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Doom Singleplayer Pen & Paper RPG

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Super Jamie:
Inspired by a tabletop RPG thread on Doomworld, I've been playing around with a pen and paper version of Doom. I don't really have anyone to play with, so I made it singleplayer. All maps are 5 rooms generated by dice, with a compulsory boss level every 10 maps. I tried to keep it as simple as possible, there are no skills or saving throws, just Hit/Dodge and Damage.

It's based off the Doom PC game rules, all damages and monster hitpoints are just halved. I've playtested it a little bit, it's probably way unbalanced for the high-tier monsters and I suspect someone would have to be Invincible or very lucky to defeat a Cyberdemon or Spider Mastermind, but it's at least a potentially-complete implementation up to MAP30 and beyond.

Check it out if you like. Any questions, suggestions, criticisms and comments would be greatly appreciated.

[edit] I allowed myself attaching the file to the post -- Kornel cares

Vestin:

--- Quote from: Super Jamie on August 30, 2009, 16:30 ---Inspired by a tabletop RPG thread on Doomworld, I've been playing around with a pen and paper version of Doom. I don't really have anyone to play with, so I made it singleplayer.

--- End quote ---
P&P RPG without a GM and other players ? Also - what about the plot, the setting, etc ? If the game is less plot-driven than D&D, it's better off as a computer game.

Gargulec:
Hey, there are one-player rp's.
And this looks more like a board-game to me.

Floyd:
Ooh, someone else has been toying around with a tabletop-game of Doom. And not talking about the boardgame.

I've been trying to create a "tabletop" RPG, loosely based on Doom and somewhat based on Doom RL. (For instance, all the weapons currently have the same stats for testing purposes). It all started when I thought it would be cool to DM Doom RL with unknowing players entering the Unholy Cathedral and finding out that their guns don't work when they encounter AoD.

It needs a crapload of work, I need to develop a simple and effective combat system to keep it fast paced and the focus on killing.

Super Jamie:
You're right Vestin, it probably would do better as a computer game. It would definitely make testing and balancing alot easier! Except I don't really know how to code beyond basic scripts. If I can learn C well enough maybe I will make my own little roguelike :) That implies it would work well as a boardgame too, even though there are no movement points or squares involved. I have the Doom boardgame for figurines so maybe I'll give that a try too!

It would probably be alot more fun with two people, one to be the GM and one to be the marine, but I designed the mechanics so it's primarily solo. I don't really have anyone to play with and a solo RPG is something I've wanted for a while but have never really found a good implementation of.

Keep going with your tabletop game Floyd! Admittedly most of the work creating monsters, weapons and balancing (for computer play) was done for me but this has still been a fun and ongoing learning experience, it's the first time I've done anything like this. The guys over at 1km1kt.net appear to have 24hr RPG contests quite often, their previous work may be useful to you (I based my room generation off an RPG on that site) and their forums have some very friendly and helpful members.

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