Poll

Is this game something you'd like to see happen? (Read the OP)

Yes
10 (58.8%)
No
0 (0%)
You're an idiot, Bauglir
2 (11.8%)
1 and 3
5 (29.4%)
2 and 3
0 (0%)

Total Members Voted: 17

Author Topic: Gauging Interest: The Desktop RPG  (Read 4546 times)

Offline Bauglir

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Gauging Interest: The Desktop RPG
« on: July 20, 2013, 03:52:40 PM »
So, I've been working on a game for a while, and somebody pointed out that I should really make some effort to gauge interest in the concept before I continue plowing ahead. If nobody actually wants to play it, it might well be a dead end. Also, you guys seem like a pretty good fit for my target audience, so why not use you as a vaguely representative sample.

This would be an original RPG system that's specifically designed for online play, rather than tabletop play. Currently, options for this are limited to using programs that allow you to play existing tabletop games. As far as I know, there is no game that's intentionally built to use this medium. The webcomic presents a good analogy, in that you certainly can just imitate the original medium and still produce great content, but there's a lot of creative space that can be explored if you're willing.

Is this a viable niche? That's basically what I'm asking. I'm hoping I'm not just overenthusiastic over the whole thing.

Offline Xhosant

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Re: Gauging Interest: The Desktop RPG
« Reply #1 on: July 29, 2013, 08:10:11 AM »
Though i call Yes, in effect it's all about how you exploit the medium. E.g., a specific setting (ToG, if you wanna poke around) relies heavily on backstabbery all around, as well as a huge player base. That would be an ideal fit for an online rpg. How are YOU gonna make the game fit the medium?

Offline zioth

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Re: Gauging Interest: The Desktop RPG
« Reply #2 on: July 29, 2013, 11:08:57 AM »
A bunch of years ago, I reviewed the first chapter of a novel-in-progress, set in a 50s style science fiction world. The chapter had a family sitting around the dinner table, talking, and there were SF elements thrown in at random, Jetsons-style. My main critique was, "why did you chose this genre?" If there's no good story-based reason to choose such an unusual world, then it might as well be set in a modern city, so you're not distracting readers from the actual story.
 
I have to ask you a similar question. Why choose the online medium? What is it about your game which:
1) Requires it to be online
2) Is more suitable than existing games for online play.
 
For example, if all you're going to do is emphasize roleplaying over combat, and provide a link to an online dice roller, then you're just creating another generic RPG. You should design your game to thrive in an online context, and not only fix some of the difficulties in playing other RPGs online, but introduce new elements which take advantage of the medium.
 
If you're not planning to do that, then I suggest you take on a less ambitious but just as useful project, like coming up with a set of minor modifications to your favorite RPG which make it more suitable to online play.

Offline Captnq

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Re: Gauging Interest: The Desktop RPG
« Reply #3 on: July 29, 2013, 03:00:48 PM »
Sounds like you are building a MUSH.

Being an experienced MUSHer and MU* coder. I can say this:

No matter how cool your game. Eventually it will devolve into porn.
And cliques.
And Porn Cliques.

Needless to say, I no longer bash my head against that wall.

I would rather commit surgery on my own testicles with rusty dental tools that are on fire than play another MUSH. I have such high hopes, and then they are always dashed to pieces against that which the gods call the Rocks Wandering.
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Offline CaptRory

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Re: Gauging Interest: The Desktop RPG
« Reply #4 on: August 02, 2013, 12:25:33 AM »
Some good points have been made.

What would make a game specifically benefit from online play?

If you made it a contemporary or futuristic setting, then you could integrate all sorts of modern systems into the game and software. Like, a built in search engine that you can create a private database for that you could create in-game webpages and things to come up for it. Create fake social media accounts for the players to find. Basically it just brings all these things under one umbrella so you don't have the feds knocking on your door when you create a twitter account or webpage for a guy planning a bombing or something. If the system uses skill checks for searching and things, adjust the results based on dice rolls.

Hmmm....

Offline Endarire

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Re: Gauging Interest: The Desktop RPG
« Reply #5 on: August 13, 2013, 03:40:00 AM »
Sounds spiffy!

The PC/Mac/Linux/Android/iOS game Uplink had an in-game item/upgrade which allowed you to talk in a real life IRC channel.  CaptRory's suggestion reminded me of that.

Offline Captnq

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Re: Gauging Interest: The Desktop RPG
« Reply #6 on: August 15, 2013, 12:09:38 PM »
I know I was somewhat dismissive, but something just popped into my head.

Find a way to combine:
http://ditzie.com/
http://tiddlywiki.com/

What I need is the ability to upload my own maps and pictures and what not. Then place invisible objects on the map that when clicked on, opens up a Tiddlywiki entry. I also need it to work when you click on a token. Then, I need to have the ability to lock some maps/TiddlyWiki read only, and some maps player modifiable. I need to lock some tiddlyWiki entries as read only, and allow the players to alter some TiddlyWiki entries.

If you can do this. Perhaps in a Three Frame page with a master Main Table on the left and Two resizeable windows for the rest of the page. The upper window needs to be the maps, and anything you click on in the map opens the TiddlyWiki entry in the second window.

If you do this, I swear to you, I will devote as much time and effort to your site creating a specific campaign world as I have to The Spell Book and to The Weapon Handbook. I will either create a unique setting, or I will squeeze every drop of information out of every document and website on the internet to make the complete hypertext searchable version of Eberron. I may do both.

The goal would be to create a Template that individual DMs can then make a copy of and the create a divergent Campaign setting that they keep on their own computer to modify and create, and then when they are ready to run a campaign, upload it to the server, or email it to your friends, or what have you.

Like the setting? Think it needs some changes? Save it to your computer and change it as you will. Then upload your version back to the server and your friends can play in it.

Create Individual Encounters. If it becomes popular enough, you might even start selling the encounters. Dunno. But that is what I need.
If you have questions about 3.5 D&D, you might want to look at the:
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Offline bhu

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Re: Gauging Interest: The Desktop RPG
« Reply #7 on: August 15, 2013, 05:04:17 PM »
Have you seen Dungeon Robber?

Offline Bauglir

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Re: Gauging Interest: The Desktop RPG
« Reply #8 on: October 09, 2013, 01:18:59 AM »
How did I never respond to this? I am a dumb, dumb, dumb person, and this does not speak well to my probable success. Anyway, on to answers!

Biggest question seems to be "Do you have any actual ideas, or just a vague fluffy concept?"

The most overarching example is the dice mechanic, which is XdYkZ*. X is a representation of training, Y of natural ability, and Z of general awesomeness which primarily serves to keep the RNG reasonably constrained, along with a cap on Y. You can't do this with a pen and paper game, because it's complicated as fuck (especially Y, since it can result in impossible or improbable die sizes). It's trivial to do it with a random number generator in a program, and it allows you to generate result distributions that are significantly more interesting and (in my opinion) meaningful than, say d20+mod or the White Wolf system.

MUSHes look relevant to my interests. Based on very brief research, they're significantly more freeform than what I'm interested in producing. Although I don't much mind if people use the game for porn. Entertainment is entertainment, after all, and the design I've got in mind doesn't operate on central servers, anyway. The networking aspect is much more like Gametable. So, y'know, whatever, it's not like it's going to have an opportunity to rustle my jimmies.

Settingwise, I plan on starting with a magitech/fantasy setting, but the rules are intended to be extractable. The second setting I've got in mind is a far future sci fi sort of thing, where that sort of integration is likely to be exactly the highlight.

Those two websites in that post, Captnq, are actually very similar to my ideal, since I'm hoping to release a program that does what ditzie seems to do, and have the rules hosted on a Wiki with dedicated homebrew and adventure journal sections that will (in my magical fantasy where everything works) form the bulk of content by volume.

I have not seen Dungeon Robber until this very moment. It looks like an extremely useful utility for that style of gameplay. It's on the opposite end of Dungeon Design tools from Dwarf Fortress - it's fast, efficient, and doesn't produce anything that makes sense.

*I have a clearer format in mind for typing these rolls out, but it's tangentially related at best. Don't want to bother getting into it, unless people are interested.
« Last Edit: October 09, 2013, 02:03:35 AM by Bauglir »

Offline bhu

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Re: Gauging Interest: The Desktop RPG
« Reply #9 on: October 09, 2013, 01:27:45 AM »
I'll admit to being curious

Offline Bauglir

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Re: Gauging Interest: The Desktop RPG
« Reply #10 on: October 09, 2013, 02:01:11 AM »
If that's about the format, I'm currently going with X~Y//Z, which seems reasonably quick to type, looks reasonably good, and mostly because it uses non-alphanumeric characters, allowing you to easily read things like Athletics~Strength//Level. Making a roll would probably use syntax like 5~S//2 for a character with 5 in Athletics who was level 2, because I made an effort to give each ability score a unique initial.

Incidentally, while my ideas probably aren't good enough to merit plagiarism, I'd like to mention that to whatever no-doubt limited extent copyright rules can be applied on a semi-anonymous forum, and people around here care, I don't care what you do with anything I post in this thread, as long as you link back here somehow, and if you're planning on making money with it (extremely doubtful), I want you go make an effort to get in touch with me first. Basically don't be a jackass, which I probably don't need to say, but feel like I probably should.

Admittedly, I haven't even posted anything substantial, much less good, but still.
« Last Edit: October 09, 2013, 02:04:13 AM by Bauglir »

Offline CaptRory

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Re: Gauging Interest: The Desktop RPG
« Reply #11 on: October 09, 2013, 04:12:09 AM »
*Puts down a burlap sack with "Loot" sewn onto the side*
Awww man~


 :)


Offline Bauglir

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Re: Gauging Interest: The Desktop RPG
« Reply #13 on: October 10, 2013, 12:33:40 AM »
Does it sound like it's worthwhile to bother creating a tabletop-like game specifically for online play, or is it not worth bothering? For instance, do MMORPGs, PbPs, and the existing tools like Gametable and Maptools serve these functions well enough?