ohko
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- Dec 23, 2018
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I honestly didn't know where else to put this thread, so feel free to disregard this entirely. This is kind of a sticky note thread where I put random things, ideas for games, among other stuff. I was checking the forum rules, and it doesn't seem like this kind of thread is disallowed, so I'll just put it here. You're welcome to reply and stuff and do whatever. Comments are welcome!
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Topic: Magic System for a Roleplay
So lately I've been really fascinated by Terrea, which is a write-to-grow roleplaying site about evolving a blob (slime) character. They have a conversion rate where 1 OOC post = 1 coin or 1 IC post = 5 coins. Once you have ~100 coins or so, you can buy a voucher that allows you to evolve your blob. (Note: oversimplified explanation)
I actually really think this kind of system is really cool, and I've been thinking of different ways that this kind of shop system can be employed in a roleplay.
One obvious example is to use this kind of system to buy skills your character in an RPG-like roleplay. Every time you level up, you can buy your character some vouchers for some stuff (e.g. weapon improvement voucher or new spell voucher). The fact that coins are tied to the number of posts that you make ensures that you have a write quite a bit with each character you can give them stuff.
On the other hand, another setting I think that would be really cool is something like a magic academy, or a magic research institution setting.
To quickly pitch an idea: Imagine your typical aristocratic noble academy (villainess novel) except it's an all-ages magic academy to train wizards/witches/etc. When your character arrives, they don't know any magic. However, as they make posts... they accumulate points that they can use to create their own spells. The spell design system is what I think is most interesting. Unlike Harry Potter, where all spells are sort of premade, I think it would be cool to have a roleplay where every character is expected to make their own spells from scratch.
However, making a spell would take a lot of effort (and many posts). For instance, with 100 points, you could get a voucher that allows you to apply X effect. Realistically, you would probably have to combine many vouchers before you got to a single spell.
So what are the vouchers? ...I think this is the hard part, but also the fun part from a game design perspective. How do you design a magic voucher system that allows players to combine them to form a spell, leave room for creativity, yet also be restrictive enough so that players don't run away entirely with creating an OP spell?
What exactly is the anatomy of a spell, anyways?
..........................
Here's one idea. Words!
Every spell can be described through a set of words: "Create a 10 centimeter fireball at the fingertips of my right hand."
Perhaps each voucher is a set of words:
In fact, to make this more evil, what if there was a gacha system? You could spend points to roll a gatcha to collect a handful of random vouchers, and it's up to you to figure out how to combine the vouchers to make spell for your character.
....................
Another idea! What if after you made a spell, you could get together with a friend to teach it to them?
Or if you could collaborate with a friend to trade spellwords so each of you can make better spells?
+ + +
Topic: Magic System for a Roleplay
So lately I've been really fascinated by Terrea, which is a write-to-grow roleplaying site about evolving a blob (slime) character. They have a conversion rate where 1 OOC post = 1 coin or 1 IC post = 5 coins. Once you have ~100 coins or so, you can buy a voucher that allows you to evolve your blob. (Note: oversimplified explanation)
I actually really think this kind of system is really cool, and I've been thinking of different ways that this kind of shop system can be employed in a roleplay.
One obvious example is to use this kind of system to buy skills your character in an RPG-like roleplay. Every time you level up, you can buy your character some vouchers for some stuff (e.g. weapon improvement voucher or new spell voucher). The fact that coins are tied to the number of posts that you make ensures that you have a write quite a bit with each character you can give them stuff.
On the other hand, another setting I think that would be really cool is something like a magic academy, or a magic research institution setting.
To quickly pitch an idea: Imagine your typical aristocratic noble academy (villainess novel) except it's an all-ages magic academy to train wizards/witches/etc. When your character arrives, they don't know any magic. However, as they make posts... they accumulate points that they can use to create their own spells. The spell design system is what I think is most interesting. Unlike Harry Potter, where all spells are sort of premade, I think it would be cool to have a roleplay where every character is expected to make their own spells from scratch.
However, making a spell would take a lot of effort (and many posts). For instance, with 100 points, you could get a voucher that allows you to apply X effect. Realistically, you would probably have to combine many vouchers before you got to a single spell.
So what are the vouchers? ...I think this is the hard part, but also the fun part from a game design perspective. How do you design a magic voucher system that allows players to combine them to form a spell, leave room for creativity, yet also be restrictive enough so that players don't run away entirely with creating an OP spell?
What exactly is the anatomy of a spell, anyways?
..........................
Here's one idea. Words!
Every spell can be described through a set of words: "Create a 10 centimeter fireball at the fingertips of my right hand."
Perhaps each voucher is a set of words:
- "Fire"
- "Hand"
- "Seven"
- "Melt"
- "Fly"
In fact, to make this more evil, what if there was a gacha system? You could spend points to roll a gatcha to collect a handful of random vouchers, and it's up to you to figure out how to combine the vouchers to make spell for your character.
....................
Another idea! What if after you made a spell, you could get together with a friend to teach it to them?
Or if you could collaborate with a friend to trade spellwords so each of you can make better spells?