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Re: WW2 RPG - sorta . . .
Anytime on those days would probably be OK. I get off work at 8AM Tuesday and will be on most of the morning/early afternoon that day. Then on again later that night and same schedule for Wednesday.
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Re: WW2 RPG - sorta . . .
A question for any of you out there who have done this sort of thing before (mainly as a player).
Would it be significantly beneficial to have most of the game data as far as weapons, vehicles and other equipment set up in an online database for easy reference? This would include ranges, damage, ROF, etc. What about character sheets? They probably wouldn't be pretty BUT would list all the players stats with links all their equipment (linked to the weapons and other equipment data). To shorten the startup process I would only add data as it was needed (current weapons, inventory and vehicles in use/encountered). That way it would be a continual build in progress. The main thing would be setting up the base database ready for populating. Also, since most of the information would be online I could set it up where I could edit the data as needed to keep character sheets updated (inventory, hit points, etc). If possible I would set it up so that players could edit certain areas such as background and stuff as well (they would have access levels assigned for this). Visitors could only view, not edit anything. On top of this would we need a side forum (like what gi-rene has set up) so as not to flood any one section of the Zone forums here with trivial in-game conversations, updates, briefings, etc. Just throwing this out there for comments, recommendations.
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Re: WW2 RPG - sorta . . .
Ok. For those interested I have put together a very draft database and webpages that would be used to support my WW2 RPG game idea. For now the data is wide open but at some point there will be editing restrictions added in as well.
When completed, this database would include all weapons, vehicles and other equipment and hopefully at some point would incorporate PC and stock NPC data character sheets. Some things will need to be converted to work with the ASL hex-based maps in VASL that I plan to use for the "visual" part of the game. For example, everything related to distance would need to be abstracted to match 40 meter hexes for ease of play. This means that the 65 meter short range of a Mauser Kar 98k would need to be rounded to 40 (or 1 hex). The game system would then give this weapon a Med Range of 2, Long Range of 4 and Extreme Range or 8 (this would be the number of hexes which coincidentally matches the ASL figures). You can find the draft database here: WW2 RPG DB. Let me know if you think this would be helpful.
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Combat Campaigns Blog Last edited by Double Deuce; April 14th, 2008 at 02:33 PM. |
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I would say, get a basic game, and units, weapons going, then you can add things later on, as interest picks up. If we start with two players, then thats where we start, be it 1 tank or just a couple of squads doing a battle, campaign or what ever.
Cheers, once they see a game in progress, others will get the basic idea and join in maybe with ablazing!!!Tom |
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Re: WW2 RPG - sorta . . .
I'm thinking something small (a couple commando/rangers) sneaking behind German lines for a little mixing it up. Keep it all infantry to start, maybe a truck or 2 but no heavy weapons/tanks. That way it can be a small mission that completes fairly quick and be high intensity.
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Re: WW2 RPG - sorta . . .
My ideas on this project are divided.
I am stuck between an RPG/ASL type mish/mash of a game OR a standard SASL game where players would all be on one side playing against the AI. If an SASL game it would need to be modified to reduce the plethora of ASL rule details of gameplay for players so they can concentrate on playing, not learning all the rules. Actually, the draft planning I have done would make it so players could submit prep fire and move orders simultaneously through the use of online submission forms. Basically when I call for orders, your refer to the screenshots of the map and go to the orders webpage I will set up and enter your units orders/plans. All the data is sent to me via email so there is no clogging of the forums or PM inboxes. Since all players are on the same team there is no need for secure/secret forums for each team t discuss their plans. this can be done in an open thread. The biggest issue will be a system for giving defensive fire orders during the AI but I am working on this. ![]() In this SASL game, players would command either full platoons or individual squads. It would really depend on the # of players BUT the player force needs to be about 1 Company in size and primarily infantry based (vehicle rules in ASL can get rather complicated). ;( SASL can also be set up to run as a campaign game where players take their surviving units from mission to mission, with a system for replacements and upgrading of units, and many other things. For those who may not know, SASL is Solitaire Advanced Squad Leader. You can learn more about the game here: Solitaire ASL at BoardGameGeek Solitaire ASL Campaign Game I am playing through on my Blog
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