[7DRL] Blood Arbiter
Posted: Thu Feb 23, 2012 11:07 pm
Setting:
The general setting will be low fantasy, similar to the early Greek empire. Three powerful families form an oligarchy that rules a city-state. This city-state values strength above all else, and in earlier times members of the families would duel to make a point. As the numbers of each family dwindled it was decided that any non-unanimous vote by the heads of the three families would be settled by gladiatorial combat. One of the "yes" votes selects a champion, as does one of the "no" votes, and the last family plays the role of judge at the end of combat. Men convicted of violent crimes would no longer be sentenced to death, but would enter the arena and seek redemption through combat. If a gladiator survived long enough he would be freed, given a position of power in an outer holding and named "Blood Arbiter". The player is a new gladiator, just arrived at the arena.
Gameplay:
There will be two sides to the game, the combat side and the social side. Combat takes place in a hexagonal arena. The three families each have non-adjacent slices of the hexagon to themselves, and the remaining three pieces are filled with commoners. A set of six pillars will be near the center of the arena (a bit of LOS strategy) and just inside those pillars will be a raised platform that offers a height advantage (bonuses to attack/defense). You and your opponent will enter the arena under the side that you are representing, and both will be completely unarmed. There will be various items scattered about the arena which represents the first tactical decision you must make: do you prioritize getting weapons that you most skilled with, gaining the height advantage, or trying to engage in unarmed combat?
During the course of combat you can always surrender, or as you are injured you will have to make rolls to either stay conscious or even alive. If either combatant ever collapses the family that is sitting in judgement will instruct if the fallen combatant is to be executed (thumbs up) or spared (thumbs down). This is where the social side of the game enters. Each combatant will have a "favor" resource for each of the families. The higher this resource is the more likely a judgement will be favorable to you. You gain favor by winning a family victory, and lose it by either losing a particularly important fight or surrendering. You can also "spend" favor in order to gain training or information during the down time.
A final aspect of the social game is the individual favor of the various people involved in the arena. Anyone from guards to janitors can be bribed by fixing the match, little things from using a specific weapon to big things like surrendering after the third blow. These favors can result in them fixing the game in your favor, for example ensuring your favorite weapon is near to where you enter the arena.
Once you have amassed 10 (maybe more?) victories than surrenders you will have won and become a Blood Arbiter.
Mechanics:
Still reading? The combat system will be based on one from a PnP RPG. There will be three base stats: Strength, Dexterity, and Constitution. The HP will be a secondary stat that is derived mainly from the STR stat.
I am planning on a basic Attack talent with a few more specialized talents (eg. Disarm). There will be a skill for each type of melee weapon that scale relative to the DEX stat. The specialized talents will scale relative to the current melee weapon skill.
Defensive options will be handled through sustains, so if you want to block with a shield then you will sustain the "Block" talent, etc.
Combat will be turn-based, but there will be a "Reflex Meter" that begins full and discharges after a few seconds. If you choose an action before the meter runs out that action will get some sort of bonus, for example a +1 modifier to an attack, or a speed bonus to a movement. The idea is to bring in the time pressure from a real-time game but still retain the tactical options of a turn-based game.
The general setting will be low fantasy, similar to the early Greek empire. Three powerful families form an oligarchy that rules a city-state. This city-state values strength above all else, and in earlier times members of the families would duel to make a point. As the numbers of each family dwindled it was decided that any non-unanimous vote by the heads of the three families would be settled by gladiatorial combat. One of the "yes" votes selects a champion, as does one of the "no" votes, and the last family plays the role of judge at the end of combat. Men convicted of violent crimes would no longer be sentenced to death, but would enter the arena and seek redemption through combat. If a gladiator survived long enough he would be freed, given a position of power in an outer holding and named "Blood Arbiter". The player is a new gladiator, just arrived at the arena.
Gameplay:
There will be two sides to the game, the combat side and the social side. Combat takes place in a hexagonal arena. The three families each have non-adjacent slices of the hexagon to themselves, and the remaining three pieces are filled with commoners. A set of six pillars will be near the center of the arena (a bit of LOS strategy) and just inside those pillars will be a raised platform that offers a height advantage (bonuses to attack/defense). You and your opponent will enter the arena under the side that you are representing, and both will be completely unarmed. There will be various items scattered about the arena which represents the first tactical decision you must make: do you prioritize getting weapons that you most skilled with, gaining the height advantage, or trying to engage in unarmed combat?
During the course of combat you can always surrender, or as you are injured you will have to make rolls to either stay conscious or even alive. If either combatant ever collapses the family that is sitting in judgement will instruct if the fallen combatant is to be executed (thumbs up) or spared (thumbs down). This is where the social side of the game enters. Each combatant will have a "favor" resource for each of the families. The higher this resource is the more likely a judgement will be favorable to you. You gain favor by winning a family victory, and lose it by either losing a particularly important fight or surrendering. You can also "spend" favor in order to gain training or information during the down time.
A final aspect of the social game is the individual favor of the various people involved in the arena. Anyone from guards to janitors can be bribed by fixing the match, little things from using a specific weapon to big things like surrendering after the third blow. These favors can result in them fixing the game in your favor, for example ensuring your favorite weapon is near to where you enter the arena.
Once you have amassed 10 (maybe more?) victories than surrenders you will have won and become a Blood Arbiter.
Mechanics:
Still reading? The combat system will be based on one from a PnP RPG. There will be three base stats: Strength, Dexterity, and Constitution. The HP will be a secondary stat that is derived mainly from the STR stat.
I am planning on a basic Attack talent with a few more specialized talents (eg. Disarm). There will be a skill for each type of melee weapon that scale relative to the DEX stat. The specialized talents will scale relative to the current melee weapon skill.
Defensive options will be handled through sustains, so if you want to block with a shield then you will sustain the "Block" talent, etc.
Combat will be turn-based, but there will be a "Reflex Meter" that begins full and discharges after a few seconds. If you choose an action before the meter runs out that action will get some sort of bonus, for example a +1 modifier to an attack, or a speed bonus to a movement. The idea is to bring in the time pressure from a real-time game but still retain the tactical options of a turn-based game.