From: wool8657@mach1.wlu.ca (john woolsey 9209 U)
Subject: Re: New PeBM game through internet
Organization: Wilfrid Laurier University
Date: Mon, 12 Oct 1992 04:23:19 GMT

In article <Oct.11.15.27.26.1992.27169@yoko.rutgers.edu> zamick@yoko.rutgers.edu (Jonny the Z) writes:
>I'm coming into this a wee bit late so...
>
>
>The arena combat system is an interesting idea, and despite what some
>people say, I have a feeling it will be quite popular in a simple
>format considering the faithful following of Duelmasters exhibited here.
I liked it because it was conceptually easy to write, but had a lot of room
for expansion. I also liked a space-type flair since I find it easier to
write the backdrop stories for it.

>
>(As a side note, I would suggest setting up the system to work with
>smaller numbers and simpler first. You can make it more complex if you
>design it with the intention of upgrading)
It is fairly simple at this point, but it is getting more complicated
quickly. Although there are only 5 weapons at the moment there are over
twenty groups of weapons defined (some of them are kind of fun too.) These
are simply groups of weapons that take similar skills to wield. There are
also well over 100 weapons available to choose between, so there should be
some variety. (Yes this is basically using the stats from the friend's
combat system.)

>A point system would be nice. One thing that we set up in a house RPG
>for character design was giving characters specialty areas. That is,
>not all stats cost the same. So some characters could advance dex
>easier than others, while their competitor might be be a giant. This
>is a nice alternate to random starting points, and as an addition to
>random starting points. (It really only works well if characters can
>train their abilities over time)
I like a point system, but currently I am using a random generation system
it tends to produce less maxed out in stats characters, which tend to ruin a
gaming system. However if you have 6 or seven fighters a few lemons
shouldn't hurt you too much.
>
>Consider carefully if losing characters have to die.
One of the advantages of having a space scenario and having it semi-cleaned
up is that all fighters recieve free medical care. This will not make
everyone live, but it should keep most people alive, and regenerated for the
next combat.
>I kinda liked the suggestion of unusual powers.. (maybe advantages
>could be bought with some of the points.) Of course if characters died
>immediately upon loss than this would probably not be balanced.
I like unusual powers as well. They would probably come in through alien
type races. I haven't really thought of what type of powers they should be
however I do not see them destroying the game universe by being too
powerfull. They should keep the people who want to play a wizard in the
fighting arena happy though.

>For simplicity, you might want to start with a basic man to man
>system, no advantages etc... just to get out the bugs.
I am starting with no cover, and a very simple system of combat. Basically
you decide what you wish to do each round. (run away, stand, or advance) You
also choose how fast you wish to do each of these. (hasty, normal,
cautious). This is your battle plan. You then pick weapons, and armour to
fit your battle plan, and send in your fighter. He will get paired up with
another fighter in your arena, and you will battle it out until the first
char drops. After this first combat you repeat trying to make his fighting
combination better.

>You could then add in more equations for the more complex elements:
>1. double/triple teaming. 	2. experience		3. advantages
>4. alliances between teams	5. more weapons/skills	6. odd arenas
Most of these things have been thought of to some extent, but seeing them
here really helps. For an order:
5, 2, 6, 1, 4
I think 3 has already been implemented, but it depends on the type of
advantages you mean.
>
>Really it comes down to making the basics interesting and building
>from there. Duelmasters has a heck of a developed system to model a
>very simple battle. One person fighting one other person. This aids
>its popularity. 
>Anyway, I'm prbably repeating many points or talking on a totally
>wrong subject.
Actually you are the second person on the thread so far. You can't be too
far off subject.

Other things in the plans today:
training of characters in certain weapon types. This will cost money (silver
maybe) and will raise up skills in that area.
Repairing armour after combat. It costs money, and depends on how much your
armour was damaged.
Characters will have a chance of progressing in any weapon type that they
use in combat. I have not worked the stats out on that one yet.
I need more ideas on how to control fighters. Is choosing weapons, and round
fighting styles enough for now? or would people want more details on the
control of their fighter?

As far as actual fighting between characters I have already been testing
some, and it seems to work nicely. I have not added hit locations properly
yet however. I do not know when I will get the game actually running, but if
I don't take too long at other things tomorrow I might get the basics
running nicely. Maybe two weeks or probably sooner now that I actually have
a working model. At that point I will start some kind of a limited playtest,
which will probably slide into the real game as time goes on, and things
stabolize.
							- JAW

PS Water Balloons is actually being considered as a weapon type. Not
seriously, but it might be fun at least for the beginning :-)
PPS This actually links in to both your `showability' in the ring, and the
ability to taunt another fighter into losing his/her cool, and changing
their fighting style to accomodate :-)