Post by Tarbtano on Oct 30, 2017 12:11:02 GMT -5
The game is a turn by turn RPG much in the style of an RPG book and tabletop. Player(s) will be part of an "Expedition" journeying to Isla Sorna and taking part in the various chapters. To proceed to the next chapter, your expedition must finish the last. Expeditions can be solo play or in groups of up to four, and along the way various NPCs (human and dinosaur) can potentially assist the player if events play out right. Playing alone or sticking together both have advantages and disadvantages.
Solo Play
Pros:
-Easier difficulty
-You succeed or fail all on your own
-Less complex scenarios
Cons:
-If you screw up, no one to bail you out unless you set an NPC to do so
-More limited skillset and gear
Group Play
Pros:
-You can bail each other out if someone is endangered
-Bigger benefits of gains or equipment discoveries
-More varied skillset to better exploit advantages
Cons:
-Bigger, more dangerous scenarios
-Can take longer
Different expeditions who both are starting the same chapter can join together so long as no more than 5 players are in the new expedition group. Otherwise, each expedition is its own self-contained story.
Character Status
Each character will be different based off their equipment, stat totals, and health. All characters have a core stat total of 8, but this can be buffed by item use. The three stats are Action (allows you to move, fight, and react quicker), Stealth (sneak around, eavesdrop, and steal better), and Skill (allows you to use machinery, some tools, and disable/enable some equipment better). The higher the point value, the more likely a dice roll depending on that point value will succeed. The likelihood is made using a percentage of success. 4 points in Action and an Action roll of 6 means a 100% chance at success, whereas 2 in Stealth and a Steath roll of 1 means only a 30% chance of success.
Along the way you might incur injuries or be affected by weather, these can have damaging or beneficial effects on your character. A bleeding wound will slow you down and take a point off Action rolls until you use a medical kit to patch it up. Conversely, a thick fog might increase your stealth for a few turns while trying to evade a predator.
Equipment will be chosen at the start of the expedition, then lost or replaced when on the island. Members of the same expedition can swap if they choose. Some equipment includes-
-Assault rifle, maximum of 28 rounds with 4 fired per use. Can potentially kill an enemy if you land the hits, but is extremely noisy and might draw unwanted attention
-Tranquilizer gun, maximum of 10 shots. Can KO medium or smaller animals and dizzy larger ones if they hit. Not noisy but can draw attention by those close by.
-Road flare, maximum of 8 carried. Can be used to signal, illuminate, start a fire, warm, and burn or blind an enemy up close. But be wary, not just humans might be attracted to the light.
-Binoculars, infinite use unless dropped. Can be used to see far ahead in day or night.
-Medical kit, 3 uses maximum. Heal one injury.
Gameplay
First, the player(s) are given a scenario by the gamemaster and a set of options to take in response. Then the player posts their response, along with a choice of item or condition use if they apply. Finally, the gamemaster gives the response, with success or outcome of the decision based on dice rolls and character condition. If the group didn't manage to all get killed, they proceed to the next decision scenario.
Here is an example:
Gamemaster
The Deinonychus sniffs around, unable to see (PLAYER 1) and (PLAYER 2) hiding in the gas station store aisles but it knows prey is close. It begins to creep about in the darkness. The store is dark and filled with mostly expired goods even if the limited power makes the lights and refrigerators operational on occasion.
(PLAYER 1)
Action 1
Stealth 3
Skill 6
Equipment: Tranquilizer rifle (2 darts), medical kits (1 use)
Status: Bleed damage. You are weakened from some blood loss, minus 1 point in rolls this round
do you:
-A, Use your tranquilizer rifle (2 darts left) and attempt to shoot the Deinonychus, action roll
-B, Attempt to sneak out the open door as it passes it, stealth roll
-C, Attempt to spill the spoiled milk in an opened fridge to cover your scent, skill roll
-D, Try to fix the wiring for the lights to flicker them and distract the dinosaur, skill roll
(PLAYER 2)
Action 5
Stealth 3
Skill 2
Equipment: Road flares (1 left), ghillie suit (+2 stealth), rope
Status: Good health
do you:
-A, Use your road flares (1 left) and blind the Deinonychus, action roll
-B, Attempt to sneak out the open door as it passes it, stealth roll
-C, Attempt to spill the spoiled milk in an opened fridge to cover your scent, action roll
-D, Try to fix the wiring for the lights to flicker them and distract the dinosaur, skill roll
Player 1 post:
Think I should risk it with the rifle?
Player 2 post:
We're almost to the checkpoint, do it! I'll use the flare as back up
Player 1 post:
MOVE POST: I pick A
Player 2 post:
MOVE POST: I pick A
Gamemaster
PLAYER 1 attempts to shoot the Deinonychus with their tranquilizer gun, action roll
vMcsTWv8, rolled 4! Lose 1 point from bleeding + 1 from action skill level. Total of 4... You missed the Deinonychus and you get its attention. It starts to lunge and will attack if not averted!
PLAYER 2 attempts to use the road flare to blind the Deinonychus, action roll
, rolled 1! +5 due from action skill level. Total of 6... You successfully activate the flare and shove it in the Deinonychus' face, blinding and burning it. The Deinonychus shrieks and backs off in surprise, giving PLAYER 1 and PLAYER 2 time to run out the door.
You are now in main street of the worker village. The chopper is inbound and will land on the InGen compound's roof on the other end of the main street. Several other Deinonychus are hunting about or in conflict with the Carnotaurus. The ground is beginning to shake with something's approach...
(PLAYER 1)
Action 1
Stealth 3
Skill 6
Equipment: Tranquilizer rifle (1 dart), medical kits (1 use)
Status: Bleed damage. You are weakened from some blood loss, minus 1 point in rolls this round
(PLAYER 2)
Action 5
Stealth 3
Skill 2
Equipment: Ghillie suit (+2 stealth), rope
Status: Good health
Players do you:
-A, stick together and run for the storage house
-B, stick together and run across the street to the garage
-C, split up and go both ways
-D, attempt to sprint down main street in the open
ยท
Solo Play
Pros:
-Easier difficulty
-You succeed or fail all on your own
-Less complex scenarios
Cons:
-If you screw up, no one to bail you out unless you set an NPC to do so
-More limited skillset and gear
Group Play
Pros:
-You can bail each other out if someone is endangered
-Bigger benefits of gains or equipment discoveries
-More varied skillset to better exploit advantages
Cons:
-Bigger, more dangerous scenarios
-Can take longer
Different expeditions who both are starting the same chapter can join together so long as no more than 5 players are in the new expedition group. Otherwise, each expedition is its own self-contained story.
Character Status
Each character will be different based off their equipment, stat totals, and health. All characters have a core stat total of 8, but this can be buffed by item use. The three stats are Action (allows you to move, fight, and react quicker), Stealth (sneak around, eavesdrop, and steal better), and Skill (allows you to use machinery, some tools, and disable/enable some equipment better). The higher the point value, the more likely a dice roll depending on that point value will succeed. The likelihood is made using a percentage of success. 4 points in Action and an Action roll of 6 means a 100% chance at success, whereas 2 in Stealth and a Steath roll of 1 means only a 30% chance of success.
Along the way you might incur injuries or be affected by weather, these can have damaging or beneficial effects on your character. A bleeding wound will slow you down and take a point off Action rolls until you use a medical kit to patch it up. Conversely, a thick fog might increase your stealth for a few turns while trying to evade a predator.
Equipment will be chosen at the start of the expedition, then lost or replaced when on the island. Members of the same expedition can swap if they choose. Some equipment includes-
-Assault rifle, maximum of 28 rounds with 4 fired per use. Can potentially kill an enemy if you land the hits, but is extremely noisy and might draw unwanted attention
-Tranquilizer gun, maximum of 10 shots. Can KO medium or smaller animals and dizzy larger ones if they hit. Not noisy but can draw attention by those close by.
-Road flare, maximum of 8 carried. Can be used to signal, illuminate, start a fire, warm, and burn or blind an enemy up close. But be wary, not just humans might be attracted to the light.
-Binoculars, infinite use unless dropped. Can be used to see far ahead in day or night.
-Medical kit, 3 uses maximum. Heal one injury.
Gameplay
First, the player(s) are given a scenario by the gamemaster and a set of options to take in response. Then the player posts their response, along with a choice of item or condition use if they apply. Finally, the gamemaster gives the response, with success or outcome of the decision based on dice rolls and character condition. If the group didn't manage to all get killed, they proceed to the next decision scenario.
Here is an example:
Gamemaster
The Deinonychus sniffs around, unable to see (PLAYER 1) and (PLAYER 2) hiding in the gas station store aisles but it knows prey is close. It begins to creep about in the darkness. The store is dark and filled with mostly expired goods even if the limited power makes the lights and refrigerators operational on occasion.
(PLAYER 1)
Action 1
Stealth 3
Skill 6
Equipment: Tranquilizer rifle (2 darts), medical kits (1 use)
Status: Bleed damage. You are weakened from some blood loss, minus 1 point in rolls this round
do you:
-A, Use your tranquilizer rifle (2 darts left) and attempt to shoot the Deinonychus, action roll
-B, Attempt to sneak out the open door as it passes it, stealth roll
-C, Attempt to spill the spoiled milk in an opened fridge to cover your scent, skill roll
-D, Try to fix the wiring for the lights to flicker them and distract the dinosaur, skill roll
(PLAYER 2)
Action 5
Stealth 3
Skill 2
Equipment: Road flares (1 left), ghillie suit (+2 stealth), rope
Status: Good health
do you:
-A, Use your road flares (1 left) and blind the Deinonychus, action roll
-B, Attempt to sneak out the open door as it passes it, stealth roll
-C, Attempt to spill the spoiled milk in an opened fridge to cover your scent, action roll
-D, Try to fix the wiring for the lights to flicker them and distract the dinosaur, skill roll
Player 1 post:
Think I should risk it with the rifle?
Player 2 post:
We're almost to the checkpoint, do it! I'll use the flare as back up
Player 1 post:
MOVE POST: I pick A
Player 2 post:
MOVE POST: I pick A
Gamemaster
PLAYER 1 attempts to shoot the Deinonychus with their tranquilizer gun, action roll
vMcsTWv8, rolled 4! Lose 1 point from bleeding + 1 from action skill level. Total of 4... You missed the Deinonychus and you get its attention. It starts to lunge and will attack if not averted!
PLAYER 2 attempts to use the road flare to blind the Deinonychus, action roll
, rolled 1! +5 due from action skill level. Total of 6... You successfully activate the flare and shove it in the Deinonychus' face, blinding and burning it. The Deinonychus shrieks and backs off in surprise, giving PLAYER 1 and PLAYER 2 time to run out the door.
You are now in main street of the worker village. The chopper is inbound and will land on the InGen compound's roof on the other end of the main street. Several other Deinonychus are hunting about or in conflict with the Carnotaurus. The ground is beginning to shake with something's approach...
(PLAYER 1)
Action 1
Stealth 3
Skill 6
Equipment: Tranquilizer rifle (1 dart), medical kits (1 use)
Status: Bleed damage. You are weakened from some blood loss, minus 1 point in rolls this round
(PLAYER 2)
Action 5
Stealth 3
Skill 2
Equipment: Ghillie suit (+2 stealth), rope
Status: Good health
Players do you:
-A, stick together and run for the storage house
-B, stick together and run across the street to the garage
-C, split up and go both ways
-D, attempt to sprint down main street in the open
ยท