Hi guys,
full time lurker here.
I usually avoid to look at this thread, because I just can't bear seeing the pure awesomeness and knowing not being able to play it right now nor in the near future
Your teasing us just to hard and also for to long now.
Well, I have been able to resist for a while now, but it was time to risk a glimpse again.
I mean just bring it on. Time will tell the truth. Just do it. You can still work at it when it is released.
And maybe the potential positive feedback will unravel the knot.
I fully support the idea of a basic campaign mode and a more advanced hardcore one, especially if it makes it easier for you to let it free into the wild.
Now regarding the campaign mode I may be able to bring in some experience.
Must have been about ten years ago, when a friend and I made our own rule system for galdiatorial combat after I read about Blood Bowl in the White Dwarf (I only played Lotr, Heroquest and some RPGs at that time). To be honest the fighting was totally simple, almost stupid, but the campaign mode and whole smear was godlike. It felt more like a business simulation. Well, maybe it's just nostalgia. I don't know.
Sadly we never wrote something down but the tables (very important imho, more later). It would have been pointless anyway, because one day his mom threw the box with the whole custom rule sets we had written over the years and our self drawn paper miniatures away. Guess she has always disliked the thougt of us sitting in the cellar like vampires at the age of 16. Still hurts d'oh.
I really have no clue anymore, which mechanics we used to simulate the events, only the positive vibes and some pictures in my brain are left.
- Personal Avatar Gladiator build with simple point system. Other fighters had random starting attributes
- Slave market with bidding system and AI bidder (with random interest but unlimited money) to stop the not-underdog from always getting la crême de la crême. (AI Cannonfodder participated in the game too). Bididng started with the weakest slaves
- Upkeep
- Betting
- Feinting and Circling before Infight (If it took to long crowd became impatient)
it felt like this game i know from my childhood just with back and forth:
- Manipulation, intrigue and sabotage (crowd, referee, Arena owner and enemy fighters, poison, countermeasurements and chance to get caught)
- A lot of mighty skills (for the fighters, Trainer and Doc alike). Hard to come buy. Usually attributes and HP were raised.
- Better equipment (represented by cards for nice eye candy) could be bought with money.
- If I remember correctly there was another resource, which gave you access to advanced markets and item shops but you could also buy things with it and it had ingame impact. Dunno maybe it was splitted into warrior fame and honor of the school or sth. I am uncertain. Makes no sense at all as soon as you would spent those points it would lower the ingame impact of honor again. Maybe you could spent it but the once owned maximum just stays valid for those matters and later earned honor gets added as well.
- Big Injury table with a lot of fun impact. The more the marrier. We used D6 for tens and ones.
I know big tables for the game itself are clumsy, BUT it is kinda fire and forgot here. Roll on table after game, then write it on the character sheet, done.
- Same for random start conditions and special pre game events
- Ingame event table with surprises or cards
- Crowd mood triggered another table
- At mood 0 crowd amok table
- Crowd mood carries over to the next game in the same arena.
- Crowd mood and character fame decides about wanting the "coup de grâce". Means the later the game and the more you start loving your character the less dirty it gets. I really like the Idea of a gritty start, where only the strongest survive.
- Acting against crowd lowers fame.
- It seems like I was heavily influences by this one Blood Bowl errata maybe take a look at the rules?
- With advancing campaign Raised hp / endurance leads to longer fights
Some other things who came to my mind. (I know combat is already finished but just pro forma)
- Poker style, Stone Scissor Paper or Stance system. thrusting, hacking, shielding, parrying, dodging, evasive rolls, jumping back, feinting etc. with different damage and hit chance. Weapon bound. Gaming cards would come in nifty I guess.
- More HP Endurance in General would be good to see "impact" unlike rolling until someone dies with one blow. While losing HP Gladiators get weaker. Maybe real time injuries.
- Strike zones
- Weapon attrition and destruction spread across the different tables (even on injury table). If the weapon is broken you would have to run towards an employee into throwing range for new weapon with a chance to receive a free strike.
- A Smith skill could be useful
- Intervening guards
- Manipulating, provoking the Crowd or heating it up through in game maneuvers or special choreography.
- You could write a big table, where you roll each start of a round. Medium rolls would have no effect and the crowd mood would add a malus or bonus. Let's say you roll 3D6 with No effects at 9-13 and crowd mood can range from -3 to +3. Just an example. (Positive effects at 14+)
- Fanblock System with Home crowd. Avatars of War style or a favour System.
- Random background with negative and positive starting traits
- Private shows who generate no income but cost money (and lifes huehue) and raising honor.
I really love the ideas of LeadAsbestos, Elbows and jimbibly. Especially fighting between Hools and Employees, Assassins or something like that would be nice with option to play it out as scenario.
Sorry, nostalgia and excitement overwhelmed me. I hope you can make use of at least some of my points somehow. At the first look it may seem a lot but just get the crowd/fame/honor whatever thing right and give the campaign some depth and make sure there is some varietey in the table results and I am fine with whatever you do.
Best regards,
Jerekin
P.S.: God, I created a monster...