When Slaves Rise (debating title)

@chibz Lol, enjoy shimmering whites then. I did, for a time. Maybe one day you’ll want a little more…excitement.

Thanks! :smiley: (I’ll need it.)

@chibz Join the darkside young Jedi… We have punch and snacks

@2Ton Lol. I’m off. But before I go, I have to ask something. Can you string more than two variables in a *if statement? It’s exactly like this:

*if (charisma >= 60) and (influence >=55) and (cunning >= 55)

Is that allowed? (and I may still be on for a few minutes, so I may reply-it’s an iffy. If not, goodnight y’all!)

@adjppm1227 Yes, yes… but the force must be strong in you to attempt such a feat, but I will show you fellow sith.

*if (((charisma >= 60) and (influence >=55)) and (cunning >= 55))

that should work it’s all in the placement of the brackets

What’s the difference between fighting and melee?

@2Ton Can I join the dark side then :wink:

I feel that you may have too many stats, if you want so many stats, make sure that the stats will all be used in multiple occasions.

There are far too many stats there for me. What’s the purpose of all of those stats? Why do you have so many of them? Will each of them have an effect on the game, opening up different pathways and choices? Can you possibly merge some together. There’s a lot of things that seem similar.

With less stats you can actually focus on the stats you do have opening up more choices, making them matter more. Have a look over your stat list again. Trim it. Only include the most important stats that will have a direct impact on gameplay.

I’d also suggest against using your made-up words for stats.

Definitely don’t go When Slaves Rise though for your title. For a start there’s Hero’s Rise and people might think it’s a similar game. And I don’t think that really summarises what your game is about. It’s about a slave and their rise to power?

Interesting, it sounds like something out of The Game of Thrones. I’d love to see a story about fantasy politics.

Isn’t merchantilism an economic policy of strict government control over foreign trade? How is that opposed to isolationism? Why does your character need to have stats on his views? People are fickle and can often change dramatically. Plus, I really don’t think the player need the game to tell him/her what his/her character believes. Wouldn’t it be better to have the world around your character change as a consequence of his/her actions?

You probably could make less work for yourself by combining some of those stats and getting rid of others.

Off the top of my head…

Fighting/Melee/Archery

Not sure how important the ability to use a bow really well is going to make a big difference, but fighting and melee can probably be combined regardless.

Charisma/Influence/Grace

Charisma and influence are fairly interchangeable. Usually in most RPGs charisma represents how convincing you are anyway. Grace, I’m not sure about because again I don’t know how much you are planning to have this play a part in your story. I’d argue that this sort of thing could be taken care of with charisma/influence. If you’re a obnoxious bore for example then you’re not likely to have any noble grace or be very likable in civilized society in general. (Maybe barbarians might like more you though, so maybe grace could play a separate part. Like I said, I don’t know what you have planned out.)

Intellect/Cunning/Wisdom

Depending on how much you want to streamline. You could make the case that intellect represents your “book smarts” while wisdom is your “common sense” I’d say cunning would get lumped in with wisdom either way you do it.

Aggressive vs Defensive -Warriorism vs Diplomatism

From what I gather, these two are the same though perhaps in different circumstances. the A vs D seems more personal while the W vs D seems more like representing a policy for running a country

I’d scrap W vs D anyway and just stick with A vs D. If you are in a position to run a country then as a ruler your personality is going to somewhat guide your policies anyway.

Courage vs. Caution

While not exactly the same as A vs D, it could overlap. I’d probably combine it with A vs D

Apathy vs Sympathy
Impulse vs Disdain
Traditionalism vs Progressivism

I don’t know about these since I don’t know how much you’re planning on using them. I’d probably be tempted to just scrap them all and have a “Pragmatism vs Idealism” stat though.

Isolationism vs. Mercantilism

I’d get rid of this one altogether. Doesn’t sound like your main goal is making a country simulator.

Strength seems fine
Faith seems fine if you’re planning on religion playing a big role in the story.

@2Ton Thanks. :smiley:

@WolfieGrey Fighting is more hand-to-hand street scrapping; melee is with weapons. Very similar.

@Xt1000305 I will be. And if you (or anyone) wants an elaboration as to why I have so many…

You have three main healths. Physical, mental, and social. I in turn broke them into sub-categories.

Strength
-Fighting
-Melee
-Archery
Charisma
-Influence
-Reputation
-Grace
Intellect
-Cunning
-Wisdom
-Faith

That’s why there are so many direct stats. As for the opposed, they dictate your courtly opinion (i.e. Republican vs Democrats, Capitalist vs Communist)

@FairyGodfeather (On the title) Yes, it is a bad title. It was really just a filler title until I could think of something better.

And that’s the problem. All of them will effect gameplay. Fighting, Melee, and Archery for the obviously reasons. Strength for speed as well, and for how long you can fight. Charisma is how much people trust you. Influence is how well you control people. Reputation is how much your superiors and peers trust and respect you. Grace is how carefully you form your words and statements, your civility. Intellect is how well you learn something, cunning is how quickly you can find the answer. Wisdom is how well you can predict the outcome (a very good skill in politics) and faith is your trust in people. All of this effects the gameplay. It is, for that reason, I’m afraid I can’t make it smaller. A game with a complex setting requires a complex statistic chart, or the game isn’t being fully played.

@SamuraiMantis It’s very mature, like ‘Game of Thrones.’ XD

@hahaha01357 The opposition is more for the NPCs to understand your political agenda. And yes, mercantilism is off. Now that I think on it, I like commercialism more. And you will be able to effect your political views. It annoyed me to no end when I played ‘The Fleet’ and you kept the same infernal opinion the entire time.

@EndMaster Fighting is more of a hand-to-hand scrapping thing, where melee is with weapons. And I would put archery to the side, but the Tarnaei culture includes several festivals, and amongst the sports of them, the most popular is archery. It can be a make it or break it for a character’s reputation if there archery isn’t good in the festival. Of course, they can always decline, but that still would hurt reputation at bit, unless you had enough grace and cunning to make it look purposeful, instead of an excuse.

The one problem is, I don’t see Charisma like that. I see Charisma as how when you lure someone; I see Influence as how well you corrupt them once you have. Charisma and Influence work like a set of dual daggers; alone they are good, together they are great. And Grace is based around how elegantly you can lie.

Intellect and wisdom are as you described them. Cunning, however, is how quickly you can think. Even the most intellectual people can still have trouble in a debate if they lack cunning. And in court, you debate a lot.

Yes, but a little bit more. Warriorism and Diplomatism (both fake, by the way) are the political parties. If you have high Warriorism, those with strong Diplomatism are going to oppose you (probably openly), whereas if you are Aggressive, the Defensive might not oppose you until you oppose them. If someone with high Diplomatism must be aggressive to people with high Warriorism, no matter what. It’s like Republicans to Democrats, and vice versa.

C v C is still tittering on destruction or merging into A v D for me. I’m not sure. Thanks for your input. I could make it more of a general fighting style for your personal character, whereas A v D might be for your style of leadership, but either way, C v C is grasping at straws.

I could, but I won’t. Albeit it would work, it would make it less detailed. You can be a sympathetic traditionalist, or a impulsive progressive. An apathetic with a lot of disdain, or a sympathetic you is impulsive. The patterns can interchange, and combining them and saying they can’t is to…lax, let’s say…for my taste.

You yourself won’t run the country. But you will be close to people (generally) who do have a big influence on how it’s run. They could look at your opinion (if they respect you enough).

It’s more faith in people, but also gods. And religion is huge for two major characters. One is a militant atheist, and the other is a devout.

How much will effect the story then? Which stats are essential? Why are you so tied to having so many? How will it hurt the game if you combine certain things?

Tell me, how many stats were there when you were reading Game of Thrones? Did you break down all of the characters into having certain levels of each of those stats? I’ve not actually read or watched Game of Thrones mind you so no need to actually answer that question. Just think about it.

I think the complexities come through your choices. If everything is stat-defined then it generally means less choices. I find it so frustrating when I’ve played the game throughout as a terribly charming person when it greys out the option to allow me to lie through my teeth about something because I wasn’t deceitful and manipulative enough, and I’m forced into a path of being truthful.

Your storytelling will provide the neccessary complications. By actually reducing the stat chart it will allow you to tell a better tale.

Does the difference between all of those stats matter? If you win a fight, you win a fight, does it matter if you used your fists, your sword, your speed, your strength?

The other thing is people will want to use what they’re strong in at every opportunity. That’s a whole lot more work for you. It means you’ll be focussing far more on variables and writing ifs instead of progressing the story. I say, trim the stat list down to the bare essentials. Go with 1 stat for physical, 1 stat for charisma, 1 stat for intelligence, 1 stat for Agression vs Defensive. And perhaps a reputation stat.

Write the game. Use *comments at every choice where you think it would benefit from having an additional stat option. Once you’ve finished a chunk look over at your comments and see if there’s enough of those comments to add another stat, or if you can default it to something else. You can go back again and flesh things out. If the difference between being a brawler and a fencer ends up being extremely important, then add in the options to do both.

Your details come in your writing, not in your stat-chart.

Still if an extensive stat chart is what you want please prove us all wrong. Show us how it works.

@adjppm

That’s cool. It’s good to stick with your original vision if you really believe in it. I was just thinking up ways you might save some time. I know sometimes there’s a temptation to write a big story, but it can get overwhelming resulting in a slow down or at worst getting frustrated and giving up on the project. (Or “real life” just getting in the way of its completion)

The number of stats doesn’t really bother me, since I’ve played a lot of old RPGs where they had tons of stats. Sometimes a lot of today’s RPGs streamline the number of stats too much.

I like the idea. I am looking forward to the demo of it.

so prepared to get my ass kicked at the first couple or try let the battle begin.

@FairyGodfeather

Oh, questions. Lots of them. Here we go…

It’s obviously going to effect the story a lot. If Snow White had been less faithful, she’d have never eaten the apple. If Hansel and Gretel had had more wisdom, they’d never have gone to eating a house. If Humpty Dumpty had more caution, he wouldn’t have climbed the wall. So yes, stats effect a lot of things. And choices. But it should be both. An arrow with half a head is a very ineffective arrow.

Now, why would I tell you that? It generally depends on which person you end up getting helped by. For the king, faith would be helpful (he’s quite pious). For the queen, it matters not. The game is not linear.

I am tied to having so many because I’m a stickler for detail. You do realize that having 30 Intellect, for example, and never going through a scene (though I doubt you won’t) that involves intellect means it doesn’t matter, right? It’s not your thing to worry about; it’s mine.

I realize that it’s frustrating when you have a blocked choice. You need to realize that life does not work around one characteristic. You will never hear stories of how people followed a general who couldn’t fight for shit. Because they wouldn’t respect him. You’ll never hear stories about that guy who could make you do what he wanted, but he was dim-witted. It doesn’t happen in life.

How so? Making a claim doesn’t matter to me until you support it.

You have to be a good enough player to gage which choice is the best for you. For example, if your physical stats are:

Strength: 65
Fighting: 85
Melee: 30
Archery: 50

and you have a scene like this:

As you regain your balance, you see a man with a longsword charging at you. You
#Grab a rock and wait for him to get in close, then hit him with it.
*if (strength >= 75) and (fighting >= 35)
You wait until he’s in your range, then it hit him as you side-step his sword. You rock
crunches against his skull, and like that, he’s dead.
*elseif (strength >= 60) and (fighting >= 25)
You wait and strike, and he stumbles. Then he charges you again, and you feel his
longsword rip through your thigh. Roaring with anger, you lunge at him. The second
bash against his face kills him.
*else
You lunge to quickly, and fall to the ground as he side-steps you. You stagger to your
feet and throw the rock, and, by some miracle, it hits him. But he comes at you,
sword spinning in his hand. You try to dodge him, but he’s faster than you. His
sword cuts open your thigh, and then the other. Unable to move, you watch as he
strides away into the rest of the battle.
#Dance around his sword until he’s tired, then lunge.
*if (fighting >= 80) and (strength >=30)
You dance around the steel flashing before you, until you hear the sound of his
panting. You flick your foot up and hear, with satisfaction, the sound of the
sword dropping from his head as he lets go. In an instant, you are behind him. His
neck is broken.
*elseif (fighting >=60) and (strength >=15)
You dance around the steel he carries, his blade gleaming in the sun. Once, it cuts
open your arm and you falter. But as he continues, he becomes slower and easier to
dodge. Finally, seeing your opening, you dance behind him and quick out his legs,
then deliver a sharp kick to his temple.
*else
You stumble on your way up, and just barely dodge his first attack. He follows up,
aggressive, until your legs are stumbling to avoid him. You see, to late, that his last
attack was a feint. He slashes the back of your calves open in one cut, and you fall to
the ground.
#Grab a nearby shortsword and let steel sing.
*if (melee >= 75) and (fighting >= 30)
You parry his first slash, dodge his second. Before long, he’s on the defensive, and
you’re pushing him farther and farther back. Then his foot stumbles. Without wasting
a second, you sword rips through his wrist, then his throat.
*elseif (melee >=60) and (fighting >= 20)
Your skills are fairly even, you realize, as he pushes you back, then you push him.
You should find a gash on your left shoulder; he finds one on his thigh. After a few
minutes, you both begin to wane. With a fierce cry, he exerts what you know is the
last of his energy in a thrust at your heart. You step to the side as quickly as you can.
The blade passes within inches of your torso. And then, your blade descends on the
back of his neck.
*else
He’s a good fighter, you realize, as he presses you in the defensive. You barely have
time to counter his moves, and you’re soon tired. In a blink, though, he is behind you.
You feel something on your head. A blade, you fear, for a second. But no. It is only
his pommel. And like that, you pass out again.

stats really are going to matter. You’ll notice that it never says *if X >= Y. I have two variables. Because life does not work around one characteristic. So, to answer your question, no. It doesn’t matter how you kill them, it only matters if you can, through your
method of attack.

You think I’m going to let you play a game where you’ll never fail? You must be senile! :stuck_out_tongue: But seriously, there will be times when you aren’t good at something. Take, for example, the example above. If you’re a charismatic intellectual…you’re fucked. Sorry. But you don’t
get to win simply because you want to.

Or I can write the game with complex stats and not have to add to it at all.

An arrow with half a head is not a very good arrow.

Thanks for your feedback. :smiley: It was great (and long, which is always good).

@EndMaster

Personality should never have a formula. But still, I appreciate your help. :smiley:

@Etzel Thanks. I’m hoping to get it up soon, but last night I couldn’t save and lost some work, so it may be a day or two. (Sanity save me). Until then, I give you this. XD

@djma46 Well I’m not going to hand you the victory. Where’s the fun in that? :stuck_out_tongue_winking_eye: