Poll: I have a few Ideas for an RPG, any thoughts? Edit: Revised first post!

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Wing0fSilver

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Edit:

Okay, after fleshing out my ideas some during the course of this thread, I've refined some of my ideas and scrapped others. I'd like to take a minute to personally thank everyone that's contributed, because you've really helped me turn this random idea of mine into something that I'm going to try my best to bring into existence. Now enough gushing...

My original idea of Runes has been somewhat replaced with a general concept of Magic. The game would start out as I planned, giving you control over a handful of meagerly powered, magically infused Runes. It is from these Runes that the player would begin to plan out how he'd want to play this young sorcerer. The Magic Sword summoning [Slash] Rune would allow for short range hack and slash combat, the basic [Fire] rune would allow for medium range blasting, and the [Arrow] rune would would provide long range sniping of enemies. In addition to Rune based combat, I'm also providing a passive use for your Runes in the form of Etching. You can Etch the runes onto yourself (Or your Robe) and perhaps on whatever weapon I make available. Etching these Runes would either give you a slight resistance to whatever offensive Rune you etch, like Fire; or would provide a smaller bonus to your stats than actively using it, like Speed. Etching them onto your weapon would obviously imbue that effect to your strikes.
After a certain period in the game, you gain access to natural magic. The Natural versions of the spells were inspired by TsunamiWombat's post at the end of this page. These spells are raw, wild, highly effective versions of the spells you've already been casting. This form of the spells would drain the Rune itself, rendering it unusable for a brief time. This would be a slightly longer recharge period after you exhaust the Rune through normal use. The Natural form would also require a fully charged Rune, i.e you haven't used it since the last recharge. I'm also sticking with my idea of mixing Runes for different magical effects. That will also help to balance out the Rune vs. Natural forms of magic, as natural magic is stuck with a single (albeit large and flashy) effect. The combining aspect will likely become the biggest hurdle in my way, but likely the most rewarding. I don't know if it would be better to have a on/off switch in your equipment screen ala Twilight Princess or if I should try to implement it on the fly by hitting two buttons at the same time while you cast your spell. Either way, with dozens of spells and likely hundreds of combinations (as I'm trying my best to make most runes, at least to some extent, able to combine with each other) this is going to be biggest mechanic I'd need to work on.

The gist of the plot would be that Magic has been generally frowned upon for the past several hundred years and that anyone that shows signs of being able to use it is very promptly snuffed out. You (quite obviously, if you've been paying attention) fill the magical boots of a young, newly gifted sorcerer. And by newly gifted, I mean as you and your gypsy relatives are carting their caravan of trinkets over a mountainside, you bumble your way over the edge and a burst of magical energy cushions your fall. You wake up to the care of an old hermit, whom at the last knows quite a bit abut magic, and at the most is likely a sorcerer like you. He mentions to you, after tending to your wounds, that the curious birthmark on your shoulder is, in fact, a Rune of protection that someone etched into you. He briefly trains you in magic, and sets you off on your own with naught but a handful of cheap runes, and a new red robe to find your family. You stumble around, trying to find your way, as you slowly learn of the shape of the world outside the countryside and decide it's pretty crappy and get a vague sense that you should do something about it. As far as who or what the cause of the crappiness is, I haven't come up with just yet, but I'll update more as the plot fleshes itself out.

As for gameplay, instead of describing every little detail at this point, I'll ask you to simply use your Gamer imaginations and imagine a cross between Fable, Twilight Princess, Golden Sun, and Oblivion. Odds are you've played at least two of those games.

To anyone that's been contributing ideas or suggestions, please reference this post for any further advice, and thank you for anything further you might add.
 

TIMESWORDSMAN

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Mar 7, 2008
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Intriguing! I would most definitely play this. It has very high side quest value. I do love my side quests...
It sounds like a lot of fun!... Make it....NOW!
 

Wing0fSilver

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TIMESWORDSMAN said:
Intriguing! I would most definitely play this. It has very high side quest value. I do love my side quests...
It sounds like a lot of fun!... Make it....NOW!
Well barring the [Bloom] example, what kinds of Side Quests would you like to see? I mean, with your abilities you can affect the various locales in various ways. What kinds of Runes would you like to see? I need ideas, this game is nowhere near thought out enough! I've been thinking about this for slightly more than 24 hours now. I would like something solid before I start putting it all together.
 

WhiteRat07

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Aug 13, 2009
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this sounds interesting i love complex magic systems to toy around with in games you could have a wide variety of options i for one would love to see a game where you could focus rune use to make yourself a unique mage i would love to say add poison runes to a ice rune and make a poison ice barb spell while someone else might add a drain rune and make an ice health drain spell
 

skyfire_freckles

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At first I was thinking "boring" but when you got to the part about the modifiers I became interested. A lot of inventive combinations could be made. In most RPGs I stick to one sort of attack unless the weaknesses are large and obvious, so the part about determining enemies weaknesses would be very good for me.

I always play a mage, but a lot of RPG players like to hack and slash, so I would recommend putting some slash in, but finding runes that could attach attack runes to weapons in order to make them do elemental damage.
 

Zombie Nixon

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It's hard to give any useful criticism when your idea is still in the early stages. Sounds like it's worth a try.
 

TIMESWORDSMAN

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Mar 7, 2008
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Wing0fSilver said:
TIMESWORDSMAN said:
Intriguing! I would most definitely play this. It has very high side quest value. I do love my side quests...
It sounds like a lot of fun!... Make it....NOW!
Well barring the [Bloom] example, what kinds of Side Quests would you like to see? I mean, with your abilities you can affect the various locales in various ways. What kinds of Runes would you like to see? I need ideas, this game is nowhere near thought out enough! I've been thinking about this for slightly more than 24 hours now. I would like something solid before I start putting it all together.
Well... You could have Rune that repairs buildings and structures, it would be good for getting gold (or your chosen currency) from villagers in need and for clearing debris on roads or in caves.

And perhaps a Rune that lets you talk to animals. It could be useful in getting information on treasure and other things.

There could be a side quest for a Rune that heals most non-fatal injuries, Spurred into action by some person who got bitten/poisoned/maimed. I would be useful in battle.

There could be many mini quests for items that would expand you options in Rune Making.

You could find a Rune that allows you to jump in and out of pictures and paintings, not only could you find treasure this way but you could travel to different parts of the world via jumping in and out of Pictures/Paintings that have certain things in common.

You could find a Rune that allows you to become invisible if you stay in the same spot,
this could be used to hide from enemy's and to spy on people.

You could make a Rune that allows you to create Familiars to assist you in battle. However, you could only make a few at a time and only on Familiar per Rune.

There could be a Rune that animates lifeless objects. Bringing to life some objects would reveal back story to the game not found in the main plot.
----------------------------------------------------------------------------------------------

Uhh... I'll post any more ideas I have.
 

Wing0fSilver

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Mazar said:
this sounds interesting i love complex magic systems to toy around with in games you could have a wide variety of options i for one would love to see a game where you could focus rune use to make yourself a unique mage i would love to say add poison runes to a ice rune and make a poison ice barb spell while someone else might add a drain rune and make an ice health drain spell
Life Drain I like and hadn't considered. Naturally there will be poison damage or poison afflicting Runes as well as various Elements. A Poison Life Drain would be very deadly and elemental drains could exploit enemy weaknesses for additional damage. Don't forget about the other Boolean Modifiers when thinking of effects. Those are OR NOT XOR XAND as well as AND.

Take a look at this for a (somewhat complicated) explanation of Boolean Operators http://en.wikipedia.org/wiki/Boolean_logic
 

Wing0fSilver

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TIMESWORDSMAN said:
Well... You could have Rune that repairs buildings and structures, it would be good for getting gold (or your chosen currency) from villagers in need and for clearing debris on roads or in caves.

And perhaps a Rune that lets you talk to animals. It could be useful in getting information on treasure and other things.

There could be a side quest for a Rune that heals most non-fatal injuries, Spurred into action by some person who got bitten/poisoned/maimed. I would be useful in battle.

There could be many mini quests for items that would expand you options in Rune Making.

You could find a Rune that allows you to jump in and out of pictures and paintings, not only could you find treasure this way but you could travel to different parts of the world via jumping in and out of Pictures/Paintings that have certain things in common.

You could find a Rune that allows you to become invisible if you stay in the same spot,
this could be used to hide from enemy's and to spy on people.

You could make a Rune that allows you to create Familiars to assist you in battle. However, you could only make a few at a time and only on Familiar per Rune.

There could be a Rune that animates lifeless objects. Bringing to life some objects would reveal back story to the game not found in the main plot.
----------------------------------------------------------------------------------------------

Uhh... I'll post any more ideas I have.
I like the ideas you have, but some of them seem a bit beyond the scope of Runes themselves. Going into paintings and the like would be a cool idea, but what word or set of two words would create that effect? Remember that each Rune is one word. [Heal] for wounds and [Purge] for poisons or other afflictions is good, and being able to use them on NPCs in need is surprisingly unseen in games where it would be oh so easy to do. Summoning Runes is an idea that I hadn't really considered at all. These might be secret combinations of Runes that can only be activated after a certain event. Like [Raise][And][Fire] could summon the Fire Elemental Phoenix or something like that. On a somewhat related note I was also planning to have a partner character available that you could select out of a group of your companions.
 

Wing0fSilver

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skyfire_freckles said:
At first I was thinking "boring" but when you got to the part about the modifiers I became interested. A lot of inventive combinations could be made. In most RPGs I stick to one sort of attack unless the weaknesses are large and obvious, so the part about determining enemies weaknesses would be very good for me.

I always play a mage, but a lot of RPG players like to hack and slash, so I would recommend putting some slash in, but finding runes that could attach attack runes to weapons in order to make them do elemental damage.
As far as the Hack and Slash type characters, I had kind of considered that. I was originally planning on making your default attack just be short ranged bursts of magic (since you are a Sorcerer) that would be relatively weak. I might have it so that you wield a staff or other light weapons to alleviate that. As far as attaching Runes to weapons kind of deviates from the general idea in that you are, first and foremost, a Magic user. But I considered the need for melee combat in this sort of game so I was planning on including some early obtainable Runes with the [Slash] effect, and I may add others. This actually gives me a somewhat humorous idea to add a [Hack] rune as well. Naturally the combo [Hack] [And] [Slash] becomes available, and will be just what those types of players are looking for, but at the detriment that it secretly mocks them :3
 

TIMESWORDSMAN

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Mar 7, 2008
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Wing0fSilver said:
TIMESWORDSMAN said:
Well... You could have Rune that repairs buildings and structures, it would be good for getting gold (or your chosen currency) from villagers in need and for clearing debris on roads or in caves.

And perhaps a Rune that lets you talk to animals. It could be useful in getting information on treasure and other things.

There could be a side quest for a Rune that heals most non-fatal injuries, Spurred into action by some person who got bitten/poisoned/maimed. I would be useful in battle.

There could be many mini quests for items that would expand you options in Rune Making.

You could find a Rune that allows you to jump in and out of pictures and paintings, not only could you find treasure this way but you could travel to different parts of the world via jumping in and out of Pictures/Paintings that have certain things in common.

You could find a Rune that allows you to become invisible if you stay in the same spot,
this could be used to hide from enemy's and to spy on people.

You could make a Rune that allows you to create Familiars to assist you in battle. However, you could only make a few at a time and only on Familiar per Rune.

There could be a Rune that animates lifeless objects. Bringing to life some objects would reveal back story to the game not found in the main plot.
----------------------------------------------------------------------------------------------

Uhh... I'll post any more ideas I have.
I like the ideas you have, but some of them seem a bit beyond the scope of Runes themselves. Going into paintings and the like would be a cool idea, but what word or set of two words would create that effect? Remember that each Rune is one word. [Heal] for wounds and [Purge] for poisons or other afflictions is good, and being able to use them on NPCs in need is surprisingly unseen in games where it would be oh so easy to do. Summoning Runes is an idea that I hadn't really considered at all. These might be secret combinations of Runes that can only be activated after a certain event. Like [Raise][And][Fire] could summon the Fire Elemental Phoenix or something like that. On a somewhat related note I was also planning to have a partner character available that you could select out of a group of your companions.
I like the way you think.
On a side not, would this game occur in a medieval setting or a modern setting? Because while a medieval setting is tried and true a modern setting makes for a lot of questions that could add to the story and an awful lot of comedic potential.
 

Wing0fSilver

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TIMESWORDSMAN said:
I like the way you think.
Why thank you :3
TIMESWORDSMAN said:
On a side not, would this game occur in a medieval setting or a modern setting? Because while a medieval setting is tried and true a modern setting makes for a lot of questions that could add to the story and an awful lot of comedic potential.
Well originally, I was intending this to be a Medieval setting. It was actually just a few moments ago I was coming to the realization that, yes, that is kind of over done. But if not in a medieval setting, where else would Runes make sense? Magical Runes and summoning of Mythical beasts would seem grossly out of place in the modern world. True, it would provide a nice contrast, but I just don't see it working too well...unless a few things were changed. I briefly entertained the idea that instead of Runes they were snippets of computer code that could be used to augment the real world. This would make more sense when the boolean operators came in to modify your spells. In this case, your 'Scripts' as I would call them could take the place of weapons in full as opposed to being short lived magical effects as Runes. Meaning you could equip your [Sword] script as opposed to having a short ranged [Slash] attack.

That makes things a lot more doable, but I can't say I'm more partial to one or the other. I haven't really thought of a storyline so all of this is easily changed at this stage. And who knows, should I actually follow this into completion, and providing it comes out successfully whichever I don't use the first time could be a sequel, but I'm getting ahead of myself.
 

JonnoStrife

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You need to have runes for warping terrain. This would not only work brilliantly with an open world map (the best setting for an RPG) and also allow you to do awesome mini-games.
 

JonnoStrife

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Wing0fSilver said:
TIMESWORDSMAN said:
I like the way you think.
Why thank you :3
TIMESWORDSMAN said:
On a side not, would this game occur in a medieval setting or a modern setting? Because while a medieval setting is tried and true a modern setting makes for a lot of questions that could add to the story and an awful lot of comedic potential.
I briefly entertained the idea that instead of Runes they were snippets of computer code that could be used to augment the real world. This would make more sense when the boolean operators came in to modify your spells. In this case, your 'Scripts' as I would call them could take the place of weapons in full as opposed to being short lived magical effects as Runes. Meaning you could equip your [Sword] script as opposed to having a short ranged [Slash] attack.

That makes things a lot more doable, but I can't say I'm more partial to one or the other. I haven't really thought of a storyline so all of this is easily changed at this stage. And who knows, should I actually follow this into completion, and providing it comes out successfully whichever I don't use the first time could be a sequel, but I'm getting ahead of myself.
That'd be cool, if you go with the computer code [Script] thing, so long as you don't become a space marine. They have been rehashed more than WWII. Who were you thinking of having as main enemy/ evil organization?
 

Wing0fSilver

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JonnoStrife said:
You need to have runes for warping terrain. This would not only work brilliantly with an open world map (the best setting for an RPG) and also allow you to do awesome mini-games.
That is a worthwhile concept, but as the Runes or Scripts are meant to have only one effect apiece, what kind of warping are you talking about? A simple alternate form of places? Sending a small area back in time (to get around walls that weren't there before for example), or even forward in time (so a tree grows, or a rusted metal construction has completely deteriorated)? I guess one thing I can do (since Runes are supposed to be single words) is change land types. Like change some swampy areas to [Land] or some solid floor into [Mud] for various reasons. Is that something you're talking about?
 

Wing0fSilver

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I'm growing a bit more fond of the futuristic setting myself. And you have my assurance that I will do all in my power to keep him from becoming a space marine. He'd actually very likely be your typical hacker computer geek who stumbled into some kind of top secret computer code that altered reality. He possibly nicked this from some governmental agency and naturally they pursue him. This agency may or may not be involved with some actual sorcery that they were employing to do some typical governmental naughty thing or maybe they are in cahoots with some alien race (though I would make our Hacker friend only go into space briefly). I honestly hadn't thought of the story much (that bit was pulled straight from my rear end as I typed it) and was more interested in developing the defining game mechanic first. But I guess there's that. I guess it's looking more like I'm doing the modern one at this point, but I'm still not fully decided.
 

TIMESWORDSMAN

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Mar 7, 2008
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Wing0fSilver said:
TIMESWORDSMAN said:
I like the way you think.
Why thank you :3
TIMESWORDSMAN said:
On a side not, would this game occur in a medieval setting or a modern setting? Because while a medieval setting is tried and true a modern setting makes for a lot of questions that could add to the story and an awful lot of comedic potential.
Well originally, I was intending this to be a Medieval setting. It was actually just a few moments ago I was coming to the realization that, yes, that is kind of over done. But if not in a medieval setting, where else would Runes make sense? Magical Runes and summoning of Mythical beasts would seem grossly out of place in the modern world. True, it would provide a nice contrast, but I just don't see it working too well...unless a few things were changed. I briefly entertained the idea that instead of Runes they were snippets of computer code that could be used to augment the real world. This would make more sense when the boolean operators came in to modify your spells. In this case, your 'Scripts' as I would call them could take the place of weapons in full as opposed to being short lived magical effects as Runes. Meaning you could equip your [Sword] script as opposed to having a short ranged [Slash] attack.

That makes things a lot more doable, but I can't say I'm more partial to one or the other. I haven't really thought of a storyline so all of this is easily changed at this stage. And who knows, should I actually follow this into completion, and providing it comes out successfully whichever I don't use the first time could be a sequel, but I'm getting ahead of myself.
Oh how I'd like to continue this but it is sadly 1a.m and have to work tomorrow. Sorry, gotta go.

"I FEEL ASLEEP!"
 

Wing0fSilver

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TIMESWORDSMAN said:
Oh how I'd like to continue this but it is sadly 1a.m and have to work tomorrow. Sorry, gotta go.

"I FEEL ASLEEP!"
The words right from my mouth *Passes out*
 

Poopie McGhee

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Aug 26, 2009
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I Seriously vote for a Rune Which summons a multitude of chickens to hinder an enemy attacking for (1-2) turns... It should be fairly easy to obtain and be inexaustable (probably needing a "cooldown" time before using it again)... I think it'd be pretty cool...
BTW, I'd love to play it when you get through with it (on the condition that the "Rune of Poopie McGhee" (working title) be in the game)...
 

Wing0fSilver

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Poopie McGhee said:
I Seriously vote for a Rune Which summons a multitude of chickens to hinder an enemy attacking for (1-2) turns... It should be fairly easy to obtain and be inexaustable (probably needing a "cooldown" time before using it again)... I think it'd be pretty cool...
BTW, I'd love to play it when you get through with it (on the condition that the "Rune of Poopie McGhee" (working title) be in the game)...
Haha! I like that creativity in that. I don't think I'd make that a single Rune though. The Runes themselves are one word, and those words would be in single form. Also, the Runes that are exhaustible mean that have a cool down time, not that they disappear forever. Tell you what, I'll add an NPC with a name suspiciously similar to yours that offers a hint or tells the player how to obtain that effect, dig?