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  • File :1242524370.jpg-(667 KB, 1532x1224, 1184809064059.jpg)
    667 KB Anonymous 05/16/09(Sat)21:39 No.4571297  
    hey /tg/, I'm working on a game, and I'm trying to compile a list of archetypes in fantasy that work for a game purpose. So far I have in no particular order:
    Bard/Journalist
    Barbarian
    Brawler
    Recon(Due to a intense discussion over the definition of the term "scout")
    Engineer
    Prospector
    Hunter

    Each archetype is going to be effective or valuable in its own way in at least one method, "passive" mode, wherein they reside in a fortress-like base and either provide a passive bonus, or a bonus if the base should come under attack. The other mode, expedition or Quest mode, where they provide some bonus vs a type of monster, or a bonus to loot or something similar. I'm at a loss at what others to include. I'm wary of introducing magical ones, since D&D has shown us that once magic is involved shit kind of just goes out the window.

    Your thoughts?
    >> Anonymous 05/16/09(Sat)22:15 No.4571574
    >>4571297
    sauce on pic plox ;3
    >> DevilUnarmedSwordsage 05/16/09(Sat)22:20 No.4571615
    The passive/active dynamic is worth pursuing.
    How will you stack large quantities of bonuses from multiple units?
    How will groups of people interacting scale when over 20, 100, 1000 to each side or force apiece?
    >> Anonymous 05/16/09(Sat)22:20 No.4571620
    Looks pretty good to me. What about Medic/Healer?
    >> Anonymous 05/16/09(Sat)22:23 No.4571641
    You don't seem to have a straight warrior or knight type.
    >> Anonymous 05/16/09(Sat)22:27 No.4571679
    Need a religious figure.

    The passive bonus could be that it boosts the active effects of the other archetypes, due to the stirring preaching that said religious figure gives every Saturday/Sunday/whatthefuckever.

    FLAW: You can only have one.
    >> Anonymous 05/16/09(Sat)22:31 No.4571711
    >>4571615
    By not having large stacks, obviously.

    >>4571620
    Noted.

    >>4571641
    I'll put down Soldier.

    >>4571679
    A touch generic, and if the priest's Passive bonus boosts the Active bonus, how can it possibly deliver its bonus?
    >> Anonymous 05/16/09(Sat)22:32 No.4571715
    Give us a rundown of what you've decided the benefits are going to be for the archetypes you've already picked out? It would be a helpful frame of reference for the direction you're trying to go with your game, if nothing else.

    For example, it's understandable that the Hunter is going to get food for the rest of the archetypes. But does he rely on the Recon to find animals to kill? What's the difference between your Brawlers and your Barbarians? Is the Bard/Journalist supposed to draft blueprints for the Engineer, while the Prospector gets raw materials, with the help of the Recon, who finds potentially useful areas in which to do that?
    >> DevilUnarmedSwordsage 05/16/09(Sat)22:32 No.4571716
    One qualm: As a mage fan I would like to see some spellcast'n, but if your setting doesn't allow...

    ... at least let in the charlatans.
    You know, tricksters, illusionists, and conners.
    The jesters and entertainers that deceive.
    They can fake the supernatural so well that people won't even notice the difference.
    >> Anonymous 05/16/09(Sat)22:33 No.4571726
    >>4571711

    >A touch generic, and if the priest's Passive bonus boosts the Active bonus, how can it possibly deliver its bonus?

    Eh. Admittedly, I hadn't thought it all the way through.
    >> Anonymous 05/16/09(Sat)22:38 No.4571767
    >>4571726
    I'd say a priest of some sort if still quite a good idea, though. It's definitely a recognised archetype.
    >> Anonymous 05/16/09(Sat)22:41 No.4571811
    You might want to think about a Noble or Ruler type.
    >> DevilUnarmedSwordsage 05/16/09(Sat)22:45 No.4571842
    Archer (Hunter?)
    Commander
    Sapper/Alchemist (Engineer?)
    Messenger/Page
    Nobility
    Tactician
    Chef
    Poopsmith
    Knight (as mentioned before)
    Spy/Rogue
    Guard
    >> Anonymous 05/16/09(Sat)22:50 No.4571868
    The Fool
    The Magician
    The High Priestess
    The Hierophant
    The Empress
    The Emperor
    Strength
    The Chariot
    Judgement
    Temperance
    The Hanged Man
    The Devil
    The Tower
    The Wheel of Fortune
    The Sun
    The Moon
    The Star
    The Lovers
    Death
    The World
    The Hermit
    Justice
    Yo Momma
    >> Anonymous 05/16/09(Sat)22:53 No.4571878
    >>4571868
    >>Yo Momma
    It's like Jung AND Freud.
    >> Anonymous 05/16/09(Sat)22:55 No.4571891
    Heel
    Babyface
    Badass
    Monster
    Manager
    Valet
    Spot Monkey
    Midget
    Jobber
    >> Anonymous 05/16/09(Sat)23:03 No.4571938
    >>4571715
    So noted. I'll post those in a sec.

    >>4571716
    Its not that I'm disallowing spellcasting, its that... putting spellcasting and magic into a setting is like trying to drink from a firehose. Unless you're SUPER careful with the crank, its not going to be pretty.

    Okay, first off, before I give his information, you have to know that the game is going to be vaguely X-Com-ish, only you don't control the missions. You plan and direct, mostly, rather than take action. You give orders and dispatch adventurers/attack parties, and give orders, and check back later. You organize your units in the base to build or defend or recuperate, and organize units send on expeditions, which are self-propelling. Sort of like... Dungeon Tycoon, I guess. ¯\(°_o)/¯ (Yes I know it will likely be a computer game rather than PNP)

    Bard/Journalist: "Passively", he provides a detailed rundown of forces that attack you. Actively, he provides a detailed rundown of encounters on an expedition. (Normally you would simply get a damage/loot report for either event)

    Recon/Scout: The other thread told me that there would really be no use for a Recon unit "passively", unless I didn't consider sentries to be a natural part of base functions. Actively, they would decrease the chance of enemy ambushes and traps.

    Engineers: Passively repairs base parts, also provides a bonus to base defense. Actively, provides a small bonus to avoid traps, and a small chance of finding a suitable location for a new base. When sent out in groups, can build a new base.

    Miner/Prospector: No idea what to do with them passively. Actively, they'd increase the yield in loot. I'm kind of iffy on this one.

    Hunter: Haven't decided how I'll work his passive ability. Actively, a bonus to fight against a certain class of enemy (monsters/beasts/etc), bonus loot for killing them ("Hey, dragon (insert organ). Always useful!")

    The others are just a redistribution of combat stats so far.
    >> Anonymous 05/16/09(Sat)23:03 No.4571942
         File :1242529425.jpg-(30 KB, 290x400, Hulk-Hogan.jpg)
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    >>4571891
    I see what you did there, brother.
    >> Anonymous 05/16/09(Sat)23:33 No.4572185
    >>4571942
    i think you meant
    >>4571868
    >> DevilUnarmedSwordsage 05/16/09(Sat)23:36 No.4572205
    >>4572185
    Nope. They're (often unspoken) wrestling roles.
    >> Anonymous 05/16/09(Sat)23:39 No.4572229
         File :1242531585.jpg-(15 KB, 200x300, linda-hogan-4-729397.jpg)
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    >>4571942
    WHAT ARE YOU DOING ON 4CHAN?

    SHOULDN'T YOU BE FINDING MORE MONEY FOR ME?
    >> Anonymous 05/16/09(Sat)23:55 No.4572338
    >>4571938

    Reminiscent of Ogre Battle, but with a focus on base tactics, rather than going out and kicking the shit out of people.
    >> Anonymous 05/16/09(Sat)23:57 No.4572352
    >>4572338

    Oh, god damn you. Now I want to find a copy of that game and play it until I get distracted and forget about the save file, the storyline, and the anger inducing alignment system.
    >> Anonymous 05/17/09(Sun)00:22 No.4572576
    >>4572338
    I'm glad I invoke that sense. Ogre Battle 64 is one of my most favorite games ever.
    >> Anonymous 05/17/09(Sun)01:44 No.4573234
         File :1242539046.jpg-(558 KB, 1024x768, wallpaper_70_1024.jpg)
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    bump
    >> Anonymous 05/17/09(Sun)02:17 No.4573451
    There's a different angle that you could try out, if only for the slight improvement to interactivity. Try out different fictional civilizations, each with their own little variation on the individual archetypes. Dwarves have better Brawlers or whatever, but worse Bards. Elves have better Recon and Hunter, but worse Engineers and Knights.

    You could make one of them tougher than the rest and label it "Easy Mode," or go the opposite direction, gimp them to Hell and back, and call it "Hard Mode."

    Additionally, being able to hijack enemy forces would be sweet. Pick out an enemy and designate one of your archetypes to convert them. The only drawback I can think of enforcing, off the top of my head, is that that archetype's passive and active benefits would be halted for X amount of time, where X is whatever time frame you feel like enforcing.
    >> Anonymous 05/17/09(Sun)02:27 No.4573527
    Suggestion: Make your game the way you want and choose archetypes that fit, rather than fit the game around the archetypes.
    >> Anonymous 05/17/09(Sun)05:39 No.4574608
    >>4573527

    Further suggestion: Unless you're absolutely, positively certain that you want your game to be crafted to cater to the whims of the autistic and sometimes whimsical residents of /tg/, don't come to us. Some of us know game balance. Some of us know storytelling. Some of us know how to model realism. The rest of us are Warhammer 40k freaks, or Magic: The Gathering addicts, or trolls trolling trolls trolling trolls.

    Sure, you might end up with something that's excellent, but the statistics are against you on that.
    >> Anonymous 05/17/09(Sun)05:45 No.4574626
    What do you plan on coding this in, OP? It seems like material for a Flash game.
    >> Anonymous 05/17/09(Sun)05:46 No.4574631
    >>4574608
    Because liking 40k automatically makes you a retard.

    Shut the fuck up, and fuck the fucking cancer fuck off, you fucking wanker.
    >> Anonymous 05/17/09(Sun)05:48 No.4574639
    >>4574631

    Actually, I said that makes you a freak. I respect the hell out of anyone that can memorize seventy different codices, but I can't do it myself. Envy is such a fickle bitch, sometimes.
    >> Anonymous 05/17/09(Sun)10:39 No.4575953
    >>4571297

    Bard/Journalist
    I would rather Storyteller or Historian

    Barbarian
    Agree

    Brawler
    Definetly agree

    Recon
    Messenger?

    Engineer
    Yeah

    Prospector
    Uh?

    Hunter
    Yeah?

    I just wold add the olds:

    Warrior - From the Peasant with a lance to a Knigth
    Researcher- a.k.a. wizard/alchemist and so on
    Healer - a.k.a. the Good Witch of the town
    >> Anonymous 05/17/09(Sun)11:41 No.4576317
    >>4573451
    This whole game idea has been evolving over time, and the last time I tried, nobody liked the idea of factions, or there was too much overlap between them. But I'll keep the idea in mind.

    >>4573527
    >>4574608
    Oh yes, I have what I want firmly in mind, but I'm coming to /tg/ like a modeller comes to a bits box. I'm wanting ideas and suggestions that I can consider and approve/reject, but without sitting down and coming up with the archetypes on my own. I'm just also answering questions on what the game would be like.

    >>4574626
    Most likely, yes.
    >> Anonymous 05/17/09(Sun)12:12 No.4576528
    ARBITERS - Civil administrative staff who manage peace-time production, trade and justice.
    TACTICIANS - Military staff who manage wartime resources, personnel, defence and campaigns.
    SCHOLARS - Priestly or academic class who research and inform on a variety of subjects civil, militaristic, ecclesial and scientific.
    SOLDIERS - Official yeomanry organised into solid regiments for the defence of territory, the upkeep of civil peace and the pursuing of foreign interests.
    BARBARIANS - Partly mercenary militia ranging from adventurers of legend to wondering brawlers and thieves.
    WATCHMEN - Scouts, reconnoitres and spies by turn, scouts are sent on missions into foreign territories with the aim of securing information.
    ENGINEERS - Primarily stonemasons and carpenters, Engineers are for large-scale construction both civil and defensive.
    MINERS - Plundering the earth of her wealth.
    RANGERS - Masters of local terrain these men can hunt both man and beast.
    CRAFTSMEN - Ranging from individual smiths to proto-industrial producers of civil utilities and military materiel.
    SERFS - Woodsmen, farmers, charcoal-burners and domestic servants.

    Don't ask me about passive/active, but the descriptions should help work it out. Some are definately either only one or the other: Scholars are only passive, wereas Barbarians would just sit around and drink unless being made active.
    >> Anonymous 05/17/09(Sun)12:17 No.4576562
    >>4576528
    Looks good. Have you considered a tiered structure for units. For instance, the SOLDIER could go from yeoman - man-at-arms - knight?
    >> Anonymous 05/17/09(Sun)12:20 No.4576585
    >>4571297

    This is from the guy who did the Shining Force, Landstalker and lots of other 16Bit artwork. Awesome.
    >> Anonymous 05/17/09(Sun)12:50 No.4576827
    >>4576528
    Alrighty. I'm going to stay away from "civil" stuff, as like I said, X-com-ish. You've got a team of specialists, and your fort is more like a base than a castle/city/whatever. And most of the rest of your examples are already covered by the ones I started with...
    >> Anonymous 05/17/09(Sun)12:55 No.4576861
    >>4576827
    I thought some could use more definition and additional 'military outpost' classes were certainly needed:
    Bard/Journalist is conceptually poor and not really want you want to use the class for.
    Bardbarian/Brawler are either synonymous or one's redundant.
    Recon, Hunter and Prospector are also dangerously close.

    Besides, the more civil aspects allow players, if they wish, to expand and play at kings for a time if they choose.
    >> Anonymous 05/17/09(Sun)12:56 No.4576872
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    >> Anonymous 05/17/09(Sun)12:56 No.4576874
    >>4576827
    i think this list is more comprehensive and well defined than your one
    >> Anonymous 05/17/09(Sun)13:07 No.4576984
    Aside from Arbiters, Tacticians, Scholars, Craftsmen, Serfs, it doesn't really add anything, and if he's avoiding civil work, you can only argue tacticians and craftsmen, MAYBE scholars. Thats not any more cohesive than the OP's.
    >> Anonymous 05/17/09(Sun)14:08 No.4577527
    >>4576984
    It's not just about the adding, you know - it's a process of conceptual refinement. But, as was said, /tg/'s a creative bitzbox of ideas and suggestions so if what I've said is unwanted then so be it; I feel no poorer for having contributed.
    >> Anonymous 05/17/09(Sun)20:47 No.4580448
    Recon, engineer and prospector are very non-fantasy terms... Especially recon. Engineer is so-so.
    >> Anonymous 05/17/09(Sun)20:56 No.4580506
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    >>4580448
    >(Due to a intense discussion over the definition of the term "scout")
    >> Anonymous 05/17/09(Sun)21:06 No.4580578
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    >> Anonymous 05/17/09(Sun)22:27 No.4581027
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    15 KB
    One more for the night.

    >>4580448
    Bicycles don't bother you, but the use of a term for specialization breaks it for you.



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