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So is it done yet? Does anybody know?
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>>21645749
As far as I know, it hasn't gotten any new development in over a year now. So, yeah, it's done, I guess.
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Apparently, the head dev has been really busy in the past few months. The IRC still exists, but it doesn't do much of anything. You can go to the 1d4chan page to find the latest release and start tweaking and fixing it yourself, if you want to see this come to fruition. The general framework of the system was worked out, so now it's just a matter of building around it.
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>>21647101
The pdf in question. There's probably a cleaner verson somewhere.
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I haven't been on here in a while, what is this?
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>>21647150
This is a /tg/ homebrew started years ago and is, essentially, Jet Set Radio RPG. The game takes place on an artificial island city, and the game is all about movement. You can freerun, you can use skateboards, you can grind on rollerskates or you can zoom by on bikes. Depending on the power scale of the game, you can do more ridiculous stunts and tricks. The general scale:

Low scale: Tony Hawk's Pro Skater
Mid scale: Jet Set Radio
High scale: Air Gear
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>>21647150
A system wishing to evoke the feelings of Jet Set Radio, Tony Hawk, and Air Gear. Feel the wind in your face, spray art and color onto a drab cityscape, and show the world that the spirit of life will escape on way or another.

Players can choose from various methods of travel, ranging from Free Running/Parkour to Dirtbikes to Powered Skates to Skateboards strapped to rockets.
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I've always wanted to run a Velocity game, but I have no idea what to make the story about
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>>21647101
This map gives me a boner for some reason.
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The real problem with development of VeloCity is that the project head brushes off all ideas from everyone else. His idea of a "team" is a group of yes men.
The trick is, though, that he never makes any real progress on the project, so it'll just stagnate forever if left to him.

After this busy semester ends for me, I'm going to go through the old threads and make a development fork in the hopes of actually getting a playable system, because I love the concept and the content from the original /tg/ threads, but the crunch as written is a little too much for the sort of nice, fast game flow that you'd want to evoke the feeling of soaring across the city in my opinion.
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>>21647317
Yeah, that's an issue that came up to me when I looked at it: for a game about high-flying stunts and crazy urban adventure, there's a lot of crunch.
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>>21647301
There's been a fair amount of brainstorming about the overall setting. There's been lots of gangs and settings elaborated on, and plot hooks can come from anywhere.

- A legendary piece of gear has been sighted hanging between two of the tallest skyscrapers in New Velo. Players have to solve the mystery of the gear and attempt to retrieve it for themselves before others grab it.
- Players are a new band of rudies trying to carve out a niche in Velo City.
- Take a page from The Warriors: the party was framed for a heist/crime they didn't do, and they have to cross the city to escape back to their home turf while other gangs are trying to wipe them out.
- Enter lots of professional competitions and become a big celebrity.
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>>21647352
I have a few loose ideas on ways that I think would carry the concept better. When time permits, I'll try and gather some people interested in dev from /tg/ and get down to work on the project.

>>21647403
Not to mention all the organizations you could be involved in.
I mean, Spice alone--a secret society with faint religious undertones devoted to the spiritual flow of the streets.
Just trying to prove yourself to a group like that is more than a plot hook--that's a campaign.
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>>21647476
I thought Spice was a strict almost-anoynmous online-only organization where people post videos of their most ridiculous stunts and get e-peen stroking from the elitists. That said, there are a couple actually religious-type organizations, like the Boddhisatvas, a Buddhist/Hindu-type gang that emphasize inner peace and the abstract. They run out of "temples" they set up and are mostly a bunch of cool guys.

There's also the high-class gangsters of Club Volcano, the Victorian masquerade gang that runs out of old amusement parks, and so on.
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>>216473

Nothing Man goes from long periods of inactivity to short bursts of FUCK YEAH PROGRESS and back. It's a group effort, though. When we put our heads together, we get shit done, if only a small bit at a time.
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>>21647584
>>21647476
Spice were people "Trying to spice up life." You had to be a ridiculous balls-to-the-wall skater/biker/runner with insane skills doing (often dangerous) stunts that gathered the attention of the Spice collective.

Spice had no real power besides amongst the gangs, due to any known member of Spice passively gaining instant respect and acknowledgement. Every gang leader (excluding the crocodile themed guys) was a member of Spice.
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>>21647584
That's the trick, though... Spice is vague and mysterious. As it is, it seems to me like they attach a strong sense of reverence on the idea of this legendary trick... it's like the pursuit of Achilles, seeking absolute immortality.

>>21647672
That's exactly it. They're the Illuminati of the streets.
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>>21647317
M-Maybe next you can help us save CATastrophe
M-Maybe we can do a VeloCity-CATastrophe crossover game about manta ray surfing through semi-flooded ruins
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>>21646239
Sure, but watch as whathisname comes in and claims he's still working on it.

Right, and Half-Life 3 will be out aaaaany day now.
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>>21647766
I just looked that up on 1d4chan and it looks amazing, but give me a little time to look over it. Who's the project lead on this, if any, and where do you guys talk to dev? IRC?
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>>21647862
Nothing Man's AWOL right now, but feel free to chat with us at #Velocity on Rizon.
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>>21647916
(Read back in the post chain, see who I was responding to.)
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>>21647862
I don't know, man. A bunch of people just decided that they were taking the project away from /tg/ and then pulled a complete 180 with it, turning it into grimderp HFY shit. They seemed really insistent on forcing megacities into a setting all about ruins for some reason.

What it really needs is a plain old fresh start. Get back to the things people wanted out of it, like nomadic merchant party barges and crazy catgirl funtimes on the Endless Blue.
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>>21647916
Yeah, that's the designated IRC of Velocity, but it's quiet of late.
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>>21647931
I'd love to help with a non-grimderp version.
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>>21647961
As would I. Shit, I might just go make a thread for it right now, as there seems to be enough interest.
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>>21647931
Done.
Make a new thread and crosslink it so we don't clutter this one because I don't have a cool picture for it...
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>>21647862
They're on skype.
Last thread:
http://archive.foolz.us/tg/thread/21294779/
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>>21648021
You make a thread and cross-link, I'll set up an IRC.
Would Rizon be okay?
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>>21648052
If you make one, I would also like to help out.
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>>21647931
>A bunch of people just decided that they were taking the project away from /tg/ and then pulled a complete 180 with it, turning it into grimderp HFY shit. They seemed really insistent on forcing megacities into a setting all about ruins for some reason.
Truth to be told, that sounds way better than hurrdurrcatgirlsinbikinis
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>>21648086

>Grimderp HFY
>Better than anything
>mfw
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>>21648086
It's not about bikinis, man.
It's all about fun lighthearted adventures!
Jet skis! Hang-gliding off of an island mountain! Free running through half-submerged skyscrapers!

The trick is, there are lots of grim and dark settings with tons of hard, dirty conflict or dark humor... there's a distinct shortage of things that's just plain fun.
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>>21648117
Better than obvious fap fuel.
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>>21648076
>>21648052
>>21648033
Making the thread pitch now. Saging so as to try in vain to keep the clutter down
>>21648086
We can talk it over in the new thread, but the original pitch for CATastrophe was actually pretty fun, being closer to Tropical Catgirl Indiana Jones meets Recettear than just >hurfdurfacatgirlsinbikinis that you tried to reduce it to
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>>21648124
Maybe because light fun itself is trite and ultimately boring.

>>21648130
>Racettear
Now you blew it, Racettear was ass.
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>>21648165
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>>21647766
An all female gang who wear catears and hang out by the beach

Hey this could add another game mode to Velocity, Skating, roller blading, BMXing, free running and now surfing
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>>21648130
Right, I'll get the thread up now.
One moment!
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>>21648206
And now this thread and its original topic will quietly die wont it?
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>>21648165
Aint nothing wrong with wheelin and dealin and hawking your wares, especially when the wares in question are catnip and centuries old technology.

But like I said, lets try to at least hold off on the shitflinging until we have our own thread to fling shit in.
>>21648206
Wait, are you making the /tg/ thread? That would be great if you were because my mind is not in the place to write eloquently today.
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>>21648086
>>21648128
>>21648165
Apparently, this game isn't to your liking. Perhaps you should just avoid, and leave others to such tomfoolery, no?
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>>21647191

>Jet Set Radio RPG
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>>21648196
Hadn't thought of that. Though, you can't exactly surf through the streets, and it might just be a subset of skateboarding. Now PARASAILING through the streets would be something.
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>>21648238

Done:
>>21648264

Made an IRC too, info's there. Let's move over there so we can stop the clutter.
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>>21648271
That's one of those things better left for a new sourcebook.
A city on a small tropical archipelago where, rather than people running the streets, they run the coastline instead with surfing, swimming, jet skis, etc.

Best to save that for another time, though. The original isn't even done yet.
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>>21648317
Well, there is the district of Little Venice in the core game: a flooded section of the city that built around the new waterways. It's a haven for traceurs and freerunners in particular, as the buildings and gaps between canals make for great tests of agility.

Every particular movement style has its own "home ground" where people go to perfect their art. Bikers had the hilly zones and offroad patches where they could get monster speed, and the bladers and boarders had their own skateparks and city regions where they flourished.
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Speaking of Velocity again, has anyone thought of making it possible for the players to be police/government officials/The man's goons in a mission to stop no good youngs from ruining perfectly white walls with their thrashy scribblings?
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>>21648271
Parachutes would add an all new level to the game.

They would also be good in case the player fucks up and needs to jump off a high place
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>>21648354
The whole city is built on a river. I'm surprised no one brought up water sports earlier.
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>>21648362
That's another thing for an extra sourcebook... though I am thinking something like Mirror's Edge's Pursuit Cops.
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>>21648362
There are definitely options to work for the man, as well as serving as vigilantes who are trying to maintain law and order among the gangs. The city prison is one of the single most tagged up buildings in the entire city, yet the city constantly tries to clean it up and paint over it to little avail. Hell, a party could be recruited by a cop to do some work for them.
>>21648375
The city as a whole is on an artificial island built in the middle of some ocean where corps could go and build their empire. It filled up too quickly, though, and the streets are choked with vehicles and stuff, plus everything is dull and grey and soulless. Hence the rise of rudies and "alternative transportation."
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>>21648434
You'd think that at this point they would have developed spray paint rejecting paint.
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>>21648271
Surfboards that become hoverboards, depending on how high action you want to go. I agree with >>21648317 though.
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>>21648362
There is a 'gang' called Street Force which is basicly a mayor-backed free running vigilante force
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>>21648512
I'd almost forgotten about that picture. Those are the emblems of most of the main gangs in the city.
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>>21648494
Thus arrives another plot point for the group to infiltrate a corporation's skyscraper and destroy/alter the plans for this "anti-paint."
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Could someone explain something? At one point it says "For example, if you rolled: 2 3 8 6 - Then your final roll is 14" and then goes on to explain how you can add energy to that to get a higher number.

Did it not explain earlier that it should be more like 12, 13, 18, 16? How does any of that equal 14?
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>>21647125

mfw I made a list of item costs in a thread and it wasn't put in
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So I've only really skimmed the rules, but... it seems to me that freerunning/parkour is pretty weak compared to the other modes of transportation. Is this accurate or am I missing something?
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>>21648580
Welcome to the mildly obtuse crunch of the game. Apparently, once your table figures it out and gets a good handle on it, a full turn rotation takes less than a minute.
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>>21648573
Or pull a Shadowrun-style extraction on a gang sympathizer at the company who's secretly developing anti-anti-paint.

Then use the anti-anti-paint to claim Velo City Prison as their gang's exclusive territory.
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>>21648573
>>21648512
With additional campaign variations for the Street Force to prevent the plans from being messed with. AT ANY COST
This is pretty much endgame.
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>>21648518
Yeah I made that a while back. If I remember right the gangs are The Volcano Club, the Bibliotheque, Rozenkrantz , Zen Bodhisattvas, Black Rose, Big Nasties, Street Force and the Urban Tribals
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>>21648580
you're correct about the rolls. 2,3,8 and 6 would result in a top roll of 18.

2,2,4 and 8 would result in 22.
>>21648611
When we did the playtest, it actually did work out like that. On IRC, no less. it's a shame we didn't get any further beyond that.
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>>21648610
Every method of movement has its own advantages and disadvantages.

Parkour:
+ Most versatile type with broadest range of options; exploits the most shortcuts as well as vertical movement
- Slowest land speed

Rollerblades:
+ Crazy tricks and massive air time
- Requires a lot of energy

Skateboards:
+ Most well-rounded method of movement
- Don't lose your board

Bikes:
+ Fastest land speed of all forms of movement
- Fewer maneuverability options
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>>21648708
Alright, I figured I was missing something.
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>>21648708
In the playtest, I played a Pomparkour traceur built like a brick shithouse. It ended with me winning a race by grinding down a powerline with the ladder's hooks. shit was crazy.
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>>21648739
There's also stairs. Everyone becomes mega-lame to go upstairs except freerunners.
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>>21648747
>grinding down a powerline with the ladder's hooks
That sounds fuckin' awesome.
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>>21648790
SOAP shoes would be a good friend to have.
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>>21648782

>BBEG
>Has a building surrounded by thousands of stairs in 360'
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>>21648790
It was extremely rad.
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>>21648818
Well, boarders would be the second least fucked, since they can just pick it up and run with it. A smart biker would take one of those fold-up bikes with him on that job.
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>>21648830
SUPER RAD
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>>21648834
Yes, even a skater could just carefully walk up the stairs. But what do all three wheel based rudies have in common when it comes to stairs? Complete slowdown and regression to walking. Walking is what normal people do and that is lame.
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>>21648893
Forcing wheelers do lame and normal things sounds like an interesting "evil" campaign.
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>>21648893
Playtester here again. The rollerblader ascended the dastardly stairs with handstands.
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>>21648747
>Pomparkour
>wat is this
>look it up

Turns out its what happens when a corporation tries to create the new cool thing. Plot hook for a velocity campaign?
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>>21648937
I picked it because I had seen the video earlier that day and figured 'well why the fuck not'
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>>21648937
Of course. You can be wage works in a corp on the island city, and you get to go out and compete while testing all their latest bleeding-edge technology.
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>>21648963
"How was your day, Sweetie?"

"BALLS TO THE WALL AWESOME."
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>>21648937
>look it up myself
Who the fuck carries around a ladder everywhere they go?
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>>21649034
I mean, OTHER than Jackie Chan.
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>>21648963
But then you're a slave to... THE MAN!
And why would you ever willingly do that?
Admittedly I could see using one of the players' old mentor having sold out as a plot for a few sessions.
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>>21649008
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>>21649034
you mean you don't?
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>>21648963
Or better yet, you hear about this new way and it's all everyone seems to talk about. You see some videos that make what you can do look like a baby learning to walk so you go out looking for these guys only to find out they're pro stuntmen with safety cables edited out of all the clips. Now you know the truth and you become aware of the corps' attempts to infiltrate your way of life, wat do?
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>>21649066
This image has never been more in context.
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>>21649135
>wat do?
Blow it up. We blow it all up. In the middle of the night, we use our skills to sneak into their headquarters, and set charges to collapse the whole building. Then we blow them, and race out of the exploding building for the ultimate rush.
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>>21649135
You recreate their stunts.
For real.
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>>21649190
>>21649272
Film proof they do it fake, then blow the building up and escape while doing their tricks for real?
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>>21649308
And singing God Save The Queen (the Sex Pistols song, not the actual Limey national anthem) at the top of your lungs?
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>>21649337
>Congratulations! You've won VeloCITY!
>>
I have some hope for this setting.
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Velocity never needs to be "done" anyway.

In my opinion it's better as a setting to be tinkered with than a semi-solid rules set.

You can use pretty much any rules light system to actually run the thing.
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>>21649457
the setting's fine, the rules are what need to be wrapped up.
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>>21649190
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>>21649513
The rules were part of the fun. You could plan routes, you could vault over anything, you could team up for combos, and other great things.
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>>21649568

Except there is nothing stopping you doing that in most rules light systems, that's the beauty of them.

You pretty much just say whatever crazy shite you want to try and do and the GM says if you can or gives you a target to beat on a roll.

Of course that does require a GM who is good on the spot, one who clings to solid rules like they have died and rigor mortis has set in would hate that.
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>>21649636

I should add that I have nothing AGAINST it having rules specifically tied to the setting, I just feel that the setting is the obvious strength and I don't want it kinda pushed to the side while rules get played about with.

And indeed don't want people to feel they have to wait till the "official" tied in rules are done to try and explore the world.
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>>21649636
>>21649671
Of course the setting is the strongest draw of the system.
As well, any GM who has to do everything by the book would die if he ran this game. Part of the fun is, in your own crazy way, denying reality.
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>>21648599
I forgot to task when I saw this post before, would you post your list again if you still have them?
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>>21649563
That is exceedingly silly. I know you can improve your gear or get better gear, but I'm not sure if there's rules for outright modding your items with different functionality.
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>>21651880
That'd just be what a whole lot of handling upgrades would look like I think. What handling really contributes to in VeloCITY... uhhh maybe check back next update. You can do manuals really good I guess!?
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>>21651940
Handling probably determines how tightly you can set up your "route" and keep to your route's path.
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>>21651948
It probably should. I don't think it applies to anything other than ground tricks though.
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>>21649772

...I never saved that list.
I wish I had now.
But then, I could have sworn there was a copy of Velocity with art in it? Maybe there's a later edition somewhere. I'm gonna go peek at rapidshit real quick..
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>>21652015
There's another pdf that looks way nicer than mine up in >>21647125, with art and a short story and everything. Don't ask me where it is, though. I don't even know if that's still up to date.
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>>21652015
>>21652029
Ah the wonders of /tg/ projects.
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>>21652029

Well all the /rs/ links are dead but I found the 1d4chan entry for the game and there are links to threads with the pretty version in progress. I remember seeing it in pdf format and I'm pretty sure the 1d4chan entry is incomplete. I also vaguely remember the guy putting it together (Nothing Man?) mentioned he wanted to retool some of the mechanics but that was a good while ago.
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>>21652181

Whoops. Forgot the link

http://1d4chan.org/wiki/VeloCITY
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>>21652191
Gosh those wiki rules are very different to that earlier posted pdf's rules. Anyone know which is the newer one?
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>>21652191

Okay. Suptg's archive turned up some better results. There's a google doc that was posted in January of this year.

suptg search results:
http://suptg.thisisnotatrueending.com/archive.html?tags=velocity

last thread
http://suptg.thisisnotatrueending.com/archive/17508118/

2012 Google Doc
https://docs.google.com/document/d/1aQyp0B4JyVhX3Ls41_hGQ2C45am5SiEdHUHQrlQD6xA/edit?pli=1


It looks about as woefully incomplete as the posted pdf...
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>>21652241
Fairly certain the pdf is. I think that pdf is first seen in the Nothing Man's most recent appearance, you can probably double check against the archives.
>>
Bump
>>
The PDF in the second post is, mechanically, Nothing Man's latest entry.

It only gets worse.
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>>21652251
>https://docs.google.com/document/d/1aQyp0B4JyVhX3Ls41_hGQ2C45am5SiEdHUHQrlQD6xA/edit?pli=1

The fuck is up with that dice mechanic?
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>>21648165

>Now you blew it, Racettear was ass.

OH you did not!
>>
This game just seems like an all-around jawesome thing. The crunch is a tad awkward, but I can dig it. Hope it gets completed.
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>>21648165
>Racettear was ass.

You were ass.
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Well seeing as the rules are a bit of a clusterfuck justnow, how about more setting discussion?

Or some discussion about how to easily put some of the themes into pretty much any rules light rulesets?
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>>21649728
Wasn't that sort of the point on the rules, a sort of, get out of rurus are god mode.

>>21653286
Here's what happens when an oversexed biker decides to SCIENCE!
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>>21653286
I'd like to see some stuff in the future about setting up in your own territory with a crib or hangout of your own in the style of the garage in jsrf. Maybe knocking together your own little track to have some friendly and not so friendly races on.

I mean obviously the core rules are still being hammered out and they're more important, but I'd like to see a bit of framework on how to handle something like that. Maybe more about gear too, both more on all the expensive crap to blow money on and how to get some more cash.

A needlessly high speed paper route with the gang hurling newspapers and fliers at mailboxes left, right and center for example. Or be some kind of drone and have a regular job, I guess. Any guidelines for handling income would be good. After all the Pokemon economic model of taking half the cash of people you beat is an awfully silly system, where does all that money come from in the first place?
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>>21653075
>>21653080
Nothing Man at his finest. There was half a dozen people telling him it was needlessly complicated, but he wouldn't listen to anyone.
>>
>>21653693
The money would trickle up from criminal activity, obviously.
More importantly, formalizing that kind of betting is silly. It'd be better served as a sort of "default bet" when people want to make things interesting--a certain amount of money to the winner from the loser.
>>
>>21647815
Then I guess he can sue if he wants?

If he's not going to finish it we have no obligation to wait.
>>
Oh man, I remember this! I did some really simple drawfaggotry back when the gangs were being fleshed out, and got to make a questgiver NPC- a slight, shifty looking ex-StreetForce information dealer called Blank.

A freerunner who usually lurked in the Volcano Club's lounges by virtue of some ambiguous understanding between him and the higher-ups, he was a snoop that would sniff out leads on missing punks and more serious crimes, then circulate the information to make sure it got into capable hands, i.e. the players.
>>
>>21653751
Actually, he can't sue anyone.
The bulk of the content came from the unnamed masses of /tg/ in threads, all of the art assets used in earlier versions were taken from copyrighted materials, etc.
If he tried to claim copyright on this it'd be a legal snarl of epic proportions. If he tried to sue anyone, he would lose, hard.
>>
>>21653943
That anon probably wasn't being serious.
>>
>>21653943
I was being sarcastic =P It's not even his IP, and no one is trying to make money off of it.

Anyway I'd love to see a more rules light version of this... I freaking bought a dreamcast back in the day just for the Jet Grind Radio. I spent hooooours on JSRF, me and my friends still have inside jokes from playing that game.

>>My sweet wire
>>
>>21653721
The system isn't bad, just...different. And in need of a little fleshing out.
>>
If anyone needs explanation of the dice mechanic, I'd be happy to elaborate on IRC.

#Velocity on Rizon
>>
>>21654313
I just think it's way too crunchy for a game that's meant to be about speed, myself.
>>
>>21654583
Hopefully nothing man will iron it out a bit more, then.
>>
If you guys want plenty of fluff, it's all spread out in the previous threads. We were all barfing ideas for gang structure, city boroughs, plot points, things like that, and all of it is delicious.
>>
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>>21654791
>Nothing Man
>Progress
>>
>Tony Hawk
You have my attention.
>JSRF
You have my sword
>Air Gear
BY THE GOD-EMPEROR, COME HELL OR HIGH-WATER, FROM HERE TO THE LADY'S HOARY TEMPLE, YOU SHALL HAVE ME AT YOUR SIDE!
>>
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>>21654914
Might want to wait for the promised dev fork, then.
Nothing Man is named so because he gets nothing done.
>>
>>21654583
It works surprisingly well once you're up and running. (Pun fully intended.)
>>
God damn this looks interesting. I wish I had a group to play with.

;_;
>>
>>21654998
How do you explain the mechanic to someone who's never seen it before? It's a ceiling of interest that might be hard to clear because some people will take a cursory glance at the dice mechanic and be scared off.
>>
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>>21655004
You and me both.
>you will never UNDERSTAND, UNDERSTAND, THE CONCEPT OF LOVE
>>
I don't understand the concept, I guess.

"I want to pop an ollie."
"Roll to see if you do"
>success
"You pop the ollie."
"YEEEEEEEESSSSSSSSSSS"
>>
>>21655017
Things like ollies come naturally to most people. There are certain maneuvers and acts that are routine and wouldn't require a check. Trying to pull Tony Hawk's signature 900 on a vert ramp, however, WOULD require a check.
>>
>>21655009
worse is the fact that I cant even get in an IRC group because Lol university Blocks IRC

>>21655017
You never played Jet Set Radio did you?

Imagine gang warfare, but everyone has skateboards or parkour skills, there's ramps and shit everywhere and being flashy gets you bonuses
>>
>>21655035
It's the same in most RPGs when handled properly by smart people: there's a certain threshold of things that can be handled routinely by the PCs.
>>
>>21655039

I have played JSR but it's fun in a lazy stoner kind of kick back and listen to music and do tricks kind of way.

Sitting at a table and rolling dice and thinking about how sweet my tricks must be just seems to kill that buzz for me. I dunno.
>>
>>21655017
"Alright, so I wanna ramp off of that AC duct and transfer into a grind down that powerline."

"...30."

8,6,8,3,8

"38! Alright, you make it! +1 Style, as well."

"Well I'm trying to beat [player 2] to 10-4, so I put that style into extra speed."

"Alright, your next check's gonna be harder because of that."
>if that's not a good explanation, then I'd have to show you through firsthand experience.
>>
>>21655055
It's not mindlessly doing tricks, though. If I remember, the original idea was that the GM would give you a map filled with obstacles and stuff. You would plot your route, and there would be multiple points where you'd have to make a check (e.g. vaulting a concrete barrier down to the first floor). Turns are meant to be fast and furious, just like the games, and part of the fun is exalting in the crazy shit you get away with.
>>
>>21655064

No, no. That's a good mechanic/action based explanation of what I was wondering.

It's just boring as shit to me, no offense to anyone that enjoys. I really like JSR and Air Gear too, but I can't wrap my head around playing it as a tabletop. My loss. I'll have to stick to Call of Cthulhu and Traveler and Paranoia for now.
>>
>>21655064
Explain that math for me, again. I haven't looked closely at the pdf in a while.
>>
>>21655094

Yeah, I second that. I always felt that to play something like that I would want some more elaborate goals than just "get through this obstacle course". I don't know enough skater/parkour/whatever jargon to make the descriptions as vivid as they'd need to be either. But I don't see the fun of sitting around the table describing what sweet awesome tricks you're doing on that curb. Sure, it's no different from describing how you murder a dragon with a sword. But at least in a D&D campaign I'm saving a princess, or collecting a bounty, or you know, embarking on some kind of quest. I never did play any kind of "endless dungeon" adventures either.
>>
>>21655091
That sounds pretty cool
>>
>>21655168
But thats the thing, as explored earlier in the thread its like "You're racing here to woo the heart of that new girl who just moved into town" (save the princess). Or someone hired you to deliver something (collecting a bounty)
>>
>>21655168
Maybe you're getting through the obstacle course as part of a Rosenkrantz (Victorian masquerade gang) competition in an attemt to woo one of the members so you can get information on why the Big Nasties (big, meaty croc-themed sewer skaters) are on the move and smashing up everything.

It's all about context.
>>
>>21655168
There have been a few plot hooks in this thread.

Trying to topple corporations or muscle your way through the ranks of the gangs, or maybe you just want to paint the whole town red in the VeloCITY equivalent of sociopathic murderhoboing.
>>
>>21655211
Remember, in Jet Set Radio, turf wars and conflicts are handled with paint, not punches (usually).
>>
>>21655117

the roll was 8,6,8,3,8
three 8s
one 6 and 3, respectively.
you end up with either 38 (three eights)
or 16 or 13 (one six, one three)
>>
Wow, I'm so glad this still exists.

Seems like the PDF has been trimmed down a good bit since I last saw it though. Although that was years ago.
>>
>>21655224
>turf wars and conflicts are handled with paint, not punches
Hence paint the town red, as in literally just paint the entire town red to fuck with absolutely everyone. It would be like when a party just decides to up and murder the town guard.
>>
>>21655234
And what dice are you rolling?
>>
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>>21655247
"M-my tags! Where is-- WHY WOULD YOU DO THIS?!"
>>
>>21655258
for MAXIMUM UNION UNDER THE GLORIOUS SIGN OF REVOLUTION, COMRADE.
>>
>>21655252
d10
>>
>>21653989
>NO MECY R

Tagged that all over the city, best typo I've ever called out.
>>
This sounds like a good game. I hope it sees completion.
>>
Bump
>>
>>21653746
Or winning legitimate competitions and running errands. An economy system was never plotted out.
>>
Extra sugar, extra salt, extra oil - EVERYTHING
>>
There are some groups being mentioned here and there along this thread. How many are there, who are they, and what do they do?
>>
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>>21657820
You mean the gangs? They're all elaborated on in various threads in the past, and there can be as many different groups as you want, but the emblems in >>21648512 are of the "canonical" bigger gangs that call Velo City home. From left to right, top to bottom:

>The Volcano Club: based out of a quarry with a forge or artificial volcano, a group of high-class high rollers who dress snappy
>The Bibliotheque: librarians and historians who catalogue the past, present and future of the city and its underground; usually the brainier people are found here
>Rosenkrantz: based out of varied amusement parks, they dress Victorian/gothic and wear masquerade masks; they have a flair for the theatric and are mildly escoteric
>Zen Boddhistavas: With Buddhist/Hindu inspirations, they emphasize spirituality and the abstract, exalting in the soul and its mysteries
>Black Rose: female gang full of hopeless romantics and jilted lovers; ruthless and not afraid to make their pain known
>Big Nasties: sewer-crawling thugs and brawlers with a gator motif; chaotic and dangerous if unrestrained
>Street Force: Vigilantes and unofficial police force separate from the actual police; an attempt at self-regulation of the rudies
>Urban Tribals: Gangers gone native, they live off the land and claim to be one with nature
>>
>>21658071
Hm. Sounds tasty.
>>
Man, I remember writing a bunch of fluff for Velocity a while back which got shoved into the beggining of the PDF about a Boarder going down the side of a skyscraper painting roses and thorns all the way down it to impress the wheelchair bound girl he was sweet on, ending in him paint-cometing a policecar and getting arrested.

I allways wondered what happened to VeloCITY.
>>
>>21657252

SHUT UP AND EAT
>>
>>21658343
It won't die.
>>
>>21658435
You can't kill THE CONCEPT, THE CONCEPT OF LOVE
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>>21659292
This is aesthetically pleasing. Thank you.
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>>21659528
Barring the gun, that's essentially the feeling we want to go for.
>>
>>21647150
This shit is 2.5 years old. Having been gone a while should not preclude you from knowing it.
>>
>>21658357
Haha is that what it says? I always assumed it was korean or japanese screaming.
>>
>>21657252
I thought it was "extra oil and MSG."
>>
>>21658071
Boddhisatvas*
>>
>>21659176
understand understand
>>understand understand
understand understand
The concept
>>the concept
The concept of love
>>
>>21658199
There's other organizations and clubs you can trawl about, and there are many independent rudies out to make a name for themselves, be it through tricks, art, influence, money, or anything else.
>>
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>>21658071
Important to keep in mind is that even though some gangs may take quarrel with each other and whatever other politics are involved therein (the Bibliotheque is generally liked and left alone by most other guilds), all of them stand against the establishment trying to turn their world grey and render them soulless. If you hang around the wrong crowd, Velo City is where the soul goes to die; the gangs want to change that in their own unique ways.
>>
>>21658343
I remember that story.

I don't have time to mess around with this right now. You niggers enter still be in on this dev fork thing tomorrow.

I actually gave NM a bunch of input when this shit was new, some of which was actually used, as I recall. Though I think he might have dropped it in his last overhaul. IIRC he basically scrapped the whole thing and started over.
>>
>>21659864
The only problem is that for some, that way might be "Kill fucking everything."
This can be a great plot for a more heroic game though.
>>
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>>21659876
I don't know how much I can contribute but I have mad <<concept of love>> for this project so I can contribute fiction, or just encouragement if not rulez crunch.
>>
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>>21659876
Started over is bad. What was working was generally great, save for the mechanics.

I don't think I'll be able to dev fork this until maybe the end of next week, but... I have a thought on the handling problem that was plaguing the game basically from the start.
Basically, for stylization's sake, your normal speed is where you start. You start off the line like a shot. You consider style ranks as a flat speed boost that's more significant as the level rises so that tracking your cool factor and tracking your current speed go hand in hand... and then you express the handling of your vehicle as a ratio, like 5:1. Every 5 moves in a straight line, you can turn one to the right or left. Play on a hex or approximate one by eyeballing it.

Seems solid enough, right? I figured we could make up for the inability to track things accurately with raw style.
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>>21659918
This is a stylish game, not a lethal game. You can be hurt, and death does come up sometimes, but it shouldn't be the most common result.
>>
>>21660017
I think that was an idea that came up once, but it wasn't followed through enough. It's certainly solid and can emphasize the degree of maneuverability someone has.
>>
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>>21660017
We also have to rework gear mechanics and techniques as well as actually flesh out skills and perks. Those sections of the game were never addressed, techniques seem like an unnecessary section that can be handled just through the mechanics itself, and the gear is a never-ending quagmire of stuff and development that doesn't get anywhere. I'm more than willing to see this game come to fruition, with or without NM. If you wanna chat more, you can find me in various IRC channels as MrBlueSky.
>>
I ran a game online. Everybody bitched about the rules. Then they didn't show up to the next game. Fuck it, VeloCity is a failure of a game.

It's still a neat thing to talk about on /tg/, though. about a game that could have been...
>>
>>21660070
Obviously.
I mean, that's what bad guys might think.
Check this out:

The Nasties have moved into a new section of sewers that used to be used by a confederation of small crews for play and practice and kicked everyone out. You know that they're up to something really bad, so you gotta get some help and get in there undetected. You need to prove yourself to the mysterious Black Rose gang to learn how to roll and run stealthy, then to the Urban Tribals so you can learn how to fly high enough to clear a legendary gap that nobody from the small crews could make.
When you finally sneak your way in, you find they've planted explosives under a shopping district! They're going to sink it all in the middle of the night. They clearly do not understand the concept of love, so you have to steal the bombs and get them down the drainpipe and out to sea where they can't hurt anybody. You've got limited time, so you better flow like butter.
Then, when they get them out, the GM subtly makes the tunnel out just long enough so that they can't risk throwing the bombs and letting them maybe stay too close to shore... so they have to ramp off of this huge artificial cliff from a giant fullpipe and then ride the blastwave off of an explosion and live to tell the tale.

Then they found out... Spice was watching.

Honestly, it's like you have no faith in me at all.
>>
Everyone keeps saying that the style is the thing that matters.

So why don't we cut the bullshit and make this a narrativist, ,rules light mod for an existing system? Wu Shu or something.
>>
>>21660185
Will be.
A game that WILL BE.
I don't know how hard it'll be yet, but I'm volunteering to lead a new dev fork. I have plenty of ideas about it, so come on, anon, let's make it happen. I want you to understand the concept of love.
>>
>>21660278
There really aren't any games with enough of a focus on motion to make it feel right.
The real problem we have is that we understand what we want to do with it, but the project has floundered around uselessly for a long time.
>>
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I've basically been in a morass of clusterfucks largely related to computer issues, though that doesn't make up for my general slowness or unresponsiveness, does it?

As we speak I'm using a graphics card with no fan to speak of. Hoo boy.

That said, I should probably revise the current doc- it's a real mess. However, you all still deserve the latest revision anyway.

https://docs.google.com/document/d/1aQyp0B4JyVhX3Ls41_hGQ2C45am5SiEdHUHQrlQD6xA/edit

Or has it already been posted?
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>>21660735
It's probably already been posted.
>>
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>>21660804
I saw now that I've actually read through the thread a bit

To address the main concerns:

The setting right now is disorganized. But it'll be organized in a bit, don't worry, that's the easy part.

The crunch is actually really simple, I'm just terrible at explaining it. It's an awkward mashup of legend of the five rings and weapons of the gods- I need to think up terminology to actually boil it down into instead of just trying to relay it in a wall of text.

The main wall I hit before the cluster of fucks smashed me in the nose was writing out a full list of perks and figuring out a truly modular system for gear- sort of like a vidya game in terms of slots and swapping out parts. I only want to limit gear in terms of its function, not much else. If you want to slap wheels on a wakeboard, go right the fuck on ahead. The problem is explaining it all in a way that doesn't seem obtuse or moronic.

I also have to download more beat images now, bother.
>>
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>>21660892
Screw Beat what this thread needs is a proper waifu.
>>
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>>21660892
Maybe you don't need to create a comprehensive list of perks, mostly because players will think of things you never will. I suggest letting the players create their own perks at character creation. As for how to do it, I recommend looking at ChromeStrike, another /tg/ homebrew. Their rules for perks are actually pretty neat and I love them.

But yeah, gear is a mess.
>>
>>21660988
I'll have to give it a look. I'm not above cherry picking ideas from /tg/ homebrews- Viral's F-zero RPG inspired the fuck out of the current routes system (which also needs further explanation and examination).

Plus, that dude fucking knows how to put together a good looking homebrew PDF. This would probably be much more fluid if I had it in proper page form with illustrative images- but that'll have to wait until I can explain the dice mechanic in text in a way that isn't pants on head.
>>
>>21661028
ChromeStrike is a rules-light mech game, so maybe you can also lift gear rules from it somehow.
>>
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>>21660964
>>
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Don't mind me, just postin some OC
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>>21662081
>whatiswrongwithyourfaaaaaaace.jpg
>>
>>21662139
What is wrong with..
oh I'm sorry I though you were anon
fuck you
>>
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VeloCity fuck year!
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>>21661028
...The dice rules make perfect sense to me actually. Assuming I do in fact, understand them. From the sound of it, it's pretty much Legend of the Wu Lin's "Roll your pool, count up the multiples, the multiple is the tens digit, the result is the ones digit." You determine the dice POOL the way it's done in Legend of the Five Rings, "Stat plus Skill" style. Granted, I've all but memorized both sets of rules, so maybe that's why it's easy for me to follow?
>>
>>21662896
Most people here haven't played LoWL so probably.
>>
>>21662924
Shame, it's a wonderful game, definitely worth at least looking at. Here's how it's described in the book: "To see what result your roll provided, look for sets of dice whose numbers match. These sets translate into numbers, where the ones digit is equal to the number on the dice, and the tens digit is equal to the amount of matching dice in the set. You can pick any of the results that your roll created, but higher is generally better. Solitary dice are not in a set, but still provide a result according to the rule above: the number that came face-up will be the ones digit, and the tens digit is automatically ten."

Did that help at all?
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>>21662980
Hm...seems simple enough...when does it become crunchy?
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>>21662980
I understand it. But I can see how others might not.
>>
>>21663009
I imagine when things like Momentum, Energy, and Style come into play.

Momentum is essentially the ability to store extra sets of dice. Say I rolled a set of 28 and one of 24. If the 24 is good enough, I can store the two eights for later use... say, once i've rolled another 28, at which point my two eights become four, resulting in 48. (Or at least that's how the equivalent mechanic works in Wulin.) You can lose stored sets by wiping out or by simply dumping them. You can only store one set at a time, until the end of the scene, and you can't store a set if you're dumping.

Energy is your health and a resource you can use to improve your resource by adding a bonus at a 1 to 1 ratio. You can use up to 10 at once, at least at the beginning. (There are other rules to Energy involving how it works as health, but I'm sticking to what applies to rolling dice for now.)

Style is built up by banking up extraneous degrees of success. You can store up to 5 points of style, and you have to use them all at once. The beauty however, is that they're essentially Energy you redeem in at a whopping 1 to 5 ratio: if you spend 5 Style points, you get a +25 bonus! Style is usually gained by performing Tricks, and can be lost by wiping out.

Right then. Questions? Still more ore less makes sense to me, though Energy is a bit wonky cuz it does double duty. Sorry if posting the rules like this is annoying, but hopefully, breaking down dice rolling will help us find what trips people up.
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>>21663235
oh, and let me know if I screw up at any point.
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>>21663235
Okay, I can see how this might be a tad awkward. But not anything really wrong with it. I might have to try a game of Wulin sometime.
>>
>>21663344
it becomes easier to follow when you actually try it, yeah. the thing that bugs me (not in a bad way), is that from my understanding, you could theoretically hold on to Style by spending it on things where you just needed a small push to beat the roll, then banking the excess success again. it's not bad, but it's a funny little quirk i found in the Style rules as written.
>>
>>21663235
It's a couple fair details to keep track of, but probably one of things that supposedly becomes second nature.
>>
Stress needs to be better explained. I'm looking at it and it makes no sense to me: "In some Extended Tests, Stress is a factor that can make you more likely to fail. When you’re under Stress, you also add your total Success points to the difficulty of the test. 1) If taking damage is the result for failure (like grinding a rail, or being threatened with physical harm in general) stress will be a factor. 2)If you’re under attack or in a harmful environment, stress will be a factor"

WHAT DOES IT MEAN
>>
>>21663579
That's NM wording at work.
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>>21663579
>When you’re under Stress, you also add your total Success points to the difficulty of the test

Do this when what you're doing could hurt you.
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>>21663650
>Success points
>wat

the fuck is this though?
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>>21663681
>The defining trait of an Extended test is that you build up successes. Every success counts
as 1 success point, with every Level of Success adding another.
>>
>>21663711
...so the better I do, that harder it becomes?

...wat.
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>>21663729
That is what makes it stressful!

I have absolutely no comment on the quality of the rules, as I've only read exactly that one page of the rulebook.
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>>21663764
No, reading this is what makes it stressful.

I THINK that this might only be an issue with extended tests though - like if i've been grinding the same rail for the last thirty seconds, my successes up to that point will make continuing to grind harder. I suppose this is where Style and Momentum really shine.

Still the worst worded part so far though.
>>
>>21663809
I'm sure that it will be much clearer after a bit of progress.
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>>21664128
precisely the point of poking at the rules. this seems to be the worst of it in terms of general rolling. i suppose combat might be next on the list of rules to look at, but i'm not sure i have the heart for it...
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>>21664434
>combat

Pah. Exciting, fast-paced and intricate movement along three-dimensional courses is priorities 1, 2 and 3, with cool flips and shit coming right after. That's basically the core of the game as a game; GOTTA GO FAST BUT SHIT'S IN MY WAY, FUCK FUCK FUCK SWAAAAAG

All mechanical difficulty issues forth from there.
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>>21664593
true. just looked at the combat rules, they're pretty straight forward. I suppose the Routes section would be next, but that's also fairly straight forward. pretty sure that list of lines, obstacles and whatnot is far from exhaustive though. ...huh. Perks and items are really all that's missing, and that clarification on freakin' stress.
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>>21664660
I'd like to see at least some examples of routes drawn out, it only makes sense.
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>>21664864
I'm trying to imagine how long it would take to grab the game maps from the official Jet Set Radio Future guide and convert them into Routes.
>>
So this is essentially GOTTA GO FAST the game?
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>>21665015
In a way.
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>>21665015
It's as much gotta go stylish as it fast.
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>>21664931
I can't imagine it would be too difficult if you knew how to do it. I get the basic idea of it but in my mind it makes sense that I'd learn the most from seeing some examples.

I'm sure the example "long downhill stretch where just staying steady at high speeds is the trick to jetting through a busy flea market avenue and trying to not crash into stalls, until the line breaks into a halfpipe of a large open sewer lane to finish"

Is probably inspired by Dogenzaka Hill.
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>>21665037
I can actually picture Sonic being statted up as a freerunner with insane speed bonuses
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>>21665015
i now picture rollerbladers as pathfinders from tribes
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This seems interesting.
Anti-Grav chute things for larger jumps and stuff?
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>>21668832
Maybe magnets. Or, y'know, actual parachutes.
>>
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>>21668832
I do like the idea of new gadgets as you level up. Thinks like parachutes and grapple hooks and sticky wheels for wall riding. Could work as a tier system

Tier 1: Street Punks. Using basic stuff you brought with your pocket money. Skating around the neighbourhood. Biggest threat is the school bully and your mum if she finds out you've been wearing your roller blades on the tiles.

Tier 2: Gladiator. Better gear you've won in contests and customisted to your style. You're now out to prove you're the best. You're going to have to beat a number of mainstream contests and underground challenges to prove you're the best. There's only one King of Velo City and City's best and craziest gangs stand in your way. Word of warning, the city's cops are determined to shut down the underground scene for good.

Tier 3: World Pro. You're the best in Velocity, with fans and sponsors alike kneeling before you. Time to hit the road and prove you're the best in the world! You've got the best gear money can buy as well a few items normaly not for sale. You're now up against the world's best and the international law doesn't take to kindly to punk don't stunts off the 8 wonders of the world

Tier 4: Agent. You are now a modern day Ezio...riding a skateboard. You fight a war in the shadows on top of skyscrapers. You now have access near-future gear you once could only dream of. Perhaps one day, you'll find out who 'Spice' really is. In the meantime, the punks you're now up against are packing some mean firepower and are very anti-skater
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>>21669017
Except, you know, not really useful using parachutes with rollerblades or freerunning
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>>21669017
>>21669178
Well that would raise the issue of how a bunch of street punks got their hands on a space-age anti-grav device.
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>>21669178
Really cool techy mini-chutes?
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>>21669280
Could work, but I still stick to the idea that high-tech gear is something you have to earn since stuff like mini-chutes, grapple hook guns and wall climb wheels will drastically change the way the game plays.

If the player can just buy them at lvl 1, they'll lose a lot of their coolness factor
>>
>>21668832
>>21669017
This talk about cutting-edge tech gives me a spark of idea for a 'gang': a group of corporate RnD employees, testing out new gadgets. Maybe they do the 'field testing' because their boss is an eccentric one, he wants to be able to market these new 'extreeeme' gadgets to the kids nowadays... but also because he wants to get a little adrenaline as well.

So these guys might have the most cutting-edge gadgets around, but their skill varies greatly. If you can get on their boss' good side, your gang might get 'special discounts' or 'free samples'.

And the boss doesn't have to be male, could be female.

What do you guys think?
>>
>>21669487
Sounds cool. Be a good contact for the players to do missions for in exchange for cool gear
>>
>>21669487

Boss used to be into skating and stuff when he was a kid/teen. Still endulges with some of the old crew on weekends. He hires pro skaters, bladers, runners etc to do testing for his products. The "homemade" movies made during testing sessions are then posted online as essentially viral marketing. Dude himself is a pretty cool guy, as suits go. For some reason, he has a grudge with some of the old gang leaders as well.
>>
>>21669685
I'd imagine Aileron Inc. boss as having the mindset of Tony Stark, basically. And that background would fit well.

Also, potential nicknames from the gangers for the 'test pilots' are the 'R&D Squad', 'Lab Boys' and 'Corporate Rats'...

For teh company's name, would you guys like Aileron Inc. or another name? We could also flesh out the other corps in the city; maybe some of them employ riders/skaters/bladers/runners for another reason entirely?
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>>21669798
I like Aileron Inc.
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>>21669798
Inquisitor Rad approves.
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Can anyone make a version of this game that isn't for math majors, but maybe art or music majors?
>>
New to /tg/

I saw a JSR picture and got interested as it is my favourite vidya of all time. What is this, pardon the newness.
>>
>>21671334
JSR the tabletop game
>>
The core mechanic sounds very similar to the One-Roll Engine. That means you could paste some freely available description of it on the front of the rulebook, and add to that. Or commit copyright violation, whatev.

Is there any analogue to the Special meter from THPS? I don't know, like spending Style points to perform a normally disallowed trick?

How about a mechanic for retroactively rearranging the environment? Notionally justified as having scouted it better than the game master did.
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>>21669058
See the power scale up in >>21647191. Also, the game is mostly concentrated in Velo City itself, since there's a lot to do.
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>>21669487
There's an entire dynamic about being able to get bleeding-edge tech. It's not so much a gang as it is an option, since there are multiple corps with different brands and types of tech and different ways to get it.
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>>21671739

I'm thinking a Borderlands-style random gear generation table. And different manufacturers in that same style.
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>>21671768
That's why Nothing Man has been spinning his wheels trying to make a fully modular gear system and could use the help. If you want to slap some shit onto your X, then very little should stop you.
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>>21647815
Well, 2/3rds of it already is out...
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>>21671800
>>21671768
Are there any details?
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>>21674625
Ask him.
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gays i got jetset rodeo what do i do now
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>>21677163
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>>21677195
Why did I lol at that.
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>>21677361
because you haven't spent enough time on a shitposting board to become acclimatized to them
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>>21677361
>>21677370
What he said.
Still, it's a decent response to crappy trolls.
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>>21647313
City Generator Demo, part of a Humble bundle at one point. The map you replied to had been edited from say something like this.
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>>21678123
Where'd you find the tool?
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>>21678160
It was part of the Humble Introversion Bundle.
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>>21678180
I've searched for it, but I can't find a solid download for it.
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>>21678371
>>21678160
http://www.mediafire.com/?775kv1l6yfirvm0

Here you go.
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>>21678442
Danke sehr. Maybe I can use this for coming campaigns.
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>>21671253
Art major who did babby retard math in high school here, stop being dumb. You have to count some dice and float some bonus points around so far.

Apply yourself for once.
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>>21681919
The system is very straightforward.
Roll Xd10. Count the numbers that match. The number in question is the one's digit, while the number of matching dice is the tens digit.
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>>21681919
>>21681949
Yeah, it's eassy once you figure it out.
And figuring it out doesn't take long.
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>>21683067
>eassy
>once you figure it out
Seems like you never will
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>>21683397
It's so easy, man. Roll a bunch of ten-sided dice, see how many have the same number side up. That number is the ones digit, while the number of dice with that number is the tens. You do remember where the ones and the tens go right?
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>>21684373
No, I don't. On a related note, how do I breathe?
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I want to play a big goofy fat kid like a mix of pic related and Wimpy from Popeye, probably on rollerblades to give him a bit of a Fatman vibe. He'll carry around a sports bag full of junk food, spray cans and anything the rest of the crew needs carrying.

I figure he only Fights the Man because his friends drag him into it, he just likes rollerblading.
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>>21684772
Does he fight like the Fat Man from MGS2?
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>>21684808
Fatman, you mean.
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>>21684808
Would depend on the nature of the campaign. I'd love to play something that isn't so blood and gore grimdark but if that's the order of the day it would only make sense if he did. Otherwise it'd be more along the lines of bowling people over and belly bumping them.
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>>21655234
So its like Legends of the Wulin then?
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>>21684772

His signature tag should be LaGFAT (Laugh, and Grow Fat).
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>>21684834
I'm pretty sure the game is not inherently grim 'n' dark. If anything, it's very bright and colorful, and that's before the paint comes out. Also remember that this is based on a game where turf wars are handled with spray paint, not fist fights (most of the time). Then again, the original game had Captain Onishima, a hot-headed cop with a hilariously large Magnum revolver.
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>>21685295
main warriors would be parkourers and rollerbladers, with skaters being spec ops and bikers being black ops
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>>21685337
It's not to say combat isn't a thing. Hell, I had originally conceived the concept of combo moves like this.

By the way, the term for someone who practices parkour is "traceur," not "parkourer."
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>>21685378
This would be a particularly high-Style flying melee attack.
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>>21655234
Hey look someone explained the mechanism without being a condescending bitch!
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>>21685295
Well of course, but being so ridiculously rules and settings light a gm may well end up running it anyway they please.

Could still set up low powered paint bombs to cover pursuers set up in a similar style to Fatman's though.
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