The idea I have is to make an RP in which the characters are in an MMORPG; i.e., .Hack/Sign & .Hack/G.U., Sword Art Online and when I get an idea like this I get into detail but I'd like to narrow down how many attributes to put in; i.e., Constitution, Luck, Perception, etc... I'd like to fit things into as few categories as possible just so it doesn't look like a lot and it doesn't take up unnecessary space.
That makes sense. But then, just having the attributes is not enough, you've got to know how these are going to be used!
Let's see your other points, and we're going to get back to it.
One instance being what I found on Wikipedia.org: Wikipedia.org, Attribute (role-playing games) Though thinking about it now I may just follow the examples of one of them on that page, not too sure yet.
Yes, it makes sense to use one of those (Tri-stat dX is even free).
The question here is, how much numbers do you want on the character sheet? How much other rules-related stuff?
Let's see all of it.
I'm asking about GM'ing because I've never really GMed a game truly. Yes, I threw out many plots and arcs, but I have always felt that the others Players did the same as well to help keep the RP interesting and going. So for me they seemed like Co-Gm's as well (does that make sense? ._.)
That makes sense, if I'm understanding right what you're saying.
Now, in most system games of the "traditional" kind, the GM is the only one that controls the NPCs and setting. If that's what you mean, I agree - when everybody can control NPCs, people are largely co-GMs.
OTOH, even in these games, the GM isn't supposed to be the only one throwing plots and arcs! Well, at least that would be poor GMing in my book, but of course, YMMV. I mean, to be the only one throwing out plots and arcs, you'd need to block every player action that achieves major impact without being part of your plan!
That's what I GM most often, and the players are still expected to add their own plots and arcs, by their characters' actions. And let's not even go into less traditional systems which might allow the players to directly influence the setting or NPCs. Or there might be no GM at all
I guess my thing is that I feel more comfortable with just giving an outline and basic idea, not saying to the Players: "Okay. Here's how it will go today. Here's the setting, here's what will be coming your Character's way; act accordingly." when instead I'd rather just describe the setting and set the mood then have things go in whichever direction they go via each Player playing their Character like their Character should be played (in the Player's eyes).
These things don't contradict each other. No matter whether I'm the one that picks what comes our way, I'd be playing my character as the character should be played in my eyes
Thank you. I will check that place out, though if I could get help here, I'd appreciate it since I have never done an RP like this on forums; only IM or clients like IMVU where it is real-time and the only waiting time is when the next Player is posting back to the previous Player's post. I am asking about an idea or suggestion on DICE-based systems because I do not know if it would be the fairest way to use a combat system either when a PC fights a Monster or another PC -- like in an Arena such as in .Hack/G.U.
Well, the advantage of asking on RPG.net instead of here is that you'd have several pages of replies by now, and more than my point of view
Generally, the point of using a system is to resolve conflicts in an impartial way. So yes, I'd say it's the fairest way (and other people are going to disagree).
This idea is still in the works and I have help from my fiance as well as a few friends, but I'd like help from others who have played table-top too since I feel this kind of RP will be needing some sort of base system to use next to a Story-telling one where all Players come together to form an entertaining story that can run for some time; not fizzle out after the first week.
Generally, I agree.
I hope this helps explain some more of why I am asking these questions ._. also, if it's any consolation... I'm working on a slight bestiary and potion/poison list to go with it too... Ingredients included lol... as well as other details/rules since I'd like this RP to start out slow and, umm, basic? Like Characters start at level 1 or can only start the RP off at level 10 or something just so there can be progressive story to it and not just, "Oh well my charter, Blade, is level 50, has a full set of 5 star quality armor and a broadsword to add, and here's the attributes of his ATT & DEF, etc..."
Of course, you've gotta earn that experience
So, I promised you earlier in that
wall of text
post I'd come back to your questions, didn't I?
But first, I need to have one question. Are you looking for a game that simulates the characters, or simulates the players behind the characters and assumes the character's abilities depends on the qualities of the players
? Some of these shows totally made allienation far more important than the character's ability to cut a dragon in twain! And yes, there are such systems.
Re-reading your post, it seems you want something that simulates the characters, not players. Fine, let's go with that, just to save on the time needed to wait for a reply on a forum.
So, we're looking for a game that's fits the following criteria.
- Not heavy on attributes and skills, seems like there isn't much to do.
- Probably class-based (blargh!), since most MMOs are.
- Allows for customisation of races and classes.
- Includes copious amounts of magical items for the players to peruse.
- Probably gives you XP for fighting beasts in the game and not for story quests.
- Probably some sort of meta-game resource with limited, mostly combat-related effects, to reflect the players of the characters learning how to use the interface better and coming to grips with themselves.
Am I missing anything
? Of course, I'm only going to recommend games you can acquire legally and free.
In this case, I'd say you're looking for an old-school game. Well, sure, but which one also matters.
My first idea was for an OSR game. They fit all the requirements, and the better ones explain how to create magic items. So there's that.
However, most I'm familiar with have two failings which are crucial for this game. First, most have you acquiring XP by gaining money. Yes, avoiding the ogre and the orcs and robbing their underground lairs is optimal. Also, no meta-game stats.
I'm not an expert in those, but OSRIC
is available online, and the more "classical style" Mazes&Minothaurs
can be found online as well.
However, something didn't fit. Imagining playing one of them doesn't feel like playing an MMORPG to me.
Guess why I was asking about more details about your idea? Because it might be totally what you were looking for, and I wouldn't have needed to keep writing.
My next idea was Tunnels and Trolls. The Quickstart can be found here.http://www.rpgnow.com/product/54407/Tunnels-%26-Trolls-Free-Rulebook
However, this would rely on you creating equipment for them. Again no meta-points, but you could add them, if you're adding so much content, after all!
The reason I bothered posting it is that T&T kinda assumes constantly upgrading your weapons and armour, as soon as you get good enough stats to use better ones. That's an MMO trope if I've ever seen one.
Also, the different Saves make a new GM's life easy
But, maybe you want all in one package, and could well stand a bit more numbers on the character sheet?
The Mini Six
rules are short and sweet, IMO. Granted, the character sheet is a bit longer, but it's easy to use in play. And the system has always assumed you have meta-points. Just give them for successfully establishing better relationships with other player characters and NPCs, on top of the suggestions in the book.
Again, that depends on your tolerance for rules. To me, the only drawback is, it's not class-based...and I don't see that as a drawback at all
I might recommend also FATE for the more narrative approach, or Dominion Rules v3 because I just like it. But now that I think of it, if I had to do this, I'd run it with Dungeon World
for a more "narrative" style. Read the article and I'm sure you'd understand
So, here are some suggestions for rules that you might use with minor modifications. Hope that helps.
And now go to RPG.net and open a thread, if you need something else. You're bound to get much more suggestions than that in the first hour alone