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Player's aid for turn order in an RPG, Request for comments
Posted: 20 October 2021, 18:15
by FastMahina
I know this platform is oriented toward board games, but I'm trying to resurrect an old RPG that played more like a board game. I realize that there would be some major problems with implementation of having multiple character/monster pieces be selected at the start of a combat session, but the combat session itself is simply a time queue, where players (through their character cards) take actions that are inserted into the time queue to reappear at a later time. Each action "costs" time (when the end of the action occurs) and fatique, the coin of the combat system.
I already have a javascript program that implements much of this game in a web page, but is all front end, i.e. no coordination among multiple players nor persistence.
So I am seeking advice on whether BGA would be the proper platform to further this development. The business model would be for BGA to license it's setup to people running the RPG game, in order for the game master to run his own session, where the database would be populated with opponents and the game rules, but the game master would add his players' protagonists. Thoughts?
Re: Player's aid for turn order in an RPG, Request for comments
Posted: 20 October 2021, 19:09
by ufm
As a seasoned online tabletop RPG player and game master, I don't think BGA is an appropriate platform to accommodate online RPGs.
There are already a bunch of decent platforms (Foundry VTT, Roll20, Fantasy Grounds, etc.) out there.
Frankly BGA cannot catch up to them. Also it would cost too much server resources.
After all, supporting online tabletop is not a goal of BGA.
In short: RPG-themed cooperative board game (like Gloomhaven or Pathfinder Adventure Card Game), probably.
Full online tabletop? A bad idea, I guess.
btw, I play D&D 4e nowadays. Odd preference

Re: Player's aid for turn order in an RPG, Request for comments
Posted: 20 October 2021, 22:47
by FastMahina
Again it is not so much the RPG. None of the platforms I've seen do anything in regards to making complex calculations and predicate logic. For example, when you take a swing you must subtract the fatigue costs, calculate the arc of the weapon, where it will be at each following second, the force it will have if it strikes an object, whether the weapon or the target will break, when the swing will end, whether the hit penetrated the armor and resulted in a critical rather than a bruising hit. In addition it would figure out the hit location based on your aiming point, the armor at that location, how the fatigue costs and time for each action varies with the weight you are carrying relative to your strength, etc.
So it's not like any RPG you are familiar with, but the mechanics of play for the user are easy. Though the calculations are difficult, the user has a small set of very simple choices, that once set in motion, will continue. Make one of about 7 choices for each arm, and about 12 choices for your legs. You make the choice and then that option is taken away until the action completes or is stopped.
Re: Player's aid for turn order in an RPG, Request for comments
Posted: 21 October 2021, 00:42
by RicardoRix
I shall paraphrase the previous post.
It definitely sounds feasible to program something like that here. Although all players would have to join the table at the start.
But I am not sure if it fits on a board-game website. You'd need to ask the admins - you can send an email.
Do you have a licence/permission ?
Re: Player's aid for turn order in an RPG, Request for comments
Posted: 21 October 2021, 01:18
by ufm
FastMahina wrote: ↑20 October 2021, 22:47
Again it is not so much the RPG. None of the platforms I've seen do anything in regards to making complex calculations and predicate logic. For example, when you take a swing you must subtract the fatigue costs, calculate the arc of the weapon, where it will be at each following second, the force it will have if it strikes an object, whether the weapon or the target will break, when the swing will end, whether the hit penetrated the armor and resulted in a critical rather than a bruising hit. In addition it would figure out the hit location based on your aiming point, the armor at that location, how the fatigue costs and time for each action varies with the weight you are carrying relative to your strength, etc.
So it's not like any RPG you are familiar with, but the mechanics of play for the user are easy. Though the calculations are difficult, the user has a small set of very simple choices, that once set in motion, will continue. Make one of about 7 choices for each arm, and about 12 choices for your legs. You make the choice and then that option is taken away until the action completes or is stopped.
subtract the fatigue costs -> spend action points
calculate the arc of the weapon, where it will be at each following second -> designate the target(s) of an attack during a turn/round
the force it will have if it strikes an object -> attack roll
whether the weapon or the target will break -> damage roll
when the swing will end -> calculate the end timing of an action
whether the hit penetrated the armor and resulted in a critical rather than a bruising hit -> critical hit / damage reduction
In addition it would figure out the hit location based on your aiming point, the armor at that location -> called shots
how the fatigue costs and time for each action varies with the weight you are carrying relative to your strength -> encumbrance
It pretty much sounds like a typical tabletop RPG with an appropriate framework and libraries.
What game system are you referring to?
Board-gamey RPG (e.g. D&D 4e) and RPG-ish board game (as the previous post of mine) may look similar but they are actually quite different.
Re: Player's aid for turn order in an RPG, Request for comments
Posted: 21 October 2021, 02:29
by FastMahina
It's actually my own, but derives from both Chivalry and Sorcery (fatigue and body points - proportional cost actions/spend more, get more, timing verses initiative order) and En Garde (specific swordsman actions). So the ideas are there, which you can not copyright. There is no replication of artwork/rule book/playing pieces. Licensing should not be an issue as the work is significantly different from all the originals. It also incorporates some ideas from Wes Ives' unpublished work Adventure!
I know it is possible, as I have a javascript/perl implementation. My questions:
Would BGA give me the vehicle to move the logic to a server side implementation? This is what attracted me to consider this platform. And would allow multiple users at once as opposed to the game master recording everyone's actions.
How would I handle the initial setup? This would require players to select the stored characters they "own", which would have to be stored in the database, as well as a library of foes which the game master would place into his hand. This is the toughie.
The actual running the game is simple. Everyone submits actions for the next several turns (multiplayer option), then actions are popped out of the time order/type of action queue and reported to all via the log. (there are 4 different types of events: movements, adjustments, defenses, and attacks.)
Movements are leg actions, require time to gain or lose speed, with maximum distance depends on speed and how encumbered the character is.
Adjustments are limited moves (leg), effect combat results or relative location, and are limited to one hex. (Dodge, dive, fleche, close, keep distance)
Defenses are shield or weapon parries.
Attacks are stabs, slashes (horizontal swings), hacks (vertical swings) or great blows (slash and pivot).
So one character may be running at full speed and may not see the cliff. He can only drop 2 speed levels or will still be moving at 1/3 speed the next turn. I hope he is not right at the edge when he decides to slow down, because he will move at least one hex more.
Another character can think he's going to run up but stay just out of reach. Unless his opponent has decided to close and hack or fleche and stab. That's why movements are made before adjustments
It's the detail and the tactics that I enjoy. And though I enjoy a good story line, a combat system that is fair and deadly, keeps players from thinking their characters are invincible. I think it causes player to play differently and I think that makes a more believable story. I realize that most RPG'ers aren't too happy with that type of game. A critical hit to the neck has beheaded a PC before he even got started. As I said, it's not your typical modern RPG.
I call it SwordPlay! with expansions of FootWork (unarmed combat), HorsePlay (mounted combat), and SpellWork. That last one may be a bridge too far.
Re: Player's aid for turn order in an RPG, Request for comments
Posted: 21 October 2021, 04:35
by ufm
For tabletop rpg always the golden rule trumps the others, even the rulebook itself: Have fun.
Thus game masters and players bend the rules here and there, to drive a story, to emphasize character growth, to make things funnier, and etc.
In contrast legacy coop games basically don't do that.
The game session can be used to tell a great story, but still it follows the game rules no matter what.
If your game is the latter, it might be classified as a hard yet achievable storytelling-focused coop game.
Well, we have (two versions of) The Crew already, so why not another?
However, if it is the former... ask admins first.
FastMahina wrote: ↑21 October 2021, 02:29
A critical hit to the neck has beheaded a PC before he even got started. As I said, it's not your typical modern RPG.
It reminds me of Tomb of Horrors. 'Oh, your PC is disintegrated even before entering the dungeon. Try again

'
Re: Player's aid for turn order in an RPG, Request for comments
Posted: 21 October 2021, 13:13
by FastMahina
Well this part of the game is just a simple combat aid, so I would classify it as a board game. The RPG part, as you suggest, would be handled elsewhere.
The problem, as I see it, is on setup. Is there a way to load a number of pieces on startup? This would be in the part where the game is created. Can the player who creates the game, add more game pieces, before opening the game to other players? The type of pieces would already be defined, but the specifics of the piece would be in data loaded when creating the game.
Is there a callout method for this and would it be able to upload a file and then populate the database with this information?
Re: Player's aid for turn order in an RPG, Request for comments
Posted: 21 October 2021, 14:15
by ufm
Setting up the encounters, I presume?
Don't think it would work, but not 100% sure. Ask other developers.
Re: Player's aid for turn order in an RPG, Request for comments
Posted: 24 October 2021, 21:56
by Idsky
FastMahina wrote: ↑20 October 2021, 18:15
The business model would be for BGA to license it's setup to people running the RPG game, in order for the game master to run his own session…
I don't think BGA are going to add a whole new licensing / payment system to their site for your game to pay you royalties per table.