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> D%, New RPG gaming system
TBRMInsanity
post Mar 12 2009, 02:30 AM
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Good day all,

I've been mulling over an idea for a new gaming system for a while but finally put pen to paper and started the D% project. The project is to create an RPG system that is scalable, easy to learn, easy to adapt, and easy to understand. I've talked to the great people at Creative Commons and have licensed the game under their Attribution-Share Alike 3.0 Unported Licence. This is a publishing licence that allows anyone to add to the system without having to pay royalties to the originator of the licence. They just need to licence their new work under this same licence.

What I need is help on completing the system and eventually people willing to try the system out on their games (to help iron out the bugs in the system). If your interested please come to the website http://boxall.no-ip.org/Games/DPercent/ and continue to the contibute page to find out how you can help out.
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Kagetenshi
post Mar 12 2009, 03:40 AM
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You're missing Standing and Ability to Deal with Aliens from the Attributes list.

Give me a brief overview of the mathematical foundation of your system? What do tests look like, say?

~J
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TBRMInsanity
post Mar 12 2009, 02:44 PM
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Like most other RPG systems most tests use the following formula:

<dice> + <Skill> + <Modifiers>

The system uses just D10s. Your size will determine how many dice you use:
Tiny: 0D10
Small: 1D10
Medium (Human size): 2D10 (hence D% name)
Large: 3D10
Huge: 4D10
Gigantic: 5D10
Colossal: 6D10
Moon sized: 7D10
Planet sized: 8D10
...

Dice are digital dice so each size increase will increase your roll by an order of 10.
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Maelstrome
post Mar 14 2009, 03:35 PM
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ill watch this thread for more developments.
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TBRMInsanity
post May 1 2009, 03:01 PM
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I've got most of the Character Creation rules done. I still need to do equipment. I'm going to start the Combat rules next though. I want to have a playable game before making concrete equipment tables.
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Maelstrome
post May 1 2009, 10:56 PM
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hey, looks good so far. im always up for a new system to run.
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Synner667
post May 6 2009, 09:00 PM
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Homebrew rpgs are always interesting, and where the new talent comes from - but...

What are the benefits of your system compared to others ??
Is this just a tweak of other systems [even though it's using different rules] ??

Very generic systems end up being very bland - because they have to cover many possibilities - so what's your campaign world [every game has one, because nothing exists in a vacuum, and you need the background to provide context] ??
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TBRMInsanity
post May 6 2009, 10:00 PM
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I've been making homebrew RPG systems since I got into RPGing back in the late 90's. Most were centred around a single world. The idea for D% came from an idea for a RPG system I had called Realm Walkers. It was a sort of Sliders meets RIFTS universe with a Highlander undertone. The idea never really panned out in my head but the idea of a system that could cover any tech/magic level did.

What really spawned D% though was when I was playing Mechwarrior RPG and one of my characters wanted to pilot his mech in space and shoot at an enemy Jumpship. The rules covering this was very vague. In the end I had to convert the damage from MW:RPG to BT (via RAW) and then from BT to AT (again via RAW). This was a nightmare! I did a quick check around for a true scalable RPG system but couldn't find any I liked. So I looked through my old systems and came across my Realm Walker system and decided to tweak it so it would be even more scalable and able to handle a wide range of tech/magic levels.

There are a couple of benefits from my system over others, first is the attempt to be fully scalable, second is the ease of character creation and ability to learn the system, thirdly the ability for GMs to tweak things like how to deal out experience, or how to obtain or buy equipment, will make the system tailored for individual groups that are use to specific styles of play. I wanted to make everything search able by skill and equipment (so spells are technically equipment). The biggest advantage though is the systems licence, it allows ANYONE to take this system, modify it, publish it, or do whatever they want with it. I took a FLOSS (Free Libre Open Source Software) approach to the management of the system so that the gaming community would benefit from the system (I already have a great paying job and don't need to earn any extra cash). This system is about having fun.

Once the system is done I plan to introduce a couple of worlds to go with the system. I plan to introduce Realm Walker again as I think it still had an interesting backstory. I was also going to apply the rules to my Pawn game as well (set in modern times, Armageddon is just around the corner. You take the role as an Angel, Demon, or anything in between. The characters will decide the fate of the universe.). Finally I was going to show how to adapt your current RPG games to the D% system so that you can play Shadowrun, D&D, or Battleforce (MW:RPG + BT + AT).

Have fun, play games!
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Synner667
post May 14 2009, 10:48 PM
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Any more news on this ??

I'm always interested in what others are producing, to see if my own homebrews are on the right track.
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TBRMInsanity
post Jul 29 2009, 03:01 PM
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I've run into a problem with my system. I need to find a fair and easy way to give out starting equipment. Here are some of my initial ideas, if you can help me with the list that would be great:

* Starting kits: This would be a starting set of equipment used by a specific Class/Archtype and players would just choose the starting kit that their character would most likely use.
* Custom Starting Kits: Rules for swapping out equipment in a starting kit for equivalent equipment (to give your character a more personal touch)
* Random resources: Give a character a random amount of resources based on their Social Attribute and Some skills that they can use to buy equipment.
* Race kits: Starting equipment based on the technology level and race of the character, all additional equipment would need to be purchased via some other method.
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Maelstrome
post Jul 29 2009, 03:23 PM
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i would say random resources.
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TBRMInsanity
post Jul 29 2009, 04:30 PM
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QUOTE (Maelstrome @ Jul 29 2009, 09:23 AM) *
i would say random resources.


What attributes and skills would you say aid in checking your random resources?

I'm thinking Social or Charisma for attributes.
I'm thinking Bureaucracy, Etiquette, or Negotiations for skills.

So the roll would be <size dice> + <Social> + <Bureaucracy> * <exchange rate> = resources.

I'm leaning more toward Social over Charisma as Social is your position in society which has more of an effect on your monetary amount then how good you are with people. I'm torn between Bureaucracy, Etiquette, and Negotiations (though I'm leaning more toward Bureaucracy and Etiquette over Negotiations) as any of the skills will bring in more resources. Maybe a Knowledge (Career/____) skill instead (as you would need to work to get the experience of the Knowledge skill which means you would be making money while working).
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Synner667
post Jul 29 2009, 08:20 PM
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QUOTE (TBRMInsanity @ Jul 29 2009, 04:01 PM) *
I've run into a problem with my system. I need to find a fair and easy way to give out starting equipment. Here are some of my initial ideas, if you can help me with the list that would be great:

* Starting kits: This would be a starting set of equipment used by a specific Class/Archtype and players would just choose the starting kit that their character would most likely use.
* Custom Starting Kits: Rules for swapping out equipment in a starting kit for equivalent equipment (to give your character a more personal touch)
* Random resources: Give a character a random amount of resources based on their Social Attribute and Some skills that they can use to buy equipment.
* Race kits: Starting equipment based on the technology level and race of the character, all additional equipment would need to be purchased via some other method.

I'd go with Custom Starting Kits, myself.

But it depends on how much your players abuse the game and equipment available to swap.

How are finances handled in d% ??
Money, resources attribute, not a consideration [I use a resources value for things, myself] ??
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TBRMInsanity
post Jul 29 2009, 09:27 PM
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QUOTE (Synner667 @ Jul 29 2009, 02:20 PM) *
I'd go with Custom Starting Kits, myself.

But it depends on how much your players abuse the game and equipment available to swap.

How are finances handled in d% ??
Money, resources attribute, not a consideration [I use a resources value for things, myself] ??


Because D% is a generic system resources (ie money) is given the generic currency symbol (ยค) and within individual games there will be an exchange rate (from ~0 to ~infinite) to give you the in game currency value. So if your in a game set in a fantasy era then your currency will be gold, in a Modern era it would be dollar, yen, lira, ... , and in a future setting it would be credits.
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ludomastro
post Aug 2 2009, 04:45 AM
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I was able to take a look at the rules (thanks for the sample character) but can't really report on it as none of the links are working for me with the exception of character creation.

See if the links are working for you and if necessary, fix them, and I'll take another look. Should the problem be on my end, I am using Firefox.

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TBRMInsanity
post Aug 2 2009, 12:14 PM
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If the links aren't working I have to apologizes for that. My web server is also my desktop and if it is turned off for any reason (usually my wife wanting to play games on the Windows side) then the web site goes down.
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Synner667
post Aug 27 2009, 09:07 PM
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Maybe not host on your own machine, then ??

Set up something at www.ning.com or a wiki or google ??

would be a shame to lose out, because you can't get your message out to people
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TBRMInsanity
post Aug 27 2009, 09:20 PM
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That is the ultimate goal but for now since I'm the only one contributing to the project, it seems fit that I choose a service that is easy for me to edit.
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Synner667
post Jan 24 2010, 08:15 PM
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any news on this ??
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TBRMInsanity
post Jan 25 2010, 03:09 PM
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With a catastrophic crash of my webserver, I lost everything. I've decided to take a bit of a hiatus while I re-evaluate how I'm going to continue the project. I will finish this project, and if your interested in helping out please check out the website ( http://boxall.no-ip.org/game/dpercent/ ). Any submissions can be make to my e-mail address ( tbrminsanity at yahoo dot com )
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Synner667
post Jan 25 2010, 08:27 PM
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I am really sorry to hear that.

Do you post over at rpg.net, or similar - to get views and help ??


Best of luck, and don't give up !!
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ker'ion
post Jan 26 2010, 11:12 PM
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<.<
>.>
O.o

*poke*

Want some assistance?
I may have a few dozen ideas to pitch at you.
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TBRMInsanity
post Jan 27 2010, 02:13 PM
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QUOTE (ker'ion @ Jan 26 2010, 05:12 PM) *
<.<
>.>
O.o

*poke*

Want some assistance?
I may have a few dozen ideas to pitch at you.


I'm always looking for help. Just email me at tbrminsanity at yahoo dot com.
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ker'ion
post Jan 30 2010, 07:10 AM
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When are you typically on IM?
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TBRMInsanity
post Jan 30 2010, 02:31 PM
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QUOTE (ker'ion @ Jan 30 2010, 01:10 AM) *
When are you typically on IM?


It varies on the day. I'm better at communicating via e-mail (as I check my e-mail about 100 times a day). It may appear that I'm online all day because I keep my main computer running 24/7 (as it is also my website).
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