View Full Version : Forum Wars PBP Brainstorming/Design Thread

07-15-2012, 03:15 AM
I'm designing a game to play on forums. I'm using this thread for feedback and to make sure I remember to work on it. Its inspired somewhat by simRTK but meant to be much simpler.

I'm not certain I know how its going to work right now I'm just shotgun blasting ideas.

---Forum Wars PBP (Working Title)---

This is a game of conquest and diplomacy and stealing horses. It takes place on a world map (to be drawn at some point) where kingdoms fight for control. Players can wage war, do treacherous shit, or what have you.

07-15-2012, 03:15 AM
--Character creation--

You can start with a name and your character's general background. If your character is part of a noble house or is related to any other character you should put that down. Of course you want to state which Kingdom they belong to or if they are a wanderer.

Your character has three main attributes and you will divide 6 points amongst each of them. The minimum you can have in an attribute is 0 and there is no maximum.

War is your character's ability to lead troops into battle. You will use War whenever you are fighting with an army.

Dueling is your characters individual combat prowess. You will use Dueling whenever you fight alone.

Knowledge is not only how smart your character is but how much they know about the lore of the world and about ancient artifacts.

Next you choose your character's background which will give them a special ability.

Farmer - Farmers gain an extra resource every turnaround for each city owned by their kingdom.
Scholar - Scholars can use their Knowledge attribute in place of War when fighting with an army.
Soldier - Soldiers can add two men to the garrison of a city with one resource.
Performer - A performer can travel to any city owned by their kingdom instantly once per day while alone.
Merchant - Merchants get a discount of one resource on all items sold by the Trader and an additonal discount of one for every item they sacrifice.
Horse Thief - Every turnaround the horse thief chooses one player and one city. That player is restricted from travelling to that city.
Looter - Whenever a looter takes control of a city they get a random item.
Burglar - Whenever a burglar wins a duel he takes an item of his choice from the losing player.

Your character is assumed to start with mundane equipment with no special properties but you will gain items during gameplay.

So by the end your character sheet should include this:

Equipment: (None)
Status: Alone
Location: Capital
Notes: (Here you can put notes about your character.)
Bio: (And here is where your biography goes. Please put this in spoilers.)

07-15-2012, 03:15 AM
--The Flow of Game--

Every week in real life is equal to a season in game, thus a every irl month is equal to a year in game time.

Seasons as of now are all the same with the exception of winter. During winter no battles may be waged and no player can enter enemy territory with an army.

Every sunday is Turnaround. It establishes when one season ends and the other begins. There will likely not be any exact time for this to happen due to my erratic schedule but I will try to make it uniform.

At the beginning of every Turnaround every players' resources are refreshed. Resources do not carry over from the last season. You get 10 resources +1 for every city your kingdom controls.

You can perform any amount of actions in your turn assuming it is possible to do so and you have the necessary resources.

-Travel: Designate an area you want to travel to. See the travel rules for more detail.
-Shop: If you are located in the same area as the Trader you may shop.
-Garrison Troops: You can spend resources to add troops to the garrison of a city. It costs one resource per troop. Note the maximum amount of troops in a city is 10.
-Wage War: If you arrive in an enemy city with an army you MUST fight to control it.
-Send Resources: You can give resources to a player if they are in the same city as you or in an adjacent city.

The list will be updated as the game evolves. Until then everything else is acted through roleplay.

Traveling takes one day per city thus moving to an adjacent city takes a single day where moving to one 2 cities away would take 2 days. You are considered to have arrived at your destination at 12am central time the day of your expected arrival.

Passes can only be traveled alone while roads can be traveled alone or with an army.

Outposts are a special location. Nobody ever controls an outpost. Every time you arrive in an outpost you must pay a fine in resources. The fine's amount changes every turnaround.

07-15-2012, 03:15 AM
---Conflict Resolution---

At some point you will have to FIGHT for your RIGHT to do something.

The first thing you need to do in any conflict is decide the relevant attribute. If you are fighting with an army you will use your War attribute. Use Dueling if you are fighting alone and use Knowledge in battles of wits.

Now take the relevant attribute of the two characters involved and find the difference between the two. The character with the higher attribute gets a bonus equal to that difference.

So if Bob has War 5 and Jeff has War 4 than Bob gets a bonus of 1. This bonus is added to the following bid at no cost to resources.

Both players will then bid resources to see who wins the conflict. The attacker always bids first. The defender then needs to bid a higher number of resources to win. The attacker always wins ties.

After the victor is decided the LOSER narrates the outcome. This is to prevent characters from dying without the owners consent. The outcome should be logical and should not be twisted in any way to seem like a victory. Also all resources that were bid are lost after this regardless of who won.

ex. Bob bids 6 resources and has a bonus of 1 because his War stat is higher. Jeff decides that he can afford to lose this battle and decides not to bid so he loses. Jeff narrates his character losing men in a boulder attack and being forced to retreat.

As stated before the attacker always bids first. Players will use their War attribute and the winner will gain control of the city. The losing player must automatically set travel to the closest friendly city. If there is no location for them to travel to (as in every surrounding city is enemy territory) they are considered captured.

If there is no player to defend the city the attacker must bid higher than the city's garrison rating to capture it.

Sometimes players may wish to team up to aid in a conflict. If multiple players are set to arrive in an enemy city on the same day they must combine their forces.

To do this you must choose which player will lead the attack. This player will bid as normal including bonuses. The allied players will simply add to the bid with no bonuses.

Defending works much the same as you will choose a leader and have allies add to the bid.

To duel somebody a challenge must be issued. Dueling can be for fun or the players could decide on the stakes beforehand.

After the defender accepts, the attacker makes their post and bid. As usual the loser narrates the outcome but the loser is not required to leave the city.

If there is an enemy alone in a city you control you may attack them without a challenge. Simply make a post saying you are attacking and bid. If they lose they are considered captured.

07-15-2012, 03:16 AM
---General Rules---

The Trader will show up in a random city at a random time every season. If you are in the same city as him you are able to purchase his wares. Make sure you mark down what you purchase so that I can update the list of items. Its always assumed he carries only one of every item he presents.

A player who is no affiliated with any kingdom is considered a wanderer or mercenary (it really doesn't matter what you call yourself). They are always considered alone and cannot lead an army.

Your character will either be alone or with an army. When alone you can enter enemy cities and not have to fight for control.

The player should always update their character sheet (in the character sheet thread) as much as possibly by simply editing their post. Location is extremely important as it will be what most players base their decisions on.

07-15-2012, 03:19 AM
okay please post feedback and ideas and once its developed enough we could possibly playtest it

07-15-2012, 03:27 AM
Ok so there will be a map so we know who's kingdoms are where and whose are next to each others

Also who/what decides when the trader shows up?

07-15-2012, 03:30 AM
Map: Yeah there will be. I'm still deciding how to do that because updating an image every day would be a pain in the booty so I think I will just have a text map update every day and then a graphical map update every turnaround until I figure out a painless way to do it.

Trader: By me completely randomly. He will never show up on sunday also.

07-15-2012, 10:50 AM
Sounds awesome!

The character sheet thread would probably get really messy though (if there are a lot of players). Maybe you could use something like a sared document or somehting.

I would love to playtest this!

07-15-2012, 02:27 PM
If you are a merchant, or have merchants, to send them to sell stuffs, you must play the travel and then a negotiation or what?

07-15-2012, 02:29 PM
Character sheet: There will just be one thread with one post per character and players will just edit that post.

Merchants: The backgrounds don't force you to play a certain way they just give you a bonus.

07-15-2012, 02:31 PM
I know, but if you base your economy on trading, how would it work?

07-15-2012, 02:32 PM
The merchants main advantage is that its easier for them to buy items. The economy wouldn't be based around resources as they refresh every week. Items would be the real currency.

07-15-2012, 03:06 PM

07-15-2012, 04:06 PM
how would you get said currency

07-15-2012, 04:09 PM
Okay as of right now there are a couple ways to get items in addition to the Trader:

There will be exploration areas on the map. Every Turnaround or on a random day a monster will appear that. Fighting them is just like city combat except the monster has a power rating that you have to bid over. Every monster has a win and loss effect that can be resolved by the player without me needing to do anything.

Sometimes I will just do random shit and that could include giving items out.

07-16-2012, 12:41 AM
This is weird, but we could say this is like a game of throne rts rpg game?

Like you are one dude trying to make an army or something?

But its weird, because resources are random, there is a strong play on individual rol playing, even so most of the idea try to go to the rts concept of it.

07-16-2012, 12:56 AM
if u are a wanderer, how can u help fight in a WAR type of battle

07-16-2012, 01:01 AM
Clock: I dont understand what you're saying.

Cake: You can't you need to affiliate yourself with a kingdom and get an army. I don't want unaffiliated dudes running around with armies because I think it would fracture the player-base too much.

07-16-2012, 01:12 AM
Well, some attributes (war) and game mechanics go toward this war-kind of idea, rts. But others go to an individual level, like dueling and wandering. So, how are you going to marry this two ways of playing? And I make the reference to game of throne on how its character centered, and they are also running wars and kingdoms.

But I think cake propose the conflict very nice. As if you let people be wanderer, they lose the ability of war immediately, and affiliating to a kingdom is still weird, specially because if I have war 10, Cake affiliate to me, and I give him 5 of my war points, I'm actually weaker now.

07-16-2012, 01:15 AM
This game started out as a way to add rules to a pbp rp and kind of turned into a "game" game. Tbh idk what direction it will go in I think we will find out once we start testing.

Also attributes and resources are separate things. You cant give people "War" you give them resources which are used for everything. If you plan on playing a wanderer type character you shouldn't put any points into war at all.

07-16-2012, 01:18 AM
brace yourself, jubeh is coming.

07-16-2012, 01:32 AM
Does anybody have any idea for a name for this game

07-16-2012, 01:34 AM
Game of Butt

07-16-2012, 01:34 AM
Thats a good name but idk if anybody would want to play it if its called that.

07-16-2012, 01:37 AM
Game of Musical Chairs.

07-16-2012, 01:38 AM
Kingcraft. Everything is something with craft at the end pretty much. Minecraft, Warcraft, Starcraft, Halocraft, Callofdutycraft, etc.

07-16-2012, 01:39 AM
Man idk if I want to jump on the craft bandwagon.

07-16-2012, 01:43 AM

07-16-2012, 01:43 AM
A Gamecraft of Buttcraft

07-16-2012, 01:56 AM

07-16-2012, 01:58 AM
Game of Posts... Craft.

07-16-2012, 02:02 AM
I actually decided to call it a game of posts for now. Weird we both came up with that.

07-16-2012, 02:07 AM
I actually decided to call it a game of posts for now. Weird we both came up with that.

so you are the kind of person who pick other people ideas as yours? I SEE.

07-16-2012, 02:07 AM
Man I made my thread before I even read your post this is libel

07-16-2012, 02:08 AM
guys what about calling it game of posts

07-16-2012, 02:10 AM
guys what about calling it game of posts

I actually LAUGH OUT LOUD.

07-16-2012, 05:19 AM
Ok James is having me test the combat so here we go.

The army of Wulfhelm march towards the city walls from the north and the west, with troops wielding shields and carrying ladders to get over the city wall are leading in front of archers followed by more soldiers. The troops at the front hold their shields above their heads to protect from archers arrows and allow the soldiers carrying the ladders to approach and set them up against the sides of the city walls so soldiers are able to climb at take our any enemy troops along the top of the wall. The group attacking on the west side are using a similar tactic of shielding arrows with their shields above their heads as they protect themselves as well as a group pushing a battering ram forward to destroy the front gates. Behind them are archers shooting arrows on fire over the wall and into the city to damage any wooden structures and houses. After the gate is destroyed, my troops will methodically take over the city, street by street, killing any enemy soldiers who are resisting and taking those who surrender as prisoners.

War: 4
Bid: 5

07-16-2012, 05:29 AM
OOC: Okay at this point in the game Im aware that john only has 7 resources because I looked at his character sheet meaning he'll only have 2 left after this battle. Since I'm saving up for the Trader's arrival I decide to not bid at all and save my resource. I know we'll get the city back soon because my ally the Midnight Swashbuckler is in an adjacent city and he has lots of resources.

War: 3
Bid: 0 - 1 (OOC: The minus one is because my War stat is one lower than John's. If my War was one higher I would get a +1 bonus.)

OOC: Since I'm losing this battle I narrate my loss. If I had WON this battle I would have written about the towns defense but John would have narrated the actual outcome of the battle since the loser always narrates the outcome.

Zilong gazes at the approaching army as men die on either side of him. Flames erupt from nearby buildings and women and children run screaming towards their homes.

"Aw geez."

Stepping over arrow riddled dead bodies and gently pushing dying people out of the way, Zilong approaches his right hand man.

"Lord Zilong, we have no chance to survive. We must make our time!"

Zilong looks over the ridiculous amount of corpses once again before saying, "Mannn. Send word to the Midnight Swashbuckler that we have lost Avocado City."

The general nods and orders the men to retreat.

As Zilong begins to walk away he sees a crying child clearly scarred by the horror of combat.

"Don't judge me, kid. Every great general loses more than he wins."

OOC: Since I lost a city battle I now have to set travel to an adjacent city.

Set Travel: Monkey Town

07-16-2012, 11:39 AM
- Will there ba any sort of defense bonus for cities? I mean they have walls n' stuff. ;)

- Also wouldn't it be easier to just take the "War" stat as a starting value and increase that with resources?
I think thats more intuitive and still basically the same.

07-16-2012, 02:07 PM
1. Just garrisons for now.

2. Naw

07-16-2012, 02:10 PM
wat does adding troops 2 a city do anyway

07-16-2012, 02:11 PM
For now its how a city defends itself when there is no player there.

If cities end up being too easy to take over it may become a bonus for whatever player is there to defend it.

07-16-2012, 02:25 PM
so wats having more peeps garrisoned in a city do for u?

07-16-2012, 02:27 PM
It is the initial bid needed to take a city. So if you have 10 dudes in a city and somebody tries to capture it they have to bid at least 10.

07-17-2012, 03:59 AM
You should link all the related posts somewhere, just saying :D