Would you play a Guild Wars 2 Tabletop RPG?

Would you play a Guild Wars 2 Tabletop RPG?

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Posted by: Purecura.1795

Purecura.1795

I am part of [TCRP] Tarnished Coast Role playing guild. Me and 4 other members are taking part in a DnD style campaign. We are also role playing as our characters in-game through emotes, and using dice via online. I’ve never done anything DnD before, but my guild mate who is running the campaign has. It’s a lot of fun, and our story is jus getting better.

If you’d want to join our guild, you can if you want. Even if tarnished coast is not your home server. We just act as a hub for those who wish to role play, and Tarnished Coast is the Role Play server for the US. If you do not play on US servers, then the Role Play server for EU is Piken Square. I hope you seek to join our RP guild. Our server has tons of people who RP and most likely do campaigns in DnD style as well.

Lv.80 Chronomancer (Mesmerist Palamecia)
Lv.80 Scrapper (Alchemist Persenia)
Lv.80 Druid (Mender Zalintyre)

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Posted by: pdavis.8031

pdavis.8031

Here are some more ideas concerning a whole new system.
Let me know what you think!

https://docs.google.com/document/d/14TVDlgcUa3jgr1cfkhZ1LnIUOdQqAgEHzv1QaIfD-ws/pub

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

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Posted by: thedarkaxe.1379

thedarkaxe.1379

Here are some more ideas concerning a whole new system.
Let me know what you think!

https://docs.google.com/document/d/14TVDlgcUa3jgr1cfkhZ1LnIUOdQqAgEHzv1QaIfD-ws/pub

The stats seem to work right this way, although for roleplaying purposes a stat measuring intelligence and agility are needed as well. Some solutions to this could be to either have them as a purchaseable skill or have them be tied to race, for example an Asura has a higher intelligence score than a Norn or a Sylvari having a higher agility than a Charr. That would be a bit stereotyping though :p

Personally I’m more in favour of the first dice system (the d20 one), because I feel it is more customizeable (it has a bigger range of possible DCs). I do believe that a 2d6 system could be interesting and it would definitely be easier for people new to tabletop gaming to play.

For the trait system I was thinking about something similiar as proposed here. I do think the cap for traits should be the same as in game, or halved and keep only the free to choose ones.

The skills based on weapons system is one of the things that makes this game different than others so I think that should be kept in this game (perhaps with a bigger pool of skills to choose from?)

Utilities I see as spells or special moves that one gains while levelling, to keep the Guild Wars flavour there should be a cap on how many you can ’’take’’ with you. Also the elites should be very powerful skills that you get around mid-level and can only be cast once or twice a day.

I agree on not having a skill list and discussing with the gm on what can and can’t be taken as a skill. That could however have unexpected results on the game and something the gm needs to carefully consider (which might be a problem to new people).

Class mechanics are something that needs to be designed per class and not in some general way, atunement switching for the elementalist is something that I think could be used more than once per battle, perhaps taking 4 turns to switch and in the meanwhile not being able to use elemental magic.

Supporter of support-heavy builds (pun intended)

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Posted by: Vax Tezhme.7128

Vax Tezhme.7128

I wander off for a week and things happen…. yeesh…

I would be very leery of just porting GW2 MMO mechanics over to an equivalent set of table top mechanics. MMO mechanics and decisions are very different than tabletop ones (for example, what mechanic in GW2 MMO would reflect Jory’s invetigations? Taimi’s inventions? The interpersonal conflict between Rytlock and Logan?).

Rather, I’d step back before you start number crunching and decide what you are trying to actually capture in such a game. If you want to do Living Story style of campaigns, that’s going to have a very different system than one mostly based around fast-paced combat (learn to dodge noob!), or one around epic scale combat (say, role-playing the battle at the end of season 2). Or, if you are going to focus on interpersonal relationships (like the trials and tribulations of the iconics or biconics), that’s yet a different game.

The system (esp. if you are going to build one from the ground up) has to encourage and support a set of playstyles and design decisions. Otherwise, it’s just dice rolls and tables for their own sake.

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

I’ll need some time to bang this on a wall until it breaks, and I have no free time off work schedule for about another week thanks to things. I’ll get back to you.

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

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Posted by: Malkavian.4516

Malkavian.4516

I have played something like that. On a Numenera session, I rolled me a mutant nano who bears a halo of fire (simply put, a Flame Legion shaman). Pretty fun dynamic I had back then with my friends.

FOR SKYRIM!!!!!

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Posted by: serow.6524

serow.6524

I feel that the bell curve of 2d6 fits the feel of GW2 more than the equal chance of d20. As a point of reference, you could consider looking at the Iron Kingdoms RPG system. It does 2d6 quite well.

Current 80s: Ranger, Mesmer, Guardian, Elementalist, Revenant, Necromancer.
Working on: Engineer

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Posted by: lakdav.3694

lakdav.3694

My friends and I play GW2 roleplay on Skype for a year now. We are not big on numbers and systems, and I (the host of the game) mostly make up the rules as I go, just generally mindfull of each character’s capabilities and the difficulty of the given situation.

For example, if my friend’s big norn character tries to intimidate someone, he has a much better chance to succeed than another friend’s cowardly asura character. I ask them to roll a d20, and if the norn rolls above 10, its a success, but the cowardly asura pretty much needs a 20 to have any success.

The setting is awesome for RP, we know that. Its just the actual game itself that doesnt support RP much. Through Skype though, we can do pretty much whatever we want. Visit places we wouldnt be able to reach in the game. Make actual personal stories. And while a 5 minute long battle takes 3 hours to play out, we are having fun articulating and visualizing every move in amazingly detailed ways (while ingame we would be bound by the short emote limit)

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Posted by: Eurhetemec.9052

Eurhetemec.9052

So I’ve had ~8 years of Tabletop RPG experience since my good ’ol days with AD&D back in the day.

I’m curious if there are any Tabletop RPG fans out there who would like to see a GW2 adaption.

And not a d20 clone either.

I’m thinking more of an original system that best captures the feel of GW2 yet transitions well to pen and paper. Note, I’m thinking along the lines of a tabletop storytelling, character-building, roleplaying game, not a stat-crunching, number-stacking, miniature wargame.

Any Tabletop fans out there that have been wishing to trek across Tyria with their buddies away from the computer screen?

I run a regular D&D game, and a couple of other RPGs from time to time (Dungeon World, Shadowrun 5E, etc.), and I would KILL for a good, non-d20, preferably not level-obsessed Guild Wars 2-based TT RPG.

I don’t think it should be a pure story-telling-type RPG. If you want that, you don’t need an official product. You can just use FATE Core or whatever engine you like best with GW2 lore and screenshots/concept-art to illustrate stuff.

But a well-designed official RPG which had a little bit of crunch, but wasn’t heavy, and which embodied the ideas of GW2 (that leveling isn’t a big deal, and gear progression isn’t a significant factor, but rather going places, doing things, and learning new skills is), then you’d potentially have an RPG that actually brought something kind of new to the TT market.

(Right now, virtually all TT RPGs fall into two categories – games where you create a fairly simply character and progress by leveling with some degree of gear grind/turnover, and gain in power in a very linear or even exponential way or games where you create a highly complex (or relatively complex) and complete character, and barely progress at all – neither fits well with GW1/2 – rather you’d want a game where reaching “max level” as in max HP, damage, etc. was easy/quick but where acquiring new skills/abilities as actually a big deal – I genuinely cannot think of a TT RPG which fits this model – and I’ve played dozens, and know of hundreds or thousands.)

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Posted by: pdavis.8031

pdavis.8031

I wander off for a week and things happen…. yeesh…

I would be very leery of just porting GW2 MMO mechanics over to an equivalent set of table top mechanics. MMO mechanics and decisions are very different than tabletop ones (for example, what mechanic in GW2 MMO would reflect Jory’s invetigations? Taimi’s inventions? The interpersonal conflict between Rytlock and Logan?).

Rather, I’d step back before you start number crunching and decide what you are trying to actually capture in such a game. If you want to do Living Story style of campaigns, that’s going to have a very different system than one mostly based around fast-paced combat (learn to dodge noob!), or one around epic scale combat (say, role-playing the battle at the end of season 2). Or, if you are going to focus on interpersonal relationships (like the trials and tribulations of the iconics or biconics), that’s yet a different game.

The system (esp. if you are going to build one from the ground up) has to encourage and support a set of playstyles and design decisions. Otherwise, it’s just dice rolls and tables for their own sake.

Yeah, we are trying to get together some people fo a Skype meeting to discuss those very things. I was just throwing out some ideas for the mechanics. But personally I would want to see something more roleplay/story based without super heavy mechanics for combat. Also something simple and easy to get into without having read a 150 pg text book on all the rules and regulations.

As a fairly new GM (for pathfinder) with a group of TT RPG virgins, those books and rules and documents are VERY daunting resulting in the players not wanting to read a bunch, and thus not quite understanding how special things like class mechanics and spells work. I had a player with a thief who, as a long time WoW player, couldn’t grasp that he doesn’t have a invisible skill at least until level 20. And that “stealth” wasn’t the same as invisible. It resulted in him “being in stealth mode” all the time, and would get upset when he would walk into a brightly lit hallway (with no cover) with an ambush waiting for the party, and get attacked on sight. “But I’m stealthed!!”.

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”