Archive for the ‘RPG’ Category

Silver Sky, second go

I’ve been re-reading Spirit of the Century, thinking about Road to Amber, and looking at the sketch for Silver Sky I have here.

I’m sure at this point that I want to ditch the homebrew rules for SS and replace them with SotC.

SotC is not a rules-light system but what would be seriously cool would be to code a SotC engine for MUX and just let the players go at it. Every player is a potential GM. Minimum of staff judges. The world grid is not one city, but in true pulp spirit players can globe trot from crazy location to location. If Dirk Danger is in Istanbul but his friends are in the Congo, he just grabs a plane and he’s there. It’s all for color. Players can either fully customize their character at startup or go with the quick start and stat them as they play. Throw in some Thrilling Tales of Adventure-esque plot hook chain building for players to grab onto and discover, but all character sheets are public. All help files are in Mediawiki and all BB stuff is on a SMF forum linked to the wiki. Just forget about how things have been done.

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Road To Amber

is rocking it lately:

54 players logged in, 54 unique, 71 record, no maximum.

And one of the RtA designers has some thoughts about this growth.

an IF RPG

1.

The IF should be 40+ hours of meaningful play — whether you serialize it or not.

2.

Character customization and credible ‘systems’ (such as combat and magic — though not necessarily these systems in the conventional sense) must be in place. However I’ve seen enough of ‘you hit the rat for 5 damage’, and ‘the rat bites at you and misses!’, not to want to program that into a game. Alternatives might be based on systems such as Spellbinder or the Way of the Tiger gamebook series.

3.

The work should be open-ended in play, not a railroad.