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- The Idea of Writing:
- - Title 1: It should be fun to fight. As a writer, the goal is to write at your very best. With that in mind, creating a great way to simulate combat throught text is a fun experience. Especially when you get to share that experience with someone whom you're fighting with, or against. This goes hand in hand with the entire roleplaying concept. Create the environment and use it to your advantage.
- Proposal:
- - Title 2: When roleplaying regularly you should be able to to gain experience with your character. As you grow in writing, you grow in your understanding of your character, your surroundings and your current purpose in the plot. You should be rewarded with that. If you just completed a milk run, snatch and drop off. You should be compensated. This, outside of your character ability helps with your influence in the game. Regularly if you were to pick a lock, at the end of the session, if that was all you had to learn then your ability in that should grow. Number 1 being the weakest, and Number 7 being the strongest. You would start with a few points to pick from and be able to distribute them in the beginning of the game.
- -Title 3: Before combat begins you have to prepare your character. Your strategy, your selection of skills and your mission objective, if any should come in handy in building a formidable defense. Keep in mind that your ability should only be relative to the age of your character and experience at hand. In the beginning, you would be able to get five ability points and be able to distribute them at will. Only in the beginning are you limited to raising your skill to a maximum of 2. So even if you select a skill, whatever it is. And you have five points, you can still only raise two skills to a max of two and one skill to one. You will be strong, but limited in your capabilities. The skill range is from one to seven.
- Let's say for example, At scale one you would be creating a ball of light. At scale two you would be creating a ball of fire. At scale three you could manipulate fire into a flame thrower. At scale four you can cause objects to randomly combust. At scale five you could cause widespread fire damage with your ability to control fire. At scale six you could command the flow of lava. At scale seven you can cause the air to ignite. At each scale, your ability grows. It should be mild powers limited so keep in mind that you are either adding to your characters power or increasing the range of their capabilities.
- -Title 4: Combat Rewards.
- At the end of each session combat should be a smooth transition into character development. The process of adding to ability should be based on how often it was used during the session. Adding to that, it should be based on the difficulty of the session or length. It should be up to the even organizer to decide.
- -Title 5: Influence System
- One key ingredients to the influence system is that it is easy to understand. You get a bank at the end of each session. The organizer decides on the amount of influence you get, with that amount you can convert it into skills or ability points. 1000 influence for ability points. 500 points for skills. Also, for example I'm saying that a twenty minute session might only equal 100 points. Whereas, a two to three hour session might equal 1500-2000 points. You can also use influence to buy cash and houses etc. Honor system there. If it's a big house it might cost 1000 points. If it's a Ferrari it's probably 1000 points. If you want $100,000 cash for a job it's 1000 points.
- -Title 6: Closing
- I think all of the above are great examples of how good systems can be implimented. Everyone has their own ideas, I'm open to suggestions, additions. I don't want this to be a closed door deal. I feel that everything can be improved. Thank you for your time. -Kaz
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