Author Topic: The Game Designers Guild
Jango10 
Registered: Sep '02
46109_Indiana Jones
Date Posted: 5/19 3:08pm Subject: RE: The Game Designers Guild
I want to play The Iliad....NOW!

 

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Reynar_Tedros 
Registered: Jul '06
7874_Gabe
Date Posted: 5/24 3:44pm Subject: RE: The Game Designers Guild
The only game here that I'd play in if it were launched is Men in Black. Short, sweet, and fun. The author nailed it.

 

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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/25 10:55am Subject: RE: The Game Designers Guild
Ok, let's see here.

Game #1 wins a boatload of points by sheer virtue of actually being well-versed in Greek literature. Unfortunately, this means I'm not sure how well it'd do, given that it's well researched, intelligent, and faithful to its source material. I don't really see any problems with it, aside from the fact that gold and silver make terrible weapons and armor because they're too soft, whereas bronze is an alloy that's strong enough to make decent weapons and armor (though it fell out of favor when they discovered better smelting techniques that allowed them to make iron and then steel).

Game #2 screams "gimmick". The whole thing is just a screaming cacophony of schizo tech over a thinly veiled excuse for war.

I'd give credit to Game #3 for developing groups and technologies, but the whole thing seems kind of like a grab bag of pop history that lacks any sort of elegance. Plus the whole landmarks thing seems really silly.

Game 4: Space pirates, one biome planets, the game's already started. There's not really much I can say, other than I hope you have something interesting planned.

Game #5 clearly demonstrates the author's familiarity with the source material and the style of delivery. Provided that the author has lots of ideas for missions and plots, it will probably be a very good game (assuming a good batch of players).

 

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SephyCloneNo15 
Registered: Apr '05
8068_R5-D4
Date Posted: 5/25 10:55am Subject: RE: The Game Designers Guild
After a very brief skimming of the titles here (literally, about titles only and nothing else), I think I have to voice my support for MIB. Don't know if I've ever seen anything along the MIB lines tried before (well, someone tried Ghostbusters, but I think that kinda flopped), but it's not just another generic act out the fantasy war game. The NSWRPF needs more exciting, unique games.

 

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TheManinBlack 
Registered: Aug '07
6218_Boba Fett
Date Posted: 5/25 8:38pm Subject: RE: The Game Designers Guild - Date Edited: 5/25 9:47pm (3 edits total) Edited By: TheManinBlack
Hey Sep...this game is a serious homage to your last superhero game. I looked at your product....and changed what I thought what needed to be changed and put a slightly darker flare to it...tell me what you guys think

Tales of Neo Chicago: A Super Hero RP

They where respected, they where admired, they where even worshiped, but those where better days for the super heroes. Much better days, in fact. Those where the days when L.A still existed Back when everyone thought that superheroes where unstoppable. Back when people thought, that super heroes always saved the day, back when people knew good triumphed over evil . But then Red Star, a former K.G.B agent turned Super villain, turned dictator destroyed L.A and The Knights of the Round. All that changed, for even when The Guardians defeated him and Dr. Gene…at was at the cost of most the guardians live…and much of the city of Dallas.

But before than times where good, heck times where great. Superheroes would have been rock stars, if rock stars had all the admiration and none of the open hate they do. It was all thanks to The Knights of the Round and The Guardians. Both groups ended being extremely important to America and her allies, they lowered crime by amazingly high rates. They also ended up being vital assets during WWII, Korea, and Vietnam. Brining in victories when there should have been none, and earning the trust and respect of those they defeated that what they superheroes where doing, is what was right. Helping to police Crimes in the Areas they helped unbalance, and brining order to them. Each team signified something the people of the world looked up too. For that they where left unquestioned…and unchallenged. This went from the 40’s to the late 50’s.

Around the Late 50’s escalation finally happened. Super-Villains…who had always existed along the superhero brethren had begun forming large groups as well. No longer did a group of heroes just have to fight one Villian and his henchmen, or even a handful of villains. They had to fight the villains in even to unfair numbers. Victories came by harder, but they still came by all the time. The villains, who had grouped up, might have been receiving less severe beatings…but they where getting them just as often. Villains had their share of victories now, but they where always either Pyrrhic victories, irrelevant, or temporary. Super-heroes where still seen as unbeatable, now it was just that their victories seemed more real. That gave both the Citizens…and villains more hope. For the first time ever in 1963, a large criminal group with power equal to that equal to the hero’s Knights of the Round existed. They where called The Fallen, their name would signify a change yet to come. The Heroes of world began to die on the line of duty at record high numbers. Numbers that matched the ratio of deaths when masked crusading first took place. Now the people of earth where a little freighted, though their fears would be laid to bed...abet temporally and falsely. Infighting with in the group, combined with pressure from the two major superhero groups lead to its downfall in 1969. Once again the world was safe, and heroes seemed unbeatable. Though various Villains (either new, or former members of the Fallen) tried to either re-start the group or one of similar power, they where either defeated before they could assemble the group, defeated as a group, or destroyed themselves before any real success at re-constructing a Major Villain team. It wasn’t until 1975 that happened, and when it did it shook the world.

In 1975, 2 years after the collapse of the Soviet Union, Red Star led an invasion on American soil. Although he was defeated in his first battle, he and many of his followers survived the battle, and soon afterward many joined and Red Star hired a large number of super villains, the largest amount seen since The Fallen where defeated. With it, he managed to capture San Franscio , and marched towards L.A. The American Army and The Knights of the Round where dispatched to defeat them. Instead their ensuing battle destroyed L.A and lead to their own defeat. They soon marched on to Texas, where a bloody battle ensued between The Guardians and Red Star’s New Soviet Army. This time The Guardians managed to defeat them, but not without losing 64% of their members in their battle, with their founder Lady Liberty…. being the only key member who survived. Red Star was gone, but his mark far from gone. The Nation descended into Chaos. Though two new superhero groups emerged Galt’s Fist and JUSTICE, they where a far cry from the power the last two groups had. Organized Crime had entered its Golden Age, Super Villains had hit the jackpot. No one could stop them. In 1980, With The Guardians gone, their main line of defense in New York was as well, so soon many the businesses of New York and the surviving ones from L.A moved to Chicago, as it was largely untouched by the superhuman phenomena, though they too had a new superhero group Silver Age, and where the base of operations for previously established group Galt’s Fist (who hired them selves out in the battle for Detroit and had some forces stationed with the military, and moved to Chicago realizing the potential profit). Super Villains however soon followed, realizing that the heroes where untested…and that their was a large opportunity in the industriously heart of America. Its is now 1985, the remnant of The Knights of the Round and the Guardians…called JUSTICE soon followed.

Now is the year 1985, and the wind is blowing a new direction yet again. The stage is set on Neo Chicago, as it will signify what the future holds yet again.






Groups:
Everyone will start off as a member of one of these groups. Don’t worry…being in one group does not mean you can’t go solo or team up with some one from another group. Every time a Major event happens you all will be working with one another…or against one another.

You will all start out as junior member then progress like so

Junior Member

Member

Task Force Member

V.I.P

Elite Task Force Member

Captain

Commander

Council Member

Possibly new Leader or Second in Command



Silver Age: Taking there name from an insult thrust on new heroes. Who are described as being in this for the wealth and prestige rather than the “Golden Heroes” of old. Unlike J.U.S.T.I.C.E , Silver Age team founders Prometheus, Night Prowler and Fission believe in a less Black and White, view of evil. Conversely while more aggressive against the evils they fight, they will refuse to kill that evil unless absolutely necessary. While JUSTICE works mostly with law enforcement…and are willing to kill if the villains refuse to cooperate and surrender or detainment becomes more and more unrealistic.

JUSTICE.: Another superhero team in Neo-Chicago. This superhero team is almost a wing of normal law enforcement (though they have fought against the government itself and will rarely step out of the normal bounds of law and order.) They are lead from a surviving member of The Knights of the Round (the first government super group) Lancelot and a founding member the first independent superhero group The Guardians, Lady Liberty (former member of U.S Army during WWII). They are considered as either the vanguard of past hero groups or the direct descendants of those groups. It is a reminder of the past, for better and for worse.


Galt’s Fist: The first recognized Super-Hero mercenary group. Unlike similar groups, they only work for a side they view as on the side of right, or neutral and legal. They rarely do pro-bone work, and often work as a branch of the government. Though the times they have worked for free it has been against the government. Their name is derived from their team leader Howard Galt, leader of Galt industries. His commands are issued through his two top men. Master Mind, a former criminal and The Defender….a decorated war hero. Though have a strained working relationship with their colleagues. Though it is noted that Prometheus and Galt are best friends. They are often referred to Rent a Cops in capes.


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Rouges Gallery
Like Isaiah Rivers and to keep in line with the comic theme, the game will be broken up episodically into story arcs called Eventa. Feel free to PM if you have an idea for an Event. Events will revolve around the Rogues Gallery. Like all RPs there is definitely going to be room for adventure. As a hero you may try to stop Villains in hiding during your free time, try to unravel mysterious crimes, and fight the horrors of everyday life for your hero. A list of Villains that are in Hiding, crimes, and underworld families will be shown here. This list will be updated as the game progresses, and will be posted periodically along with Events.

Salrone Family: An Italian Mafia family that has plagued Neo-Chicago for 60 years. The Salrone Faimly is the leader of the Twelve Families and one of the 5 Factions trying to gain control of the city. They run downtown, the docks, and the west suburban area. They are run by Joseph Salrone, his brother Paul Salrone, and Paul’s son John Salrone. Though they usually use ordinary grunts, they also have access to all forms of weapondtray from magical to scientific against heroes…though they no longer pioneer one specific field.

Black Eye : A splitter group of a unknown CIA Superhuman task force, They too seek total control of the city under world…and like many of the other factions majority ownership of the legitimate side of the city…though the percent they want is 100%. They seek to make City Leaders nothing but their puppets. It is unknown if they are still connected with the C.I.A. Though one of the most aggressive to of the 5 Factions…they seem to be most willing to work with their fellow faction members…next to The Adventures Guild. They have advanced tech, and control the East Part of Neo-Chicago

The Red Wing Knights: Originally a normal English mobster group, it has since evolved into an Elite European terrorist group, with strong ties into the supernatural. They are now lead by a council of three lords, Alcuard the Impaler… from Eastern European a master of the occult, William Jackson…a man who claims to come from a line of English nobility…and Samuel Canterbury grandson of the man who started the gang. The hope to build a new empire…though one that will start from the underground. They control the west side of town.

Shirogane Industries: A group that seeks to test its products for military contracts out, to see what’s worth selling and what’s worth keeping for themselves. They plan to keep what’s worth keeping for them selves to control Neo-Chicago enough to leave them alone…and let them test their products on however they please. They run by Akria Ito a master genetic engineer and businessman. He was known for selling his products to well known terrorists though he has since went ‘underground’. His company is now run by his son, Shinji Ito who has further sent his sights on the underground of Neo Chicago. They control Up town Neo Chicago.

The Adventures Guild: A group of highly elite Super Villians. They sell their services to the other factions though they have their eye on the city as well. They have a simple three step plan. Step One Unstablezize the City, there by the country. Step 2: Take control of the city. Step: 3 Offer their services to the highest bidder, whom will be the American Government….whom will be forced to acknowledge them…and they will set up a mercenary group that will be the best in the world. Then they can up the project….to the point where they could conquer the world. When thwy make a move it is a big one. There used to be 7 factions and 4 super groups in Neo-Chicago after all.


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The Character Sheet
Name:
Alter-ego:
Age:
Gender:
Appearance: (hair, eyes, height, weight, costume etc.)
Powers:
Personality:
Bio: (be sure to include the source of your powers, if known)
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Rules
1. Obey the TOS.
2. GM is law! What I say goes. I'm Batman, your Robin. I'm Sgt.Hartman, your Gober Pile
3. Limit your OOC conversations. A little bit is fine, but try and attach them to IC posts. If it looks like its going to be a never ending story ....don't write it out. PM it.
4.) Label your posts with location, TAG, and IRC
5.) Label Your posts with location, TAG, and IRC

 

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Saintheart 
Title: Manager and Wandering Swordsman of the RPF
Registered: Dec '00
14385_Drizzt<br>by RA Salvatore  (A&A)
Date Posted: 5/25 9:00pm Subject: RE: The Game Designers Guild
So let's talk about the games, albeit in an unleavened way.

Game #1: The Iliad - the main thing that occurs to me is that if the game is started when the siege of Troy is just about to begin, you're locked into one principal location and you're stuck with telling siege stories, since everything in the game centres around Troy. Full points for great research and great construction, but this looks a lot like a sandbox RPG where the kids won't understand how to use the empty flowerpots to make sand castles. I would have limited the focus somewhat (maybe even to a "no Trojans" ... or even "no Greeks") and NPCed most of the principals of the Iliad, myself, since it's set history and I've never been all that hot about playing towards established events (personally).

Game #2: This is a Risk RPG, with all that entails: hugely complicated and appealing to a certain kind of player. There's a max cap for player numbers, which earns brownie points all on its own for me. For me, though, I question: if all you get to do is sell freaky stuff to Disney characters, where's the real fun of it?

Game #3: Not much I can really say about it; it's well-thought-out, but a helluva thing to read in one post. Presumably the actual game would be broken up a little better and readably. Game #1, of course, uses the "nice images" ploy to break up the post and make it more readable, which is worth considering for any complicated RPG.

Game #4: POTC in outer space, which is a good hook. Depends a lot on the crowd you draw for it, and it's a running game at the moment. Nuff said.

Game #5: Against all my expectations, I think this one hits the mark. There's a lot of verbatim quoting from MiB in the title, but the key I think will be in the GMing and having a tongue-in-cheek approach to the material. West End Games got the contract briefly for this franchise some years ago, and the thin rulebook they came up with is hilarious - and emphasises that you have to keep it funny. Also, less is more in this case; just about every other RPG proposed here is a textbook (of necessity) but as I say, the key to this one will be in the GMing - not in the design of it.

 

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TheManinBlack 
Registered: Aug '07
6218_Boba Fett
Date Posted: 5/25 9:18pm Subject: RE: The Game Designers Guild - Date Edited: 5/25 9:38pm (1 edits total) Edited By: TheManinBlack
......errrr what about mine? I know its not part of the contest....

 

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NickLitYouAFlame 
Registered: Feb '07
44304_Padme Watching the Jedi Temple
Date Posted: 5/25 9:43pm Subject: RE: The Game Designers Guild
No need to be overzealous. I'm sure someone will address your idea in due time, MiB.

 

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TheManinBlack 
Registered: Aug '07
6218_Boba Fett
Date Posted: 5/25 9:44pm Subject: RE: The Game Designers Guild
NickLitYouAFlame posted:
No need to be overzealous. I'm sure someone will address your idea in due time, MiB.



I'm always overzealous though. cry

 

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Hammurabi 
Registered: Jan '07
44291_Han Solo
Date Posted: 6/3 10:47pm Subject: RE: The Game Designers Guild
I'm sure many of you have noticed the ideas I've been developing in a separate thread, but for those of you that haven't (or haven't checked up on my thread in a while), I figured I'd drop in here for some outside opinions on the opening post I have ready to go. Here it is:




SJNN 4/14/34
BREAKING NEWS - REBEL VICTORY IN YAVIN SYSTEM

updated 17 minutes ago


At 400 Sau Jau time, Rebel forces destroyed an Imperial battlestation - the so-called 'Death Star' - in the vicinity of Yavin IV. Reports have only begun to come in, but the battle seems to be a significant victory for the Rebellion. Many are already hailing it as the Empire's biggest defeat since the Clone Wars.

The 'Death Star' has been secretly in development for years. Information regarding it is hazy, but reports describe it as a superstation featuring a high-powered blaster cannon unlike any the galaxy has ever seen. Rebel officers have described the station as "the size of a small moon", and estimates of crew size range from 100k to 1m. Nearly all died in the battle.

Rebel casualties were minimal in comparison. In the wake of the victory, donations have poured into the Rebellion at an unprecedented rate. Expect more updates as news comes in.




Introduction

Welcome to a new/old take on the Star Wars galaxy. The general idea of this new galaxy is a return to the series' roots. Before Star Wars was about epic battles between good and evil, it was the story of a ragtag team flying around in a scrappy little ship. Some of them are Rebels, some are sympathizers, and some are only out for themselves. During their journey, they encounter the Empire and the Rebellion, and in the end, they battle and defeat evil.

In the decades since 1977, the series has gradually upscaled, and we've almost entirely lost the idea of the scrappy band of good guys. The Star Wars galaxy has become more orderly, with the series' focus gradually shifting away from the galactic rim and increasingly towards Coruscant. This RP strives to focus more on the original Star Wars - something we really don't see much around these boards. We'll also be drawing upon may of Lucas's influences, including Western concepts and Japanese concepts such as the yamabushi.

For this RP, only the first film is 100% canon (and even then, there are minor changes). The other two films in the trilogy are partial canon: I'm willing to include elements such as Hoth and Yoda, but I'm not keen on adding any elements that take away from the Star Wars feel I'm going for. The Force, for instance, is going to be mostly constrained to its interpersonal and perception-altering qualities. I'd like to downplay its telekinetic aspects, and lightning is more or less off limits. But we'll see.

Our story centers upon the exploits of another scrappy little ship and its ragtag crew. Our narrative will follow an episodic format, one which consists of a (mostly) continuous series of our heroes exploits. I'd like to keep the ship's crew to a manageable size, by which I mean probably something like an eight-person maximum to start off, though maybe less. If I can get five or six dedicated crew members, I might consider keeping the crew that small for the first episode, and depending on how well that goes, expanding in future episodes.

So if you don't make it aboard the ship right off the bat, don't fret. If this succeeds, I'm definitely looking to expand this in the future. And even if growth stabilizes, I still expect people to come and go, which will leave us with open slots from time to time. The episodic format allows us to add players fairly easily. I'm also looking for a co-GM. I'm prepared to run this on my own, but if anybody is interested in shouldering a few extra duties, please tell me. Mind you, I intend to be very selective in terms of who I allot GM duties. In fact, I probably wouldn't select a co-GM until at least a couple episodes in.

Another opportunity for non-crew players comes in the form of side characters. I'd like to include characters in this who aren't part of the crew, but are still significant - they just don't show up every episode. Some of these would be one-time guest appearances, but I see lots of room for recurring characters - especially in terms of villains, crime lords, and Imperial forces. There's plenty of important figures who wouldn't fit in on the ship, but who warrant a place in our story.

That said, welcome aboard the Ronin. It's a light freighter, fast enough to escape most trouble that comes its way. For everything else, the ship is equipped with a set of frontal blasters and a couple side turrets. I'll be playing the captain, using him as a means to assert my GM influence. But for the most part, I'd like to keep my focus on the players. I'd even go so far as to consider the possibility of episodes that 'feature' a certain character, if you PM me a request along with some ideas for the episode. In fact, (if you so desired) I'd be open to the possibility of the player co-GMing for a single episode. I imagine it's tough to get into GMing, so I'd like to present the possibility of getting into GMing in a fairly limited situation, as a sort of intro. Or even for experienced GMs, if they wanna run an episode.




Character Design/Application

There's essentially two ways your character can get aboard the Ronin; you can either start as a crew member, or join the crew in one of the episodes. Our first episode (expect more details later) will probably start on Tatooine (we'll be visiting Mos Eisley, where we'll probably drop in at the cantina at one point) before travelling to Eto, an independent grassland planet with a midsize population. If anybody wants to set up a character who'll join us on either of those planets, feel free to create a character with that in mind. There are certain roles on the Ronin I'd like to fill. Your character sheet will benefit from the inclusion of a specific role aboard the ship which you would play: pilot/co-pilot, mechanic, thug, medic, whatever. Mind you, some roles will be limited. I don't know what I'd do with four pilots or three medics. So if anybody feels like sending a preliminary sheet my way, just to check in on their chance of acceptance in a given role, feel free to do so. I'll tell you if I've already seen enough medics, that I'm more in need of engineers.

A quick note regarding Jedi - this is a world in which the Jedi are in decline. There are no more conventional Jedi Knights; the closest thing to old-time Jedi are the occasional old hermits like Ben Kenobi. However, I am open to the inclusion of Force-user characters, though I'd like to limit the number of Force-users aboard the ship to one, with the possibility of a second member who trains under the first. The Force, mind you, isn't dead; people just don't use it like the old-time Jedi. Force/lightsaber training is too intensive to really be worth it on a large scale, especially with cheap blaster technology now available. However, I imagine people adapting the Force to the new galaxy, maybe using the Force in improve perception and blaster aim, or mastering mental manipulation. I'm open to the idea of players who aren't Jedi, but have managed to develop one or two Force techniques. Again, I'd still like to keep Force-users limited.

And if anybody would really like to be a side character, feel free to PM me about it, also. And if anybody doesn't make the initial list, there will be both side character positions open and future main character positions available. Some side characters will become very important. If enough people are interested, expect to see a number of antagonistic positions to open up. I'm thinking a Vader-figure and/or maybe a ship crewed with Imperials (or villains of another sort), one in pursuit of our heroes. But an extra ship wouldn't be a factor early on, and would only ever happen if I got a co-GM. Another potential area for side characters might come in the form of film characters, such as Han or Leia, who might make appearances in future episodes. Anyways, here comes the character sheet.

Character Sheet:
Name:
Species/homeworld:
Gender:
Age:
Skillset/Profession: (what role would you play on the ship? ie pilot, mechanic, etc. Also, what other skills do you have?)
Affiliation (if any):
Physical Description:
Personality/Psychological profile:
Possessions:
Character History:
Other Notes:
Potential subplot material: This section is for my eyes only. It's reserved for ideas regarding the direction you see your character taking as this story goes on.
Other GM Notes: This is a miscellaneous section for whatever else you want to tell me (without making the info public). One thing I'd like to know (if it isn't explained elsewhere in your CS) is how your character winds up aboard the Ronin. The options are pretty much a) start aboard, b) join up on Tatooine or Eto this episode, d) join the crew later one, or e) play another (off-ship) role.


And of course, before we get going, here are the rules:

The Rules:
1. Respect everyone. Let's keep our tone positive.
2. Double-respect the GM. Defy me and you answer to the Irish mob.
3. No god-moding. This isn't your show. You're one member in a midsize cast.
4. PM me your character sheets. Because I'm in charge.
5. If you have any concerns, PM me. Because my PM box is woefully empty. sad
6. If you won't be around, say something. Just let me know if at any given time you can't/won't be participating, temporarily or permanently. Don't just leave me (and everyone else) hanging.

And a few quick things to remember about our galaxy:
The Force is mystical - many doubt its power, instead believing in factors such as chance or military might
The Force primarily affects perception and feelings
The Force is fatalistic - many believe more in other forces, such as chance or power
The Jedi used to preserve order; now, the Empire preserves order
The Jedi are "all but extinct"; the classic lightsaber-wielding Jedi is outdated
The Empire operates through its bureaucracy, which is centered around regional governors
The Empire often commits evil acts in pursuit of its goals
Blasters are effective and getting better, even though handheld ones aren't too accurate yet




So, what are everybody's thoughts? Any improvements I could make on the concept? On the opening post itself?

 

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AlphaRay 
Registered: May '08
42087_Cade Skywalker
Date Posted: 6/4 3:31pm Subject: RE: The Game Designers Guild
I would love to participate in that game. grin

 

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RPF Protégé of darth_nemisis
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Ace_Aso 
Registered: May '08
13861_Anakin Skywalker
Date Posted: 6/4 6:48pm Subject: RE: The Game Designers Guild
I'd like to play in that game, Hammurabi.

 

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NickLitYouAFlame 
Registered: Feb '07
44304_Padme Watching the Jedi Temple
Date Posted: 6/4 7:38pm Subject: RE: The Game Designers Guild
I think the verdict is good, Hammur. I, like most people, would love to play in that game. And, if you need it, I wouldn't mind helping out as a GM.

 

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Imperial_Hammer 
Title: Manager:
• SWRPF
• NSWRPF
• RPR

Registered: Sep '04
23955_Imperial Tool
Date Posted: 6/5 12:58am Subject: RE: The Game Designers Guild - Date Edited: 6/5 12:58am (1 edits total) Edited By: Imperial_Hammer
Alright...

1.) I am happy to see I have made no promises on when the contest results will be up.

-Because-

2.) As usual, I am sorry and feel terrible that I have waited so long

-Therefore-

3.) I will put this thing to rest tomorrow evening.

-So-

4.) Get any last burning points out of the way for the contestants




Also: Nice Looking Game Hammurabi. happy Tried and true mechanics with an innovative idea. I predict this game will do well!

-I_H

 

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love NaboosPrincess
The Jedi Way is something found within, not in the dead walls of any Order
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Hammurabi 
Registered: Jan '07
44291_Han Solo
Date Posted: 6/5 9:15pm Subject: RE: The Game Designers Guild
Well, to whom it may concern: as of now, Ronin exists!

 

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and i know no one can sing the blues like blind willie mctell
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