Author Topic: Craftsmen Medieval RPG  (Read 23063 times)

Remember the Craftsmen's Medieval RP we had going last winter? We've started working on it again. We're making a new map and we've decided to make it an actual RPG since it was halfway there already. As such, we have planned a dungeon for its new map as well as a mining/smithing/armor system.

If you would like to suggest anything that could be added/changed/removed to improve the RP, please do.

I plan to add more stuff to this post later including some sort of guide.

Features:
No grinding for EXP or levels - there are no levels.
Chat system based on RPchat.
Alignment system: Be good or evil.
Race system featuring several unique races (however, a player can use a race in place of another; for example I have a character that's a zombie and I use the vampire race.):
  • Humans: Don't excel at anything but aren't bad at anything either. No damage reductions or additions
  • Ghosts: Transparent spirits cursed to wonder the world. Due to their non-physical form, they take and deal no damage from/with melee weapons. They can use magic but also take heavy damage from it, especially light magic.
  • Vampires: Excel with stabbing weapons but deal less damage with blunt weapons. They are weak against magic, especially light magic.
  • Giants: Excel with heavy, blunt weapons, but almost completely unable to use ranged or magic weapons. Giants are very dangerous as they are not weak to magic and are very hard to take down with melee weapons.
  • Elves: Excel with ranged weapons but not good at magic. Elves are not particularly weak to any weapons.
  • Demons: Demons are similar to giants but are capable of using magic well. However, they are also highly vulnerable to light magic.
  • Gnomes: Gnomes are rather frail, but are known for excelling at the use of powerful magic. Don't underestimate a gnome just because they're small.
  • Dwarves: Dwarves aren't much larger than gnomes, and are excellent miners. They do well with blunt weapons.
  • Various AI monsters that respond differently depending on the player's alignment and drop money and weapons.
  • Bounty system - bounties are placed on murderers if a witness reports a murder.
  • Armor system - Use found armor items to enhance your character.
  • Weapon upgrade system - Unique weapons, combination damage types, upgrades and special attacks.

Full list of server commands:
each word with a % before it is an argument entered after the command.

/SetName %first, %last, %nick
 - Sets your name, in the format First Last
 - If you enter an optional third argument it'll be First Last the nick

/SetRace %race
 - Sets the race of your character.

/EquipmentStats
 - Gives information about your defensive and offensive stats.

/CheckConscience
 - Tells you your alignment status.
/CheckGood
 - Same as /checkconscience
/CheckEvil
 - Same as /checkconscience

/SetBounty %target, %amount, %moneyType
 - Sets a bounty on the target of amount of moneytype (copper, silver, or gold) (admin only).

/Chatinfo
 - Help command regarding how to use the chat.

/GetRPName %name
 - Gets the RP name of a user.

/GetRealName %name
 - Gets the username of a user.

/WhoIsThat
 - Gets the username and RP name of the closest player to you.

/RPsave
 - Manually saves RP data (admin only).

/ResetFile
 - Resets your current file back to a nameless human with 50 silver and copper.

/UseFile %number
 - Allows you to switch between 3 different files, each with their own character, race, alignment, etc

/GrantPermit %target
 - Grants the target a building permit. Can use the user's real or RP name (admin only).

/RevokePermit %target
 - Revokes the target's building permit (admin only).

/CheckInventory %item
 - If no argument is entered, your inventory will be listed.
 - If a numerical argument is entered, the item in the inventory space corresponding to the entered number will be listed.
 - If an item name is entered, the number of and first slot of that item in your inventory will be listed.

/Drop %item
 - Drops the specified item. Can use a slot number or a name.

/Equip %item
 - Equips the specified item. Can use a slot number or a name.

/GrantMoney %target, %amt, %moneytype
 - Grants money to the target. (admin only)

/FineMoney %target, %amt, %moneytype
 - Fines money from a target. (admin only)

/GiveMoney %target, %amt, %moneytype
 - Transfers money to the target. Can use the username or RP name of a player.
 - Example: /givemoney amade 10 silver

/CheckMoney
 - Lists the amount of money the player has.
« Last Edit: August 14, 2010, 06:12:44 PM by Amade »

Make a way for material to be transformed into a vehicle or a weapon.

I'm not sure what kind of vehicles we're going to have beyond horses / wagons but like I said there will be a smithing system which will allow you to create weapons and armor.

Is it like, open-ended?
Or is it limited with stuff and such.

You should have a rune system, like in Feudalism 2.

Idea.
Make spell system.
With new spells and such.

Is it like, open-ended?
Or is it limited with stuff and such.
There are physical items.

Idea.
Make spell system.
With new spells and such.
We're using the elemental spellpack.

You should have a rune system, like in Feudalism 2.
Why? :|

Make islands.
Have a big river splitting the world in two?

Why? :|
Because it seems like a good idea. So, not everyone has the exact same sword. You can get things like +5 damage, does +30% damage to bots, etc.

Because it seems like a good idea. So, not everyone has the exact same sword. You can get things like +5 damage, does +30% damage to bots, etc.

Good idea.

Because it seems like a good idea. So, not everyone has the exact same sword. You can get things like +5 damage, does +30% damage to bots, etc.
We have plenty to offer non-conformists already.

Make islands.
Have a big river splitting the world in two?
Players would just swim across.

We have plenty to offer non-conformists already.
Players would just swim across.

Make them unable to cross due to river hazards.

Make them unable to cross due to river hazards.
But why?


How would making a huge uncrossable river improve the RP?