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[Interest Check] The Once In a Lifetime Fighting Festival!


Pyon Pyon Kyuu!~

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Ayyyyy back at it again with an interest check that might not even come to fruition but I'm making it anyways because I'm curious about it right now. You know what I've been addicted to recently? Senran Kagura. DUmb game about cute ninja girls (with large breasts) fighting each other. Anyways, part of the plot is different high schools fighting each other and this is a concept I've wanted to make an RP for for quite a while. And today I had an idea for a system go along with it, to combine another thing I've always put into an RP! Fighting game mechanics!

 

Mechanics



So have you played Yomi the card game? No? Yes? Well this borrows a bit from those mechanics. The basics of this system would be rock paper scissors. Both players choose an action and the results are chosen by a simple chart: 

 

Slash > Throw > Counter > Slash 

 

Each character would have stats associated to each choice deciding a lot of things about the move. 

 

Slash would be the equivalent of an attack in a fighting game, and would always beat throws. If both players choose Slash, the character with the fastest speed stat on Slash wins. 

 

Throws are well... Throws in fighting games. They beat counters. In the situation where both players choose Throw the fastest throw will win. 

 

Counter is the equivalent of blocking, but it also includes the immediate counter attack after a blocked attack. If both players choose counter, nothing happens. They both stared each other down defensively. 

 

There is a secondary set of moves which you can consider upgraded versions of these first moves: 

 

Unblockable > Supplex > Reversal > Unblockable

 

These variations interact with each other in this way, but also interact with the first chart. Unblockables beat both Throws and Counters however will get beaten by Slashes. Supplexes beat both Slashes and Counters but get beaten by throws, and Reversals beat Throws and Slashes but are beaten by Counters. 

 

After a successful hit with any of these moves, the player gets to go into a combo. Combos are custom made by players on character creation, and can be made to serve different purposes. You can have a combo for meter build, a combo that applies status effects or a combo for meter build. 

 

From a combo you can cancel into a super, to deal more damage! There will be a super bar that will build up as you combo/get comboed. The player will have a level 1 2 and 3 each costing 1 more bar than the other, and dealing different amounts of damage/effects. 

 

Another property of the game to customise it a bit more is "tags" . Every move in the game you can add a tag to it, to make it faster, or to deal more damage, or to leave the enemy poisoned. All these properties are to better emulate the feeling you want for the character. 

 

Overall the idea is to create your own fighting game characters. There's more to the system but I'd rather not overwhelm any of you right now. But you and I will work together to make the character you want and create the mechanics you want. 

 

So what about plot? Well the basics of what I have in mind will be two high schools specialised in training fighters competing in a tournament that happens every 100 years. It would be very Japanesed styled, one school training samurais and the other training ninjas. Players would choose which school to go to and compete against each other in the tournament, but also interact on a day to day. So both a happy slice of life-y game and a combat game. 

 

Thoughts? 

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Having done something similar, I've got some questions to go with my interest.

 

How do you plan to deal with the fact that you need both moves at once or the second move will have a really obvious advantage?

 

How strictly are you defining ninja and samurai?

 

How deep down the technology and/or magic rabbit hole does this go?

 

You mentioned speed and tags to modify such. Will this only be effected by tags or is speed a varied statistic regardless? If the latter, how varied and how much control will players have over that variation?

 

Are there other stats besides speed to consider? If so, how prolific are they? And again, how varied and how much control?

 

How big are you aiming with HP? Or... No what I mean to ask is how many hits one could be expected to take. This seems to have a lot of damage happening with each hit, and hits happening often, but that doesn't mean anything without HP to compare it to.

 

Approximately what ratio of combat to RP are we looking at?

 

Will there be interaction across schools during RP phases? Will there be combat within schools during combat phases?

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1. PMs. Should have mentioned that in the main post. Example: We start round 1, I open individual pms with both players, each one mails in their move. I announce in the IC "Player 1 Slashes Player 2 Counters: Player 2 is the winner." Then RP wise, Player 2 would write exactly how they counter attack write their blurb how they kick ass blah blah blah, player 2 responds with their characters reaction to the damage or none at all, and then once the situation is back in neutral the whole thing repeats. 

 

2. Not strictly at all. I want the "themes" to be there, but since I am ultra inspired by Senran Kagura right now I can point to a lot of ninjas that aren't actually very ninja. However the general themes of these schools will be to built around the original tenants of Samurais/Ninjas: The samurai school will preach to protect the weak and fight the honor, the ninjas will preach to be quick efficient and merciless. So in terms of exactly how the character acts, looks or even fights they can be far from ninjas samurais. However something probably drew them to that specific school and not the other one. 

 

3. In terms of technology the setting is in modern days. However, in terms of how far people can go I want this to be really anime. REALLY ANIME. I'll allow pretty much anything and we'll simply call it a Ninja Art/Samurai Technique. Even incredibly feats of technology are allowed, assuming this was built by your character and they are some sort of maniac genius ahead of their time. Obviously the limit will be set in stone, and mechanically your character being able to open a black hole in space and time will be just as effectives as a really strong punch (Let's even say.... One Punch). 

 

4. I am still thinking on the specifics in terms of how to deal with this. For now, yes. There will be a "speed" tag and that will be the way to make sure that you win throw/slash trades. However I'm still thinking about this, and right now am considering having a player choose a "strong" aspect to their character and that will affect their speed in a specific move.

 

5. There will be a fair amount of stats, I didn't go into more examples as not to overwhelm the IC, but all of them will be attatched to other selectable tags. An example would be an "Armored" tag. This would allow a slower move to absorb the damage of an attack without flinching and still go on with the attack leading to the victory of the armored move. And in direct counter to the armored tag would be the "Multihit" tag that would give a slash move enough hits to beat out an Armored attack. Tags can also be specific to either Slash Counter or Throw, and don't necessarily apply to all three.

 

6. I'm still not sure. I'd like combat to not be too drawn out, but I'd also like it to be exciting and I have a lot of things planned to be able to counter momentum. For now let's put it at 5 one sided RPS victories to defeat the other person, but also assuming you used up resources during battle as you get them. 

 

7. Again to make sure combat doesn't get dull, it will be more like a 65% social 35% combat. It will be more exciting if it happens less. 

 

8. Yes, both schools will be put in the same dorm for roleplaying reasons exactly to force interaction between players of opposing factions. Another thing I'd like to allow is for spontaneous combat, if two rivals suddenly feel like duking it out I think that would be extremely fun! 

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