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 Open RPG-How To DM

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Caustic_Clown



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Join date : 2013-06-28

PostSubject: Open RPG-How To DM   Tue Jan 20, 2015 9:56 am

1)Starting a Quest

Someone makes the request to do a Quest in a Hub thread. If you say you step up to DM, ask if the quester wants to do this solo or if it's okay for others to join. People don't have to join in instantly, but can also drop into a quest at a later time(they can't act on the first round they enter battle, but can be targeted during that time). Once you have the participants, check their Character Sheet to see if they have it completely filled in.

Check Neku's post at the top of the page to see what it should look like:
http://uponherlips.forumotion.com/t1262p45-open-rpg-character-hub#10670

Also check if they haven't made any errors with assigning the stats(a common mistake, for example, is to forget that every attribute point invested into Stamina or Willpower nets a +3 gain.
Check this post for the info on character creation and what each attribute does:
http://uponherlips.forumotion.com/t1262-open-rpg-character-hub


2)DM'ing a Quest.
The opening post of a new or restarted quest should look something like this:
http://uponherlips.forumotion.com/t1266-open-rpg-quest-who-hunts-whom
You have flavour text as an introduction, followed by posting both the party member's and the midara's stats and abilities. Most of the time the midara goes first, and then the adventurer can pick a move. A round is over when both the midara and the player characters have acted.

We'll now discuss all the actions that can be taken. These are roughly the same for both the midara and the adventurer.

*Attack-Power-a basic attack using the basic Power stat and any bonuses/penalties from weapons and abilities.
At the start, you make an Aim roll for the attacker and a Reflex roll for the target using this site:
http://www.roll-dice-online.com/
You add the rolls to the respective Aim score of the attacker(plus any bonuses and penalties from equipment and abilities) and do the same with the Reflex score of the target.
The Aim score on attacks also gets a bonus depending on how well the action is described, ranging from none, to good(+1), to superb(+2). I'll leave it up to you what you consider a good description and a superb description: my guideline is that a show of the thoughts and feelings of the character and a motivation for the character is good, and if it is expanded into 3 or 4 lines of narration it is superb.

Anyway, on to the total Aim score vs. total Reflex score.
If the former is higher, the attack succeeds.
If the latter is higher, the attack fails.
If they're equal, the attack Glances the target and the attack's Power score is halved(rounded upwards).
If the attack succeeds, it does Stamina damage equal to the difference between the attack's total Power score and the total Toughness score(basic Toughness plus any bonuses and penalties from equipment and abilities).
Detract the number from the current Stamina of the target. If the Stamina of a target reaches zero, he or she faints from wounds/exhaustion or disappears. Generally speaking, midara don't die gruesome deaths: instead they poof out of existence, flee, dissolve into an element, etcetera, etcetera.

For Sensual attacks, replace Power with Sensuality, Toughness with Focus and Stamina with Willpower in the above description. Characters whose Willpower is exhausted generally get seduced or collapse in post-orgasmic bliss. If a midara loses due to loss of Willpower, she will become available as a Summon. More on Summons later.

*Use Ability:
The user uses one of his or her available Abilities. You post the description of what the ability does during the first use, and follow the instructions in the description. Abilities can't be used if the Stamina or Willpower cost would knock the target out. Passive abilities are always on, so pay attention to keep track of multiple effects at the same time. After the ability has been used, deduct the Stamina/Willpower cost from the user's pool.

*Use Summon:
Works much the same as using an ability, only this time a conquered midara will be summoned using a Calling Card, and use her signature ability. However, in return she'll want some sugar from the hero, draining his Willpower.

*Use Item:
Use a consumable item. Items can also be used on the enemy/other party members.

*Defend:
If you defend, your basic Toughness and basic Focus get doubled that round. Pay attention this when calculating damage.

*Flee:
If an adventurer or midara is almost defeated, he or she can try fleeing. She'll have to make Flee rolls against all other opposing party members, and if her Flee roll is lower than even one of them, the escape fails. Also look at any ability modifiers on the Flee rolls.

Once everyone has had their turns, it's time for the Recovery rolls on Ailments.
The Recovery score+Recovery roll must be higher than the Ailment score in order to get rid off it.

After this his been done, briefly list how many rounds ability effects will last.
(F. ex., Field Effect lasts 3 more rounds,
Ailment on Player X has dissipated,
and so forth)

Then, post the menu with turn options again(leave out any options that are prevented due to ability effects)

3)Finishing A Quest
If the quest goals have been reached(all midara defeated, key midara defeated, survived for X number of turns), list the Quest rewards and finish with some flavour text about the resolution.
The characters return to the Hub thread to update their character sheets, go shopping and pick the next quest.

4)General Advice On Battle Flow
As a DM, your task is to balance narrative with player choice: in general, midara like to toy with their opponents until things get serious. Whereas a midara might hold back with her abilities when fighting a single adventurer, she'll start fighting dirty when more arrive, or when she is in danger of losing. The idea is to give the player a challenge, to always keep him on the edge of being defeated by the wiles of the temptress.

This thread will be updated as questions on game mechanics or other aspects of DMing appear. For starters, it's probably the handiest to copypaste sections of a previous Quest iteration when coming to grips with DMing, just switching the flavour text and the numbers of the post structure.

Hope this helps the quest flow go smoother!
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Caustic_Clown



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PostSubject: Re: Open RPG-How To DM   Mon Jan 26, 2015 6:57 pm

Updates:

On losing a quest: you gain +0.5 level to prevent lack of progress.

On repeating Quests: a participating character who repeats the quest doesn't gain any levels and can't gain any unique loot he or she already has in possession.

On Weaknesses: these stay for three quests, or until you defeat the quest you got the weakness from, or a quest in the same questline(because then you're besting a certain type of opponent). You can have a maximum of two Weaknesses at the same time.
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Caustic_Clown



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PostSubject: Re: Open RPG-How To DM   Wed Feb 04, 2015 10:59 am

Update on subclasses:

Subclasses are ability pools you have alongside your main class. Only one can be equipped at a time. You can level them up and gain a new ability each level normally. You can, of course, master one level in all sorts of subclasses in order to make use of specific abilities. See the Profile Update thread for how to keep track of the subclasses you've invested levels in. Later on, some subclasses can automatically upgrade to a better version of the same skillset, whenever it's appropriate for the story or stat scaling. Subclass information can be found in this thread:
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Caustic_Clown



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PostSubject: Re: Open RPG-How To DM   Thu Mar 05, 2015 2:41 am

Update on dungeons:

From time to time, a quest will have a dungeon in it. Dungeon exploration happens in turns much like battles do, and you can either stay in a group or split the party as different adventurers check out different rooms. Once battles occur in a dungeon, the action switches to the regular interface. However, if you Flee, you will still need to make your way back to the exit in order to Escape.
You can use Items inbetween battles to recover, luckily, and some dungeons have a place where you can rest to recover a bit of Stamina and Willpower. Lots of rooms will have context-specific actions that are pretty obvious, but most the time the options will be:
>Move(specify room)
>Search(explore the room, possibly finding treasure or triggering traps)
>Use Item(self-explanatory, can also be used to equip treasures found in the dungeon)
>(context-specific action)
>Escape(escape the dungeon)

When Searching a room, most of the time what happens will be pre-determined: whether there is a trap or a treasure is determined in advance(however, this can be changed during reruns at the will of the DM). When two or more adventurers Search a room, a dice roll is made. In case there is a trap in the room, the adventurer with the lowest roll triggers it, in case of a treasure, the one with the highest roll locates it. In case one explores the room solo, damage a trap causes is determined by a roll(6 and 5 negate the effect, 4 and 3 is a minor penalty, 2 and 1 is a severe penalty) and whether one finds a treasure is also determined by roll(4 or higher=treasure discovered).

Of course, midara can also Flee the battle and recuperate, or move between rooms once they've been discovered. When this happens, battle resumes as soon as the adventurers or the midara move into the same room again.
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Caustic_Clown



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PostSubject: Re: Open RPG-How To DM   Sat Mar 21, 2015 3:15 am

Update on players being absent for longer periods:
Since this can grind the game to a halt, if a player is absent for longer than five days without prior notification while on a Quest, he'll continue to automatically Defend until he or she returns again. This mostly goes for Quests in which multiple people are participating, so solo Quests take on a 10 day waiting period before this scenario kicks in, especially if other people want to do the Quest at the same time.

To prevent this effect from rushing a game, there will still be a one-round-a-day limit on Quests where the absent player's character goes into auto-Defend mode. If there is a victory in the meantime, the absent player can get a penalty at the DM's discretion(I'd suggest no penalty if it's the last few rounds and the player has contributed for the rest of the Quest, halfing experience if the player was absent for a significant portion of the game, and no reward at all if they disappeared after two or three rounds or something).

If you know you're going away for a longer period due to whatever as a player character, you can of course set up a routine of your own(ie, you tell the DM you're busy with finals so your character will keep attacking this or that midara for the time you're absent). The one-round-a-day limit still goes in effect on such an occassion, in order to prevent people from getting the DM to level their character for them on auto-pilot.
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Caustic_Clown



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PostSubject: Re: Open RPG-How To DM   Wed Apr 01, 2015 6:46 am

Update on SimpleRP:
You can also make requests for your OpenRPG character to be used in a slimmed-down, one-on-one version.
The old ruleset applies: the rolls are 1 to 100, even rolls are a succes, uneven rolls are a failure.
Double even or uneven numbers are a critical succes/failure.
Instead of VIRTUE and VICE, the adventurers have WILLPOWER and the midara have STAMINA.
Encounters that use characters from the OpenRPG may cause a re-appearance of said midara, depending on outcome.
This is also a good way to request certain profiles that might not work well with the game mechanics of the OpenRPG, but you still want to play against.
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anon64



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PostSubject: Re: Open RPG-How To DM   Wed Apr 01, 2015 9:40 am

If it helps caustic I'll probably have time to DM simple RPs
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Caustic_Clown



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PostSubject: Re: Open RPG-How To DM   Wed Apr 01, 2015 11:17 am

Awesome, that would certainly help not to create a backlog.
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Eredin



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PostSubject: Re: Open RPG-How To DM   Fri Aug 14, 2015 9:43 am

Caustic_Clown wrote:
Update on SimpleRP:
You can also make requests for your OpenRPG character to be used in a slimmed-down, one-on-one version.
The old ruleset applies: the rolls are 1 to 100, even rolls are a success, uneven rolls are a failure.
Double even or uneven numbers are a critical success/failure.
Instead of VIRTUE and VICE, the adventurers have WILLPOWER and the midara have STAMINA.
Encounters that use characters from the OpenRPG may cause a re-appearance of said midara, depending on outcome.
This is also a good way to request certain profiles that might not work well with the game mechanics of the OpenRPG, but you still want to play against.

As for this, we should probably add the paralysis and charmed status effects, which are well established. We have also changed the way critical hits are made as well...

Rolls higher than 85 are considered critical and allows the attacker to follow up with another move.
Paralysis - target is stunned for 1 turn and unable to take action.
Charmed - target is smitten and takes +1 willpower damage on the next attack.

I also propose we add a bind mechanic, as seen from the Monster Girl Quest series. Perhaps we can even specify certain attacks require "x" successful rolls to break the bind? I really miss that this isn't a staple of our RPs as it was always something I enjoyed from MGQ.

Bind - target is bound by attacker and must successfully roll to break the hold or suffer damage per turn. Binds may either last a finite amount of turns and/or be broken after a number of successful rolls.
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Kis-aragi Rana



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PostSubject: Re: Open RPG-How To DM   Tue Apr 26, 2016 3:21 am

Rolls? how do you do the roll system? some kind of app or something is used for that?
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Caustic_Clown



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PostSubject: Re: Open RPG-How To DM   Tue Apr 26, 2016 3:33 am

We use this most of the time: https://www.random.org/

Vthanks, corrected


Last edited by Caustic_Clown on Wed Apr 27, 2016 1:12 am; edited 1 time in total
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Kephry



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PostSubject: Re: Open RPG-How To DM   Wed Apr 27, 2016 12:47 am

This is a bit silly, but I felt like pointing it out, your url is missing an h Razz
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Kis-aragi Rana



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PostSubject: Re: Open RPG-How To DM   Wed Apr 27, 2016 7:30 am

Ooooh that's useful
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PostSubject: Re: Open RPG-How To DM   Today at 10:51 am

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