KamikazeBananze
3 Jun 2007, 17:37
RPG, in this case, means "Role-Playing Game", not "Rocket-Propelled Grenade".
I've been asked to convert Worms into a tabletop RPG.
So far, I've figured out the system (Paranoia), how to do crate drops and contents, skills, wind effects, terrain selection, worm placement, and what the character sheets look like.
All I need to do now is figure out damage and blast radii.
It's based off Worms Armageddon. I'll be using ten different terrains and one scheme throughout (to make rolling crate contents easier). Each player will play a Worms player, who has certain strengths and weaknesses. Each character will have a team of three worms. Each skill will be between 1 and 20. The higher the better. Depending on how well or badly they roll, they could either hit dead on, or miss by a long way. The point where the weapon hits is determined by the wind (if they fail), how badly/well they rolled, and the GM's (read: my) discretion. The way worms react to these explosions is determined by, once more, the GM's decision. All of these GM decisions, I might add, are based on the GM's experience with Worms. The point where the weapon hits is the centre of the blast template. One for each type of weapon, i.e. 50 damage weapons get one, 75 damage weapons get one, Armageddon and the Donkey get one.
Any advice? I can supply any additional info you might want.
I've been asked to convert Worms into a tabletop RPG.
So far, I've figured out the system (Paranoia), how to do crate drops and contents, skills, wind effects, terrain selection, worm placement, and what the character sheets look like.
All I need to do now is figure out damage and blast radii.
It's based off Worms Armageddon. I'll be using ten different terrains and one scheme throughout (to make rolling crate contents easier). Each player will play a Worms player, who has certain strengths and weaknesses. Each character will have a team of three worms. Each skill will be between 1 and 20. The higher the better. Depending on how well or badly they roll, they could either hit dead on, or miss by a long way. The point where the weapon hits is determined by the wind (if they fail), how badly/well they rolled, and the GM's (read: my) discretion. The way worms react to these explosions is determined by, once more, the GM's decision. All of these GM decisions, I might add, are based on the GM's experience with Worms. The point where the weapon hits is the centre of the blast template. One for each type of weapon, i.e. 50 damage weapons get one, 75 damage weapons get one, Armageddon and the Donkey get one.
Any advice? I can supply any additional info you might want.