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Author Topic: Guild Quest ~ discussion [OOC, signups, "devlog", etc]  (Read 9971 times)

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March 12, 2014, 10:35:06 PM
Reply #15

Offline LlamaHombre

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #15 on: March 12, 2014, 10:35:06 PM »
Ign-say pee-uay?

Is that how that works?

March 13, 2014, 04:05:40 PM
Reply #16

Offline Isaac940

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #16 on: March 13, 2014, 04:05:40 PM »
This sounds interesting though a few questions do come to mind from reading that quick battle overview post;
-Is positioning important at all? Are battles going to work like an early final fantasy game where the teams just line up and hit each other or is going to be more like in D&D where attacks have ranges and you need to move so that your attack is in range and doesn't have interference from trees/teammates/other enemies/etc.? Or is it one of the ones in between like Suikoden's system (enemies and allies are arranged on a grid. The player grid is 2x3 and has a front and back row while the enemy grid can vary. Certain attacks hit rows, columns, crosses, etc. and the character's weapon determines where they need to be placed in the grid as certain weapons can only attack from the front row and more can only hit the front of an enemy column.)
-Do you sort of Auto-Collect after a battle? You mention that abilities have limited uses but can be recharged with Collect. So if I end a fight with a double attack at 2/4 charges, does it automatically refill or would I need to write out that I need to take an out of battle Collect or something?

-And now onto more general questions, the first of which is that do you still need more characters to try and put through the classes system? I guess I could dig up a few old tabletop characters I have if you still do.
-This is more of a clarification than anything else but I take it you plan on having this play out similar to a tabletop game in that you play how your character would act in the situations they end up in but results of actions tend to be determined through mechanics set out by the system?
-How fast do you expect this to go exactly? What I mean is that I guess barring situations where characters are just talking to each other, we would need the GM (you I guess) to determine events and results so how often would that happen?

March 16, 2014, 04:01:18 AM
Reply #17

Offline Hallan Parva

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #17 on: March 16, 2014, 04:01:18 AM »
hi

I would've had this up sooner (you know, like two days ago) but Isaac asked some really good questions that made me reevaluate some of the choices I had made thus far, most notably the capacity of average skills. I'll be answering his questions first, then discussing character builds like I said I'd do before.

Quote from: "Isaac940"
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March 16, 2014, 04:14:21 AM
Reply #18

Offline xColdxFusionx

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #18 on: March 16, 2014, 04:14:21 AM »
GuildQuest is finally actually coming to Cutstuff
Get hyped
[/reallylatepost]

March 16, 2014, 03:12:17 PM
Reply #19

Offline Magnet Dood

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« Reply #19 on: March 16, 2014, 03:12:17 PM »
If you have another spot, I would like to sign up.

March 28, 2014, 07:48:03 PM
Reply #20

Offline Darkpaladin109

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #20 on: March 28, 2014, 07:48:03 PM »
Sounds interesting enough, so sign me up, I guess.
Also bump, I guess. Hopefully, there's nothing wrong with that. :|
This is starting to sound like the Cutstuff version of The Warrens. Not like that's a bad thing, buut let's not talk about that.

May 06, 2014, 02:21:39 AM
Reply #21

Offline Galactan

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #21 on: May 06, 2014, 02:21:39 AM »
You've been talking this up on Skype recently, and I've got a few questions because of it.
1. What will you be doing with the characters submitted to this?  Will they become classes, will you overlay classes onto them, or will they be NPCs?
2. Where are the classes coming from?  Are you making them?  Are we making them?  Are the characters submitted becoming them?
3. What exactly are you looking for in a character submitted to this?

May 06, 2014, 06:28:30 AM
Reply #22

Offline Korby

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #22 on: May 06, 2014, 06:28:30 AM »
it's likely that you will play the characters in a selected class out of a list of classes he's already made

in terms of what characters he's looking for, i can't really answer that for obvious reasons, but just try to make them interesting people[read: not cookiecutter cloud clones] and probably not outright villainous

May 07, 2014, 01:30:29 AM
Reply #23

Offline Galactan

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #23 on: May 07, 2014, 01:30:29 AM »
Unless sci fi is strictly prohibited, it sounds like this might be okay.
Sendrel

May 07, 2014, 03:16:39 AM
Reply #24

Offline Ceridran

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #24 on: May 07, 2014, 03:16:39 AM »
So can I use my Kharidas fellow over there in this when it gets booted up

Because that would be neat


no

May 07, 2014, 04:10:15 AM
Reply #25

Offline Hallan Parva

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #25 on: May 07, 2014, 04:10:15 AM »
[9:49:10 PM] Galactan: Hi Smash
[9:50:00 PM] Galactan: I asked some questions on guild quest
[9:50:07 PM] Galactan: then Korby answered them like a cool guy
[9:50:17 PM] SmashMan: I've been trying to ignore the fact someone bumped that thread
[9:50:35 PM] SmashMan: don't force my hand good sir
[9:50:50 PM] Galactan: I then submitted a character
[9:50:54 PM] Galactan: hue


I really didn't want to post here because then people are going to swarm me with "WHERE'S THE CHARACTER CREATION TEMPLATE" or "UPDATE THE FRONT POST I DON'T KNOW WHAT GUILD QUEST EVEN IS" but Galactan has unfortunately asked a good question and I feel compelled to answer him since he actually cares somewhat.

Quote from: "Waruigi"
You've been talking this up on Skype recently (entirely my fault) and I've got a few questions because of it.

1. What will you be doing with the characters submitted to this?  Will they become classes, will you overlay classes onto them, or will they be NPCs?
None of the above. Basically I was asking for people so I could sample run them through the different aspects of character creation: body type / "race", character class, skill bonuses and flaws, and a starting loadout.

2. Where are the classes coming from?  Are you making them?  Are we making them?  Are the characters submitted becoming them?
For the most part, the classes are pretty set-in-stone. There has been one notable change to the roster between the time I first made this thread and the current time of posting (mainly, Trimaster became the much more interesting Hex Mage), but aside from that and some assorted small changes the classes are all predetermined.

3. What exactly are you looking for in a character submitted to this?
To be quite frank, not a whole lot. It's hard to peg down exactly, but Guild Quest has its own quirky flair about things. Characters like Argus the Picket Man are 'too' silly, but then you have things like Sendrel who are super serious. I guess you can describe it as "laid-back fantasy sci-fi"??? Regardless of flavor, I was only really looking for things to run through the character creation parts, so I'm not going to be using these guys for anything until I open up shop in a little while.

May 15, 2014, 04:27:12 PM
Reply #26

Offline Hallan Parva

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #26 on: May 15, 2014, 04:27:12 PM »
and I'm sure nobody saw this coming

(click to show/hide)
Long story short, tabletop RPGs are finicky fragile little things, Myroc raised a good point, and once again I changed my mind on something.


SO REMEMBER THIS PART
Quote from: "SmashBroPlusB"
Quote from: "Waruigi"
2. Where are the classes coming from?  Are you making them?  Are we making them?  Are the characters submitted becoming them?
For the most part, the classes are pretty set-in-stone. There has been one notable change to the roster between the time I first made this thread and the current time of posting (mainly, Trimaster became the much more interesting Hex Mage), but aside from that and some assorted small changes the classes are all predetermined.
YEAH WE'RE MOVING THINGS AROUND NOW


In an attempt to both allow a greater degree of character customization and to prevent myself from losing all mental sanity, I'm going to be retooling or otherwise removing the concept of "base classes" and will instead focus on (what were previously called) champion classes. I'm still not going to throw anything up here for the moment, but I'm also putting together a short "rulebook" with information on all the different gameplay mechanics. Every other tabletop RPG I can think of has a rulebook, useful for looking up information about certain stats or how to calculate damage or some other third thing, and I feel like having one would really help clear up some of the confusion around here. Unless anyone objects, the rulebook will be saved as a .odt file (OpenOffice text format).

Thanks for waiting while nothing happens, we appreciate your continued support.

May 15, 2014, 04:43:27 PM
Reply #27

Offline Ceridran

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #27 on: May 15, 2014, 04:43:27 PM »
AAA THANK YOU MYROC-- and smash for going along.

See that's what was wrong with many MMORPGS like Maplestory, in that you had that type of class system. Offensive Mages have to wear glass armor and choose between Fire/Poison and Ice/Lightning, but if I want Poison/Lightning while wearing warlock's armor, then too bad.

Let's not get started on the limits of healers..

June 29, 2014, 05:53:01 PM
Reply #28

Offline Hallan Parva

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #28 on: June 29, 2014, 05:53:01 PM »
The rulebook is coming along nicely, and I'm slowly approaching the point of where I feel comfortable with opening signups. I'd like to get a general head-count of how many people are seriously interested in a long-term role-playing adventure, so (if you're interested) if you could let me know somehow (in this thread, via Skype or Steam, even a message in-game when I'm playing 8BDM works fine) that would be much appreciated. I'm getting a handle on how I want to organize things, and I'm currently debating whether I want to host this on the forums (e.g. "text RP") or if I want to utilize a third-party client and have designated "game times" (e.g. something like Roll20 or a similar chat service).


In the meantime, have the first main mission posting.
(click to show/hide)

June 29, 2014, 06:48:55 PM
Reply #29

Offline xColdxFusionx

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Re: Guild Quest ~ discussion [OOC, signups, "devlog", etc]
« Reply #29 on: June 29, 2014, 06:48:55 PM »
*raises hand*