
Each level in a skill offers a new benefit, ability, or option (think Dungeons of Dredmor, or X-Com: Enemy Unknown).Īll this is to say that playing an adventurous hobbit warrior with a balanced skillset should "feel" completely different than playing a grim dwarven warrior with a sturdy combat skillset, or a nimble and arrogant elven warrior with an emphasis on mobility, and so on. Races and classes offer unique skill options (the Sorcery skill for sorcerers, the Thieving skill for thieves, and so on), though a wealth of general skills are available to members of any race or class. Skills, however, would be the real bread-and-butter of character-building. Race and class are fairly self-explanatory choices.įaith is a choice which matters more to divine classes like priests, but may still have considerable impact on your non-religious characters if you want it to. Count me in.ĭepth without complexity is exactly my aim with this game.Īt "release," so to speak, there would be a small handful of races and classes available (4-6 of each), but the core character creation idea is that the game's replay value should come from character-building as much as the roguelike-standard random dungeon elements.Ĭharacter builds achieve depth and diversity through four factors: race, class, faith, and skill choices. However, I am curious about the depth and breadth that this PbP game has. Mikeftrevino wrote: I'm sure the Amulet of Yendor is not at the bottom of every game. So! Would the forums be interested in a roguelike-inspired play-by-post game actually designed for play-by-post play right here on the Paizo forums? Sound good? Sound crazy? we are talking about a roguelike, after all. In terms of complexity, the game would be a fairly simple one by "tabletop RPG" standards - but not without depth.
#Dungeon crawl stone soup forum pdf#
The rules would be published right here on the forums (and in PDF form, for anyone who wants to run a game), and I myself would be hosting the games for groups of perhaps 1-3 players (each required to post at least once per day, etc). and also in that the GM would behave more like a "computer script" than a "dungeon master." The reason for this is simple: this new (and completely free-for-everyone) Play-by-Post Forum game would not only serve you as a fun game to play (and to spectate on), but it would serve me, as a publisher, as an avenue with which to test some mechanics and ideas that I'm developing for a couple of projects down the road.
#Dungeon crawl stone soup forum Pc#
The game would be modeled more after a turn-based PC or console RPG, in that the emphasis is on gameplay, resource management, replay value, strategy, and combat. It would have a strong emphasis on dungeon crawling, exploring, resource management, problem-solving, and - of course - tactical combat and monster-fighting. This would NOT be a "tabletop roleplaying game," but rather a "tactical, play-by-post, dungeon crawl RPG" (with heavy roguelike elements, for those of you familiar with the genre). What I'm proposing is a unique and wholly NEW (and also free) game designed for playability right here on the forums.

Let's get this out of the way: this idea IS about a Play-by-Post Forum game, but it's NOT about the Pathfinder Roleplaying Game or any other published RPG (or even about tabletop gaming in general. This thread should serve as an "interest check" with regards to exploring something a little different in terms of play-by-post games.

This thread isn't really about Abandoned Arts, though (but knowing that I represent an RPG publisher might shed some light on the "why" behind this strange little idea read on). If you don't know who I am: I'm the guy that writes this stuff.
