Right. Finally!OK. Explain how a session of Mortal would go and give a rundown of the rule set.
This an abridged of Gameplay: Combat. The TTRPG was created with a video game in mind and so, naturally, it works different than a TTRPG designed for Pen and Paper.
- Five characteristics - Strength, Agility, Endurance, Intellect, Sense
- Each characteristic governs a skill tree, by comparison, Diablo
- Each skill improves as you use it, up to a 100% mastery of said skill, by comparison, Morrowind, Oblivion
- Skill checks - 4d6, Hit checks - 4d6
- Each weapon has an appropriate *d6 of damage
- Armour has durability points and soaks up all of the damage received/soaks up half of the damage/soaks nothing
- Flanking and backstabbing exist/There are no tiles or hexagons present, you cannot stand on top of another character
The session runs this way, the Players are at an inn. They can do anything. Mortal was designed with all of the things possible in other TTRPGs, like eating, hunting, blacksmithing, and so on to be in the spotlight. Doesn't mean that the core of other TTRPGs, combat and adventure is not in the spotlight.
Sense is charisma + sanity. Stress exists as a percentage beside health and endurance. Endurance doubles as mana.
Explaining by the design document, characters can be overweight. And yes, the character you've defined is a possible character. Characteristics upgrade like skills. You've leveled up strength by mining, you will have an easier time fighting. You're a sprinter? You will have an easier time casting sorceries because of having more control over your flesh.Suppose my character is overweight and above average at cooking but terrible at fighting, while having an otherwise good strength and endurance. Can you give what would be his characteristic set ?
What is the health pool ?
If my character wants to bake a complicated cake (say, a Paris-Brest with added praliné and frosting) on a campfire in the middle of a forest, what checks should he passes ? What difficulties values ? Can he just try until he succeed ?
"Characteristics and Skills: Strength, Agility, Endurance and Intellect as well as Sense, these are the Characteristics of a Character. The Skills are based on movement, combat and dialogue as well as work and the Array of Actions and are divided into the usable Skills and the passive Skills. Stealth, climbing, physical endurance, melee and ranged combat, haggling, work related Skills, lying and sorcery to name a few.
Knowledge points are spent on a passive Skill as all Skills are essentially passive in order to spend knowledge on usable Skills which belong to a passive Skill or a few.
Sense is a variation on sanity and wit in speech merged into one. It is the valid reasoning of social behaviour and norms, even the world past intellect which constitutes knowledge and natural predispositions. Sanity takes it's toll through gaining stress in combat, work and life. In diplomacy and deceit all is possible through exactly wit and cunning which are sense.
Skills are connected to the possible occupations or work, in the end there are thirty three. The Strength Skills cover Blacksmithing that includes production of metal trade goods, nails, horseshoes, hinges, locks, perhaps even coated rooftiles as well as Melee combat, Farming, Mining and even manipulation of objects as well as a set of special skills named Heroic Strength.
All Characteristics include the same amount of skills. This leaves three Unique Skills that do not fit into any of the Characteristics.
Knowledge Points: Emerging victorious over a group of bandits, succesfully crafting an item or finishing work on something allows a Character to gain some SAEIS Knowledge Points. Knowledge is divided into the five groups based on how it was earned as well as general knowledge and is automatically distributed into the appropriate statistic. When accessing the journal the player can obtain new Skills and improve those already learned."
So how does any of that make Mortal the best RPG ever? What's the plot hook for the players?Right. Finally!OK. Explain how a session of Mortal would go and give a rundown of the rule set.
This an abridged of Gameplay: Combat. The TTRPG was created with a video game in mind and so, naturally, it works different than a TTRPG designed for Pen and Paper.
- Five characteristics - Strength, Agility, Endurance, Intellect, Sense
- Each characteristic governs a skill tree, by comparison, Diablo
- Each skill improves as you use it, up to a 100% mastery of said skill, by comparison, Morrowind, Oblivion
- Skill checks - 4d6, Hit checks - 4d6
- Each weapon has an appropriate *d6 of damage
- Armour has durability points and soaks up all of the damage received/soaks up half of the damage/soaks nothing
- Flanking and backstabbing exist/There are no tiles or hexagons present, you cannot stand on top of another character
The session runs this way, the Players are at an inn. They can do anything. Mortal was designed with all of the things possible in other TTRPGs, like eating, hunting, blacksmithing, and so on to be in the spotlight. Doesn't mean that the core of other TTRPGs, combat and adventure is not in the spotlight.
Sense is charisma + sanity. Stress exists as a percentage beside health and endurance. Endurance doubles as mana.
Have you ever wanted to play a cook who sucks at fighting but is baking a wedding cake in the middle of the woods? Well, now you can!So how does any of that make Mortal the best RPG ever? What's the plot hook for the players?Right. Finally!OK. Explain how a session of Mortal would go and give a rundown of the rule set.
This an abridged of Gameplay: Combat. The TTRPG was created with a video game in mind and so, naturally, it works different than a TTRPG designed for Pen and Paper.
- Five characteristics - Strength, Agility, Endurance, Intellect, Sense
- Each characteristic governs a skill tree, by comparison, Diablo
- Each skill improves as you use it, up to a 100% mastery of said skill, by comparison, Morrowind, Oblivion
- Skill checks - 4d6, Hit checks - 4d6
- Each weapon has an appropriate *d6 of damage
- Armour has durability points and soaks up all of the damage received/soaks up half of the damage/soaks nothing
- Flanking and backstabbing exist/There are no tiles or hexagons present, you cannot stand on top of another character
The session runs this way, the Players are at an inn. They can do anything. Mortal was designed with all of the things possible in other TTRPGs, like eating, hunting, blacksmithing, and so on to be in the spotlight. Doesn't mean that the core of other TTRPGs, combat and adventure is not in the spotlight.
Sense is charisma + sanity. Stress exists as a percentage beside health and endurance. Endurance doubles as mana.
Well, Role-Playing Games have TWO definitions.So how does any of that make Mortal the best RPG ever? What's the plot hook for the players?
Concept of the Plot: Past the Player Character becoming an adventurer, the Plot can be explained as a quest of survival. Besides the gameplay, which is focused on survival because of endurance and stress and so, taking part in the theatre of life and all of it's activities, the Plot as well will require of the Player to survive during challenging events. Whether the Player chooses to be a thief, a guard or a mercenary or simple farmer, even a beggar, will have no effect on the events of the Plot which the Player can take part in or not depending on his or her whim. The PC does take an unwilling part in these events if he or she chooses not to follow the call of adventure as the PC's deeds will be recorded and will have an effect on the world presented within the Simulation.
The setting is a continent scattered with small and large realms as well as a vast no man's land. Within the Plot, a dark power stirs, intent on casting these realms into chaos. One of the thirteen sorcerers present in these realms aims to take control of his death and studies dark sorceries which would prolong his life and even extend it onto the period of time after his passing, be it death by sword or by time. In other words the sorcerer wishes to become undead. This would be the first time such an event would happen upon the world of the setting. Depending on the Player's actions, the sorcerer in question might be slain before he achieves his goal. On the other hand, the sorcerer might be slain afterwards when he begins to amass an army of undead under his control. It is also vital to the plotline that refugees will escape into the no mans land and out of camps prepare to make one last stand against the evil that may appear in the known realms. The other sorcerers will know of this and the Player can either become one of them or their pawn in the Plot or rather it's ending.
Please don't mock my fantasy. Only in a game will I be able to cook a decent cake every time without something fucking up.Have you ever wanted to play a cook who sucks at fighting but is baking a wedding cake in the middle of the woods? Well, now you can!
You're saying the setting isn't novel enough?So there's a dark power rising in a fantasy world. Like most fantasy RPGs. Still not seeing how this makes Mortal the best RPG of all time.
Where is this Choose Your Own Adventure engine? Show me and I'll make one.It really isn't. Like I and others have said before, if you're serious about this project, you should be making a VN if you don't know how to code. Or you can use the CYOA engine that Heart of Ice was ported into. It tracks stats, items and skills.
But the only person here who thinks your RPG is the best RPG of all time is you.
Read it? Try to understand the concept?
Explaining by the design document, characters can be overweight. And yes, the character you've defined is a possible character. Characteristics upgrade like skills. You've leveled up strength by mining, you will have an easier time fighting. You're a sprinter? You will have an easier time casting sorceries because of having more control over your flesh.Suppose my character is overweight and above average at cooking but terrible at fighting, while having an otherwise good strength and endurance. Can you give what would be his characteristic set ?
What is the health pool ?
If my character wants to bake a complicated cake (say, a Paris-Brest with added praliné and frosting) on a campfire in the middle of a forest, what checks should he passes ? What difficulties values ? Can he just try until he succeed ?
I guess it would be:
This is a character who is average, 8, yet has a stronger endurance and intellect because of being a cook. His agility is lesser because of his obesity.
- Strength - 8
- Agility - 6
- Endurance - 12
- Intellect - 12
- Sense - 8
Your character would have to skill check survival and cooking to make the campfire and cook. A cake would require an oven, of course. You cannot try until you succeed in some cases. In crafting, you lose the materials upon a failure. In fighting, a loss is a miss. In troubadouring, you play the song wrong or right based on the skill check at start. And so on.
Summarising, I need to add in cook as an occupation because I completely forgot about it.
EDIT: Hold the presses!
"Characteristics and Skills: Strength, Agility, Endurance and Intellect as well as Sense, these are the Characteristics of a Character. The Skills are based on movement, combat and dialogue as well as work and the Array of Actions and are divided into the usable Skills and the passive Skills. Stealth, climbing, physical endurance, melee and ranged combat, haggling, work related Skills, lying and sorcery to name a few.
Knowledge points are spent on a passive Skill as all Skills are essentially passive in order to spend knowledge on usable Skills which belong to a passive Skill or a few.
Sense is a variation on sanity and wit in speech merged into one. It is the valid reasoning of social behaviour and norms, even the world past intellect which constitutes knowledge and natural predispositions. Sanity takes it's toll through gaining stress in combat, work and life. In diplomacy and deceit all is possible through exactly wit and cunning which are sense.
Skills are connected to the possible occupations or work, in the end there are thirty three. The Strength Skills cover Blacksmithing that includes production of metal trade goods, nails, horseshoes, hinges, locks, perhaps even coated rooftiles as well as Melee combat, Farming, Mining and even manipulation of objects as well as a set of special skills named Heroic Strength.
All Characteristics include the same amount of skills. This leaves three Unique Skills that do not fit into any of the Characteristics.
Knowledge Points: Emerging victorious over a group of bandits, succesfully crafting an item or finishing work on something allows a Character to gain some SAEIS Knowledge Points. Knowledge is divided into the five groups based on how it was earned as well as general knowledge and is automatically distributed into the appropriate statistic. When accessing the journal the player can obtain new Skills and improve those already learned."
As you can see, I don't remember the design document that well. Knowledge, or XP, goes into a characteristic and then you spend it on whichever skill you want to based on the notes I've written.
Full Circle - The expression that I used is, "We have come full circle." which means that starting at point A we have arrived at point A.Explaining by the design document, characters can be overweight. And yes, the character you've defined is a possible character. Characteristics upgrade like skills. You've leveled up strength by mining, you will have an easier time fighting. You're a sprinter? You will have an easier time casting sorceries because of having more control over your flesh.I am at a loss this thread is nuts
I am not misdirected and PZ is a great game although it should not remind you of Mortal which is not an Indie title.To be honest the more I read about the idea of Mortal and the overall idea of the project the more its reminding me of Project Zomboid
https://www.youtube.com/watch?v=nPbsDmzZ3Oc&ab_channel=IndieStone
In that it sought of wants to be a do anything Sandbox Survival RPG but rather than a Zombie Apocalypse its a sought of High Fantasy setting. But at the same time it wants to have a massive world ending threat like in a Elder Scrolls Game, which require large set pieces. Ultimately the game concept is out of your reach, I mean Zomboid has been in development for over 10 years and has a small indie studio working on it.
I think you need to readdress your games scope.
https://www.youtube.com/watch?v=AmSBIyT0ih0&ab_channel=GameMaker'sToolkit
This video on Ico might help you as it explores the game design philosophy of Design by Subtraction created by Fumito Ueda and might help you as I can see at the very least @Gahbreeil that you are passionate about the game your trying to make but I think are just misdirected.
Did you sell it off to EA already?Mortal which is not an Indie title
It's an Indian title, as per where it is outsourced to.Did you sell it off to EA already?Mortal which is not an Indie title
Okay first of all Mortal (In its current state) is textbook a Indie Game being developed by a Indie Developers, you are currently the sole developers or as we call it a Independent Developer of a Independent Game not attached or finically supported by a larger publisher or game distributor.Full Circle - The expression that I used is, "We have come full circle." which means that starting at point A we have arrived at point A.Explaining by the design document, characters can be overweight. And yes, the character you've defined is a possible character. Characteristics upgrade like skills. You've leveled up strength by mining, you will have an easier time fighting. You're a sprinter? You will have an easier time casting sorceries because of having more control over your flesh.I am at a loss this thread is nuts
I am not misdirected and PZ is a great game although it should not remind you of Mortal which is not an Indie title.To be honest the more I read about the idea of Mortal and the overall idea of the project the more its reminding me of Project Zomboid
https://www.youtube.com/watch?v=nPbsDmzZ3Oc&ab_channel=IndieStone
In that it sought of wants to be a do anything Sandbox Survival RPG but rather than a Zombie Apocalypse its a sought of High Fantasy setting. But at the same time it wants to have a massive world ending threat like in a Elder Scrolls Game, which require large set pieces. Ultimately the game concept is out of your reach, I mean Zomboid has been in development for over 10 years and has a small indie studio working on it.
I think you need to readdress your games scope.
https://www.youtube.com/watch?v=AmSBIyT0ih0&ab_channel=GameMaker'sToolkit
This video on Ico might help you as it explores the game design philosophy of Design by Subtraction created by Fumito Ueda and might help you as I can see at the very least @Gahbreeil that you are passionate about the game your trying to make but I think are just misdirected.
This! Help me out and give me a solid contact with some bigshot and we'll be done here.Did you sell it off to EA already?
Its the act of doing the work which is important buddy.
It was not meant to be developed by an Indie developer... It is a flagship project for a dev the sort of Bethesda.Okay first of all Mortal (In its current state) is textbook a Indie Game being developed by a Indie Developers, you are currently the sole developers or as we call it a Independent Developer of a Independent Game not attached or finically supported by a larger publisher or game distributor.
Why don't you talk to the dwarf fortress dudesThis! Help me out and give me a solid contact with some bigshot and we'll be done here.