Comrade Angles utilise witches.town. Vous pouvez læ suivre et interagir si vous possédez un compte quelque part dans le "fediverse".

Hmm. So, I clearly don;t have enough things to do, and thus I've been thinking of trying to design my own RPG framework? The idea being that it's kinda like GURPS, except designed to handle all sorts of radically dimorphic balance changes, levels of detail, etc, and would be totally open source. Would anyone be interested in hearing about that? XD

@Angle FYI, I'm working on developing a TORG/CoD crossover module myself. (Fan mechanics rather than F/OSS.)

@Angle There are, of course, a number of F/OSS pen-n-papers out there. A quick Google search reveals:

Fate/Fudge, Open d6, D6 Rulebook, Minisix, WaRP, Pathfinder, Eclipse Phase,

(None of which I've played.)

Or, this mind-boggling list: darkshire.net/jhkim/rpg/freerp

Would be curious what you think of any of these, and what your looking to accomplish that you haven't seen elsewhere.

@Angle
Also, could you expand on what you mean by "radically dimorphic balance changes"? It sounds like a core feature of what you're considering.

I have a vague idea of what you mean, but would like to better understand what you're imagining before I offer deeper comment.

@beadsland Well, for example GURPS Has several core balance assumptions - character points will be had to come by, you can't have traits that let you self improve or that pay out constant benefit, no absolute immunities or defenses, etc. These are usually good ideas, but I'd like to have guidelines in place for GM when they want to not use them. Also have guidelines for changing the length of a turn, changing mechanics or stats depending on whats important for your game, etc. Not sure these are actually cool ideas, but it would be fun to experiment with them. XD

@beadsland I was also considering trying to make it of use for video game creators, so you don;t need to roll your own system from scratch every time. Again, though, not sure thats actually a good idea.

@Angle I was pretty certain video game creators had a lot of established game engine support for their designs. At least, given how many online games seem to follow very similar models.

@beadsland From a programming perspective, maybe. From a rules standpoint? I don't really think so. :/

@Angle @beadsland can confirm that gameplay code is under-engineered in most instances because it gets thrown out too quickly to matter. the reusable parts of game engines focus mostly on how to display scenes or portray living characters. Interactions and rules are shoved on top of that per-game. cheap to build, expensive to polish.

w/r to new game rules, it's the driving motivation/vision and feedback loops to judge their success with that are the most challenging parts.

@Triplefox @Angle So it's just down to convention that so many games look so very similar in underlying structure?

@beadsland @Triplefox That and the fact that there are only so many ways to do the same thing for the same reason.

@Angle @Triplefox Ah, but that's just it. There aren't only so many ways to do different things for different reason.

@beadsland @Triplefox ...No? But my point is that there isn't any video game analog of GURPS - a large body of rules balanced and refined by many people over a period of years, which you can plug together to make the kind of experience you want. Like, I'm thinking of building an X-Com type game, right? There no library for dealing with accurately representing cover, melee attacks, ranged attacks, movement, injury, etc. That all has to be rolled by scratch every game. :/

@Angle @Triplefox A readily re-configurable model for representing melee and ranged combat would be a major coup all in itself, leave alone providing for all the systems typical to a tabletop RPG.

Also (and here I'm going to take a somewhat opposite position to the one I took a few toots ago), just because you *can* configure a combat system doesn't mean it will even approach being balanced.

Torg, for instance, was notorious for what was called the "glass-jawed ninja" problem.

@Triplefox @Angle It's not just about providing for a combat system, but also providing the tools for *balancing* any system (combat or otherwise) one wants to configure.

Did you know that buildings with central air are supposed to have their HVAC system balanced twice a year. It's an expensive process using specialized tools to reroute airflow to serve the building's occupants appropriately given ambient conditions outside the building. (Many buildings never do it.)

Comrade Angles @Angle

@beadsland @Triplefox I agree? But I still think it could be worth doing. :P

@Angle @Triplefox Oh, no doubt! It'd be very challenging project even if only for pen-and-paper games and for that reason alone, well worth doing.

Taking it to the level of translating models that, for human players are readily fungible if one decides to fiddle with them, to computer representations, that's another challenge altogether.

GURPS was gorgeous in its audaciousness. GURPS the computer game engine would likely be a nightmare to maintain, if not to build.

@Triplefox @Angle (I think I reversed my position somewhere along that line of thought, but am not entirely certain where, why or how. *shrug*)