Armageddon General Discussion Board

General => World and Roleplaying Discussion => Topic started by: CodeMaster on May 29, 2015, 09:24:28 PM

Title: New starting location idea
Post by: CodeMaster on May 29, 2015, 09:24:28 PM
To use this starting location, your starting background has to end with some kind of disaster that left your character disoriented, confused, without supplies, and otherwise abandoned in a location with which s/he has no familiarity.  A victim of raiders, or a spice trip gone horribly wrong.


> point random


You start in a random location selected from within a subset of curated random locations.  You begin the game without a waterskin, without food, without starting coins, and no idea where you really are.
Title: Re: New starting location idea
Post by: Clearsighted on May 29, 2015, 09:27:39 PM
Quote from: CodeMaster on May 29, 2015, 09:24:28 PM
To use this starting location, your starting background has to end with some kind of disaster that left your character disoriented, confused, without supplies, and otherwise abandoned in a location with which s/he has no familiarity.  A victim of raiders, or a spice trip gone horribly wrong.


> point random


You start in a random location selected from within a subset of curated random locations.  You begin the game without a waterskin, without food, without starting coins, and no idea where you really are.

Include a random background generator, and I'm sold.
Title: Re: New starting location idea
Post by: RogueGunslinger on May 29, 2015, 09:33:34 PM
I like it but it'd be too hard or too easy, not much room for in between.
Title: Re: New starting location idea
Post by: FantasyWriter on May 30, 2015, 10:15:28 PM
Quote from: Clearsighted on May 29, 2015, 09:27:39 PM
Quote from: CodeMaster on May 29, 2015, 09:24:28 PM
To use this starting location, your starting background has to end with some kind of disaster that left your character disoriented, confused, without supplies, and otherwise abandoned in a location with which s/he has no familiarity.  A victim of raiders, or a spice trip gone horribly wrong.


> point random


You start in a random location selected from within a subset of curated random locations.  You begin the game without a waterskin, without food, without starting coins, and no idea where you really are.

Include a random background generator, and I'm sold.

I would hit that.
Title: Re: New starting location idea
Post by: Jihelu on May 30, 2015, 10:34:23 PM
Add random everything and it's basically DDA cataclysm.
It would be fun.

Get into the game, look at your stats and character info "Oh look I"m a dwarf or some shit with the focus of killing Muk utep (Don't take my job pls)
That'd be a fun thing to get into.
Title: Re: New starting location idea
Post by: Harmless on May 31, 2015, 02:06:40 AM
IF it had a random background, appearance, and guild/subguild etc selection as well with IMMEDIATE approval (which would make sense seeing as its all pregenerated) then I would definitely use it. If it also came with a chance at being a raider, awesome. Some could be similarly antagonistic but non raider roles, like a tuluki zealot in nak, an elven rebel who spawns crimflagged, an ungemmed magicker who spawns in with a very long lasting, visible magick effect.

The thing is that features like these border on hack n slash. The flipside is they would stir up fun plots as well and if played by experienced players would probably be done well.

I think I am a similar player to codemaster in some ways and we think alike. I would enjoy this feature but understand if staff felt it doesn't fit an RPI. Besides you can create this gameplay yourself with the right choices, it just takes a lot longer to set up, but it can already be done. I have seen PCs be exiled without any gear for example.
Title: Re: New starting location idea
Post by: Gunnerblaster on May 31, 2015, 02:53:49 AM
It would be nice if the random roll idea gave you a chance to roll up a guild 1-2 karma within range of your current karma range.
Title: Re: New starting location idea
Post by: Jihelu on May 31, 2015, 03:05:39 AM
Quote from: Gunnerblaster on May 31, 2015, 02:53:49 AM
It would be nice if the random roll idea gave you a chance to roll up a guild 1-2 karma within range of your current karma range.
Maybe if you started 'abusing'/being a dumb shit with it staff could flip a command and bam, you can't use the 'random' button or 'chance at cool karma shit' button?
Title: Re: New starting location idea
Post by: HavokBlue on May 31, 2015, 04:09:17 PM
Can't you pick a start location at random (roll dice) and junk everything when you spawn?
Title: Re: New starting location idea
Post by: CodeMaster on May 31, 2015, 05:11:11 PM
I was thinking random in the sense that you might spawn out in the middle of the desert.  Or on a cliff somewhere.  Or in the grey forest. Or on the shore of the silt sea next to some sparse wreckage
Title: Re: New starting location idea
Post by: FantasyWriter on May 31, 2015, 05:12:03 PM
>buy shot
>drink shot
>buy shot
>drink shot
>buy shot
>drink shot
Your vision goes black.
>wish all Can my shit-faced PC be transferred to some random room south of the shield wall, please?
Title: Re: New starting location idea
Post by: Bushranger on May 31, 2015, 06:06:46 PM
https://www.youtube.com/watch?v=pdFFLn6BuIM (https://www.youtube.com/watch?v=pdFFLn6BuIM)

I don't want to wake up married to a Gith!
Title: Re: New starting location idea
Post by: Bast on June 01, 2015, 03:59:59 PM
Quote from: Bushranger on May 31, 2015, 06:06:46 PM


I don't want to wake up married to a Gith!

This my favorite quest in that game. The female version of the quest is less funny but still epic
Title: Re: New starting location idea
Post by: IAmJacksOpinion on July 12, 2015, 11:06:25 AM
Quote from: HavokBlue on May 31, 2015, 04:09:17 PM
Can't you pick a start location at random (roll dice) and junk everything when you spawn?

This was my first thought also. I've used my D#'s to run up completely random race / guild / subguild before. It can't do your description / background for you, but you could definitely fill out a list of traits (eye color, hair color, height, etc.) and craft your desc from there. A truly random mdesc seems like it would come out a bit choppy and in need of polish anyways.

The only downside of this is that it's pretty "lopsided." Depending on your karma level, there are more magickers in the game than mundanes. There's also a very high chance that you will come up with a crafter subguild (not that that's bad. Just, statistically, you're probably going to be a magicker/crafter.)
Title: Re: New starting location idea
Post by: Clearsighted on July 12, 2015, 11:35:09 AM
The mul outpost should be a starting location.
Title: Re: New starting location idea
Post by: wizturbo on July 13, 2015, 02:13:57 PM
Quote from: Clearsighted on July 12, 2015, 11:35:09 AM
The mul outpost should be a starting location.

I don't think so.  Blackwing would make more sense.
Title: Re: New starting location idea
Post by: Armaddict on July 13, 2015, 03:41:01 PM
Quote from: wizturbo on July 13, 2015, 02:13:57 PM
Quote from: Clearsighted on July 12, 2015, 11:35:09 AM
The mul outpost should be a starting location.

I don't think so.  Blackwing would make more sense.

Both places would require revamping to accomodate new characters.
Title: Re: New starting location idea
Post by: The7DeadlyVenomz on July 13, 2015, 05:34:24 PM
Yet and still, a fine idea. More starting locations are a win to me.
Title: Re: New starting location idea
Post by: Mordiggian on July 14, 2015, 01:53:58 AM
One thing is that we have a lot of coded options already for people who want to play tribals that don't get utilized as much as they could!

Our human tribes received documentation revamps only a couple years ago. We have the dirty necker tribes if that's your thing too I guess.
Title: Re: New starting location idea
Post by: BadSkeelz on August 17, 2015, 12:22:19 PM
Quote from: Mordiggian on July 14, 2015, 01:53:58 AM
One thing is that we have a lot of coded options already for people who want to play tribals that don't get utilized as much as they could!

Our human tribes received documentation revamps only a couple years ago. We have the dirty necker tribes if that's your thing too I guess.

Are there any open that aren't Al'Seik or Arabetti?
Title: Re: New starting location idea
Post by: Eurynomos on August 17, 2015, 12:54:38 PM
Quote from: BadSkeelz on August 17, 2015, 12:22:19 PM
Quote from: Mordiggian on July 14, 2015, 01:53:58 AM
One thing is that we have a lot of coded options already for people who want to play tribals that don't get utilized as much as they could!

Our human tribes received documentation revamps only a couple years ago. We have the dirty necker tribes if that's your thing too I guess.

Are there any open that aren't Al'Seik or Arabetti?

No, but as I worked on the documentation revamps for the Seik and Arabet, I can only say they are awesome and you should try them if you haven't already.
Title: Re: New starting location idea
Post by: Barzalene on August 17, 2015, 01:24:16 PM
Today's tribal experience has been brought to you by the letter "A."
Title: Re: New starting location idea
Post by: Armaddict on August 17, 2015, 02:30:54 PM
Honestly...

If approvals were fasttracked for these, and the class/subguild/race made completely random...this would be kind of hilarious.  And there'd be random bodies out in the wastes, ALL THE TIME.
Title: Re: New starting location idea
Post by: FantasyWriter on August 17, 2015, 10:46:26 PM
Quote from: Barzalene on August 17, 2015, 01:24:16 PM
Today's tribal experience has been brought to you by the letter "A."

https://www.youtube.com/watch?v=4uOWG8tjW-8 (https://www.youtube.com/watch?v=4uOWG8tjW-8)
Title: Re: New starting location idea
Post by: boog on August 18, 2015, 12:35:28 AM
Quote from: Eurynomos on August 17, 2015, 12:54:38 PM
Quote from: BadSkeelz on August 17, 2015, 12:22:19 PM
Quote from: Mordiggian on July 14, 2015, 01:53:58 AM
One thing is that we have a lot of coded options already for people who want to play tribals that don't get utilized as much as they could!

Our human tribes received documentation revamps only a couple years ago. We have the dirty necker tribes if that's your thing too I guess.

Are there any open that aren't Al'Seik or Arabetti?

No, but as I worked on the documentation revamps for the Seik and Arabet, I can only say they are awesome and you should try them if you haven't already.

But I did, and then I was dead within 2 hours play time, having never met another PC soul! (Not even the [redacted] that [redacted] my character.) :(