on about inflation, which in my mind isnt really that fantasy now is it:lol: but way to go on contradicting yourself:goodjob:

Inflation will effect a fake economy just as much as a real one. Ever play any MMORPG's? Those are fantasy economies, and gil sellers are a huge problem, causing massive inflation

see you can tell you play MMORPG's, you have just contradicted yourself again! saying you wanted a fantasy economy in one post and now you dont in another, make your mind up!:rolleyes:

All of this however doesnt detract from the point that there is more support for my revised ruleset than there is for your original one, if you dont like it thats your problem and shouldnt affect everyone elses enjoyment of the game.
 
BCLG100 said:
Slightly different to your skills ill agree however the concept isnt.

The concept is what is differant, the system Shaitan built for the DG2 RPG was built 100% around player vs player combat. The only skill that is the same from that list is swordplay. There intent was completely differant and the contents are completely differant.

BCLG100 said:
and oh look theres points to distribute amongst skills, well fancy that, not so original then really.

RPG's are defined by the "points" or "stats" that are used to play the game. They are naturally games of chance, EVERY SINGLE RPG in the world uses the same basic concept, because it's that concept that defines an RPG.

BCLG100 said:
well because 200+100 is a lot easier just in general than 200+40, as each person gets 100 guaranteed it means the banker doesnt have to spend ages working out just how much each person is meant to recieve.

It's not the 200+40 that is the problem. I can do a calculation like that in my head. As I've stated already, prices are based on a percentage of the money currently in the game. More money in the game means that the prices will change often and have greater effects.

BCLG100 said:
All of this however doesnt detract from the point that there is more support for my revised ruleset than there is for your original one, if you dont like it thats your problem and shouldnt affect everyone elses enjoyment of the game.

I see you and one other person. Sorry to break it to you, but that doesn't mean much.

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As I've said already. It will be me doing the extra work. I have better things than to spend extra time on a complex fancy when it can be simple and short work. When someone else is in charge of the economy and business section, then you can see if their willing to do the extra work.
 
You know what? This isn't worth the wasted effort and strain. The RPG will just likely fall apart once I leave to begin with, so I'm not going to waste time with it. I'd much prefer to focus me efforts on the demogame itself.

I'm dropping all of my work on the RPG and will ask the mods to start shutting down the main threads.
 
why would it be you though???? so far you havnt exactly done tonnes and if thats taken its toll on you then you need to get some stamina.

I have re-written the entire ruleset to make it workable, you have given control first of all of land to george and the bank to nobody so exactly what are you doing???=nothing, id be quite happy to take over the economy to allow this system to work, its not exactly challenging. so whats your argument against now then?

no why would prices necesarily need to change, sure thered be inflation but as everyone would be spending money this wouldnt be greatly noticeable!

oh and by the way i see only you arguing for the old system so that means even less, sorry to break that to you.
 
Strider said:
You know what? This isn't worth the wasted effort and strain. The RPG will just likely fall apart once I leave to begin with, so I'm not going to waste time with it. I'd much prefer to focus me efforts on the demogame itself.

I'm dropping all of my work on the RPG and will ask the mods to start shutting down the main threads.

o really? thank christ for that.
 
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