JavaScript is required to use Bungie.net

#Gaming

Edited by Rhynerd: 10/9/2018 2:19:05 AM
13

How would you innovate the turn based RPG, if given a chance?

This can also apply to turn based strategies as well, if you’d rather discuss those instead. Earlier today I was introduced to a game called Mad Crown, as pictured. It reminds me a bit of classic roguelikes, but it seems to have a more traditional turn-based combat system with a hint of Darkest Dungeon and maybe a hint of Slay the Spire (the growing deck of item cards). It got me thinking of ways the turn based combat system could be modified again. Most of us can probably name a couple different versions from the many Final Fantasies off the top of our heads. I’m still trying to remember how Resonance of Fate’s system worked (a case of blue damage and red damage, sprinting, and trying to create specific formations a coordinated are what I remember), but that was wildly different). If we dilute this question into turn-based combat in general, then we’d have to consider games like Frozen Synapse, where the combat is planning the turn and then initiating it in real time, hoping your enemies acted in ways you predicted. This is probably getting too long for my own good, [i][u]so let’s cut to the chase.[/u][/i] Whether or not you like or dislike turn-based games, I’m certain you can think of something you’d want to see compete with the current standards. How’d you answer that question I put in the title? Here’s one of mine: [spoiler]This is an idea for a turn based rpg that came to mind while watching Mad Crown gameplay. The idea is very much western-inspired as it focused on six-shooters. Every combatant carries one, and combat is played out mostly through your party getting into a gunfight with another. In a matter similar to Bravely Default, you can choose to try and up your damage by firing multiple rounds a turn, but at penalties including having to reload sooner or maybe greater chances to miss based on how many rounds you’re gambling (implying that the firer is trying to fan the hammer instead of aim at some point). You could also pick up some interesting ways to mix up the system, maybe something like speedloaders, or a LeMat revolver (doubles as a single shot, 20 gauge shotgun).[/spoiler]

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • Go analog. I'd have players play the on a table, with sheets of paper that have all the pertinent information, they would use dice to generate random numbers instead of relying on a digital random number generator. One "player" would take the role that traditional video game engines do, and he'd run the game. He'd create situations and encounters for players to experience, take care of dice rolling that I mention above that needs to take place behind the scenes where players won't necessarily know whether they've succeeded or failed (maybe a situation involving persuasion or stealth). Although it sounds like a lot of work, there are a lot of advantages. No longer would players have to wait for a new game to release, they could also play exactly the kind of game they want (opposed to something that's "close but not quite"), the person running the game (the game's "master") can account for all sorts of things players want to do where a video game would just outright disallow - maybe even going off in a direction that neither the players or the game's master (probably should abbreviate that as GM) never originally intended (or even anticipated!). Yeah, this could actually work!

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon