Starcraft RPG ~ Brainstorming thread

Orloth US

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May 24th 2011, 10:09 : 7/0
In memory of the Tremors of War game and in the spirit of the Armory Stimulus Package, I present:

STARCRAFT 1.5
Omens of Doom

(Working Title)

The premise:



The rules:



The characters:



The Ship:



Your Army:



The systems:



Combat:



Addendum:
elondisc

Civilian
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May 24th 2011, 11:06 : 1/0
I like it. The combat elements confuse me a little but thats O.K. I have a character that I could bring into the game, its why I wrote Wormburner Ricky after all.
Wind HR

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May 24th 2011, 11:08 : 4/0
Since Orloth apparently sucks at introductions, I'll try and sum up what this is about.

About a month ago, the old Armory RPG died. The reasons for this aren't important.

Anyway, in the absence of something interesting, Orloth decided to design and hopefully start a new Armory RPG and that's what the OP is about.

The RPG is by no means finalized and still requires new ideas and refining but the basics are already there:

The RPG would be a story-game hybrid set in the current Starcraft universe (a bit before WoL). While it would be a game, it would be primarily story/lore driven.

A player would create a character(s) and initial force using the point system provided by the OP and would then start playing.

Much like in the previous armory RPG, participants would post their actions in the form of narrative (creative writing) and would thus interact with the NPC factions and other players.

So, if you are interested, have some ideas or simply want to encourage the RPG, please post.
Orloth US

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May 24th 2011, 11:14 : 0/0
Yes, I do suck at introductions. Thankyou for the TL;DR and I will attempt to edit the above appropriately.

@Elondisc: Wormburner Ricky? Please elaborate.
Spartan929 AN

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May 24th 2011, 11:19 : 1/0
on 24/5/11Quote by Orloth
Yes, I do suck at introductions. Thankyou for the TL;DR and I will attempt to edit the above appropriately.

@Elondisc: Wormburner Ricky? Please elaborate.
he wrote a fanfic about him

Anyways, gl with the RPG, I probably won't be joining in but I'll give you my glhf.

GL HF!!!
kingbob_the_second US

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May 24th 2011, 11:20 : 0/0
Right Here Orloth
i would join this, but i just dont have the time or the patience or tbh the understanding to play.
RustyGateWay CA

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May 24th 2011, 11:48 : 0/0
Yea I'm interested in this. Thinking up a flagship and character atm. I have school so I can only do this at afternoons and weekends though.
The Doctor HR

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May 24th 2011, 13:53 : 0/0
I'll be glad to bring back the Bonecrusher Pirates from the old RP, only one question - Is dual race allowed? Or can I at least keep Waiter or Doom (depending on what race I pick)? If not, I'll have to go with the Quantum Legion.
Also, is it allowed to have multiple factions? If yes, then in the case I can take the pirates I'll make the Legion as well again.

Also, small correction
DPS =/= Damage * Attack speed
It's Damage DIVIDED by attack speed.
Otherwise Siege Tanks would have 85 DPS (150 vs Armored), which we all know is not the case.
Orloth US

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May 24th 2011, 14:25 : 0/0
Thankyou, Doc. Fixed.

As to your questions: No I do not want to allow multi-race factions. That being said, I would also love to see the Bonecrusher Pirates back. You leave me with quite the conundrum. So, firstly How would you build the Pirates with the system as it is now? Both as a single race and a dual race faction. Keeping in mind that army sizes are much smaller then in Tremors of War, and the point system should be restrictive to start out.

I also do not want to allow more then one faction per player, but considering the normal pace of the RPG and the expansiveness of the verse, it really shouldn't be as big a deal. I will say, for now: No.

Edit: @Doc: Having your army be one race and a few heroes being another race is also an option. Just as long as there is a good story behind it (which I know you already have).

@Rusty: The way the previous RPG went, it was a fast paced day if everyone posted once. A specific time frame really isn't necessary, though deadlines may be.

RustyGateWay CA

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May 24th 2011, 14:29 : 0/0
Well hopefully Other people can start off so I can see how to play
averyfatcow US

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May 24th 2011, 18:24 : 1/0
Well, I was afraid it was going to have to come to this . . . but . . .


COUNT ME IN!

Btw, will you be making a universe map? to show the planets and traveling times?
Orloth US

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May 24th 2011, 20:05 : 1/0
Yes, I will be. However, that map has been the bane of my existence since I started this venture. My unreasonable desire to stay true to canon is constantly warring with the abyssal chasm of no information on the subject.

There will be a map, with rules for travel times and all that stuff. But I fully intend to procrastinate as long as possible, tweaking every detail and digging up every ounce of lore I can.

I'm obsessive like that.
The Doctor HR

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May 25th 2011, 04:53 : 0/0
@Orloth
About the pirates then, would this be alright, you already know the backstory (if you read the post in the chargen about how Doom met Waiter)

Race: Terran
Protoss units/character: Darth Waiter, The Flying Drunkman and Waiter's 5 or 10 dark templar that followed him?

Or, as Dualrace, I'd have the Doom and Waiter as heroes, together with the two Tempests (and captains Sparrow and Swallow ofc), and I'd limit myself to a units list of 20 units I can buy (Terrans have 21 or 22 units in total, toss 20, and zerg 17) and Terran defensive structures.

Wouldnt mind single race though as long as I can keep Waiter


the 200 supply limit... I'd make it a 200 air and 200 ground supply limit (seperate) of "Stored" units, leave the 200 supply cap for ground battles and 200 supply cap for air/space/orbit battles (so 200 supply per battle, but 400 supply of units you actually possess), cause otherwise people will easily get screwed over if they get a good ground army and their air armies are a bit weaker. This way we can do the usual sc2 strats like gateway colo ball, MM, etc. but also have a good orbital/space army

Also, could you clarify the army stuff again? Do you build a new army on every encounter as you would in sc2, or do you just deploy the army you already have on your flagship together with a base which then pumps out reinforcements?

Also, do our workers count towards our total supply?


About the location/star map
I don't fully support the idea of being between WoL and BW. It's an interesting setting and everyone can get in easily, but the problem is that the factions are just... well... They don't like each other and are really different than in Tremors of War. We've got the protoss, the Terran Dominion, terran colonies and the Zerg... Apart from the terrans, none of those factions have freelance commanders I think. In addition to that, I don't think any faction would like freelance people too much.
My suggestion: base it in the same time, but not the same place. Just put it in a sector to the right, where planets have just been colonized by smaller factions that broke off from the main factions in the koprulu sector.

This will not only allow us to have factions that better fit an RP based on freelance commanders, but also give us a starting plot line: Help factions get more planets and become stronger. We'd start with a lot of very small factions, our commanders pick the ones they like the most or identify themselves with (or were hired by) and help them take over a system, and then take over other systems or forge alliances. We'd wipe out a lot of factions, other smaller ones would remain alive but forcefully "allied" to a larger one (and could later on revolt against the faction they're controlled by)
It also means that the starmap is easier to make
We can still add the koprulu sector to the RP, just that it doesn't do anything with the other sector.

We would also have to make up a lot of tiny factions and their sort of "ideologies", I could probably come up with a lot of factions really quickly.
If we do go with my suggestion, I'd suggest the Quantum Legion as one of the factions. They'd be sort of the good guys - avoiding starting conflicts, try to prevent conflicts and help those in need, and also fight against factions that don't work for their good of their people.

[quote=RustyGateWay]Well hopefully Other people can start off so I can see how to play

It's easy make up your characters, post em, write about them You can check the old RP thread to see examples of how stuff went there
Orloth US

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May 25th 2011, 08:26 : 0/0
I'd rather you went just terran then, though any protoss units would have to be bought as hero units. You could always use those 5 or 10 dark templar in a story capacity rather then combat capacity, as I do not think you would have enough points to buy very many of them.

The 200 supply limit is simply a limit on what can be active at any given time. This is both to honor the in game limit and to reflect limited personel/supplies/psionic control available to a commander. This number may change through good times and bad, but to start it is 200.

In a ground battle, one may deploy a starting force based on his flagship's deployment score. A 1 allows the basic command center and 6 workers, while a 10 would allow you all the major tech buildings and a decent defensive force. The game then plays out as you would expect in a melee or campaign fashion. Assuming equal macro and micro capabilities.

In an air battle, you choose which 200 supply is active and then play out the battle. However, in this case, you can not reinforce and the battle must play out with the units you have on hand.

Terran characters have it easy, as the myriad factions and political tensions are well explored in both the novels and in the recent Campaign. One could be a Dominion officer, a Kel-Morian contractor, a Umoja Protector, a Pirate ship, a Mercenary company, a UED refuge, a Confederate loyalist, or a business funded private army, or any combination there of.

The protoss civilization is fracturing under the weight of the recent political, social and martial revelations. The six tribes are very different and each have their own motivations and goals. To add to that, there are also various splinter groups and lost colonies. There are plenty of opportunities for a character to explore the politics and drama, or they could just leave it behind and go seeking revenge, or their lost loved ones.

The zerg are only slightly more tricky, but only slightly. Obviously, a character could play as one of Kerrigan's consorts. However, there might also be cerebrates that survived the recent Brood War and seek to reinstall the Overmind as master of the swarm. In addition, while Kerrigan does claim dominance over the swarm, her direct control does not extend as far as that of the late Overmind and Feral zerg on distant worlds may have gained sentience and started their own broods. Lastly, the Dark Voice's minions seek to dominate the zerg, and there may be pockets of such creatures wandering the void.

All and all though, It is my opinion that one of Tremors of War's main failings was that it focused too much on the combat. Keeping armies small makes it more intimate and personally relevant to the characters. Disallowing players to play factions also does this. The major factions are set, and while your ship can be allied or even directly employed by a certain faction, you are not the leader and have to deal with the politics of the situation. The post Brood War era of Starcraft is a cold war of activity between a ridiculous number of factions that is ripe for a more politically and dramatically oriented game. That is what I am aiming for.

Now granted, I could achieve this outside the Koprulu sector, but I don't think it would be half as awesome.
Farmer Poopy US

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May 25th 2011, 09:27 : 0/0
I don't know how often I'll be able to post but I would like to join. And just to clarify, do we need to have our own story written about a character to join? that's what kept me out of it last time