Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Turn-Based OGL 3.5 Mercenary/Tactics Roguelike

Joined
May 3, 2011
Messages
260
Location
USA, NY
I have been considering developing a turn-based OGL 3.5 Mercenary/Tactics Roguelike. The game would take heavy inspiration from Temple of Elemental Evil & Battle Brothers with Roguelike elements.

The game would be Iron Made/Perma Death. The player would roll/create their initial character at the start of the game. Once the game started the core three mechanics would be as follows:

A. Recruitment of Mercenaries/Party Members - The game would randomly generate available "recruits" a player may purchase. At low-levels there would be relatively weak recruits available, whose former professions would range from Farmers, Peasants, Slaves, Sailors etc. Importantly, none of the attributes/stats or even the class of the recruits are viewable to the player. Rather, a description of them, and their "recruit me pitch" is given to the player. Upon purchase, their stats/abilities/class are revealed. A farmer might be a 0 level fighter with very few weapon proficiencies and terrible attributes. (This would be determined by a hidden random formula for each former profession, e.g., farmers roll 3d4 for intelligence, get a +2 constitution bonus and have 1d4 random farm-related weapon proficiencies with a 10% chance of having the toughness feat and so on). As another example, a supposed "wandering prophet" recruit who claims to blessed by god could turn out to merely be a level 0 fighter with no divine powers or could be a level 1 cleric etc. This part of the game is crucial to force the player to adapt to unique tactics given their party composition rather than perfectly min/maxing the perfect party every time. Low level recruits are cheap though, likely cheaper than their equipment. Maximum party size would be 12. Notably, death and replacement of recruits would be common, although leveling up is certainly possible. At certain intervals, a random event would allow the player to roll/custom create a party member at a premium price.

B. Tactical Mercenary Contracts/Battles - Once the player has recruited/equipped his rag-tag band of mercenaries, there is a "bulletin board interface", with six randomly generated mercenary contracts available. Each contract has a the scenario description, win condition(s), flavor description, reward amount and a glory value. Once a contract is accepted, the player is automatically transported to the battlefield. (There is no world-map/towns/traveling etc). There are a wide variety of combat scenarios with different win conditions. A stereotypical contract, like, we found a bandits hideout, go there and kill them all, would, of course, be available. However, other more or less traditional scenarios will be available, for example (1) defend a town from a hob-goblin invasion until we can evacuate in X turns; (2) rescue a baron's son from on-going combat before he dies; (3) assassinate a single target and then retreat. The point is to have a variety of fun/challenging randomly generated tactical combat scenarios, some with multiple win scenarios. Retreating is an option with harsh penalties. Once you win, you get your reward of gold and glory (along with any loot) and you are automatically transported back to the recruit/shop interface. You would level-up survivors as applicable, recruit new randomly generated recruits, equip, etc. Note, old recruits would have an upkeep between missions. Then its back to the bulletin board where new, and likely harder, contracts await.

C. Replay Value/Unlockables - As is common in roguelikes, the game would be tough, and losing would mean game over. However, as is also common in most roguelikes, as you reached certain achievements, additional options/archtypes/perks would be unlocked for your next play through. For example, specialist wizards, like a necromancer, are initially locked during character creation, however, upon beating a necromancer and obtaining his spell book, you would unlock that class for subsequent character creation. Additionally, the "glory points" mentioned above, accumulate across games and can be expended on a variety of certain "perks" when starting a new game. For example, glory points could be expended to double starting gold, or your character gets a perceptive trait, that allows him to determine each recruits strength attribute before hiring, or a death stroke perk that allows the PC to counter-attack once when reduced to 0 HP. Note, there will be a simple over-aching plot and way to win, which would unlock a new, harder and different win scenario for the next game, like so many roguelikes.

Working notes

Main Combat Stats: (Hit points) - (Stamina) - (Morale)

Attributes affect both Skills and other stats in game:

Strength - Melee damage for most weapons (not daggers), works in a formula with constitution to determine stamina loss (depends on carrying weight/armor. If you have low strength, high constitution, and heavy armor, Stamina will drain much faster than high strength, medium constitution, and heavy armor. )

Agility - Speed/Movement/Dodge

Perception - Works with agility to determine hit chance

Constitution - Stamina, Fortitude,

Intelligence

Wisdom

Charisma - Affects morale and morale of surrounding units. Having multiple low morale and a low Charisma units will bring down morale of high charisma unit. Affects leadership skill. Works with wisdom to affect prices.

Savings Throws: Critical Success, Success, Failure, Critical Failure

Damage Types:

Physical Damage: Melee or Range. Then sub typed to Piercing, Slashing, Bludgeoning.

Other Types: Fire (includes lightning), Cold, Acid, Disease, Poison.

The practical way to develop this game would be to obtain a license from a developer who has an engine/art assets for a OGL 3.5 game. Also, an additional license for other painted art assets/portraits. Fortunately, I have a legal background, so I could avoid the legal costs associated with that...assuming I could find a suitable OGL 3.5 engine already developed. Then, it would probably take an experienced coder about a year to implement the additional mechanics as mentioned above. I could handle music, having done that for several published games as well. Of course, I have further ideas, like random events etc., but its important to cut the game scope to the core bones and develop that first.

I was curious on the Codex's thoughts on this. Is this a niche that needs filling? Any feedback? I played Low Magic Age, and it was poor IMO, yet moderately popular. Additionally, battle brothers was a good game, but it lacked depth that the OGL could offer.
 
Last edited:
Joined
Jul 8, 2006
Messages
2,959
I was going to suggest the low magic engine. Anyhow I think low magic shows that OGL 3.5 is very popular and under served market and that it could actually support many games as long as they remain truly strategic and true to their DnD roots and don't veer off into action games or become dumbed down crap like seems to often happen with such games. But what do I know? I may overestimate it because I like OGL 3.5 based games.
 
Joined
May 3, 2011
Messages
260
Location
USA, NY
Sick of the "roguelike elements" trend. If you want to make an OGL game may as well just make a solid dungeon crawler.

Most games in the OGL/D&D space lean heavily on being dungeon crawlers. Which is fine, but (1) making this a dungeon crawler would not differentiate it from the market; and (2) I find that crawlers lack replay value. Once you have slogged through ToEE once or twice, its tough to do it a third time.

The draw of this game is to provide replayble tactical OGL combat in an iron mode setting. A large variety of randomly generated combat scenarios, along with some randomness in party composition, if implemented properly, should add significant replay value.

The reason I'm interested in "roguelike" is I want to avoid save-scumming and I believe it adds much more tension to gameplay. A game like FTL just wound't be nearly as good without the permeance of your decisions.
 

Count Grishnak

Literate
Joined
Nov 10, 2017
Messages
25
Sick of the "roguelike elements" trend. If you want to make an OGL game may as well just make a solid dungeon crawler.

Most games in the OGL/D&D space lean heavily on being dungeon crawlers. Which is fine, but (1) making this a dungeon crawler would not differentiate it from the market; and (2) I find that crawlers lack replay value. Once you have slogged through ToEE once or twice, its tough to do it a third time.

The draw of this game is to provide replayble tactical OGL combat in an iron mode setting. A large variety of randomly generated combat scenarios, along with some randomness in party composition, if implemented properly, should add significant replay value.

The reason I'm interested in "roguelike" is I want to avoid save-scumming and I believe it adds much more tension to gameplay. A game like FTL just wound't be nearly as good without the permeance of your decisions.

To me randomly generated content seems like a lazy way to increase replayability. A better method imo is having branching paths through dungeons/quests etc. Iron man mode can work in a game like this I think, if the next character/party you generate is able to retrieve the corpses of previous PCs and take them back to town for revival (or just rob them). I guess I don't really think OGL + roguelike works. It seems like a sort of gimmicky mish mash of two popular things at the moment (RL+3.5). d&d char generation takes too long if you're having to start over all the time.

I think what I'm trying to get at is that 3.5 rules would feel sort of "forced" upon a battle brothers-type roguelike-ish game. I don't think the system you want to use would work for the game you want to make.
 

Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
I'm unsure how well this niche is being filled, and I like this game concept aside from one major point: I normally very much want to know the stats of my team.
 

BlackGoat

Arbiter
Joined
Sep 15, 2014
Messages
505
I'm unsure how well this niche is being filled, and I like this game concept aside from one major point: I normally very much want to know the stats of my team.
Yeah, especially having the recruitment happen at the very beginning where a player might consider just starting over if they bone themself with a low-stat no-nothing farmer
 

PrettyDeadman

Guest
Sounds like the game I planned to develop some time in future.
It would've been similar to Battle Brothers but with more deph and variety, with bigger focus on both simulatist aspect, but also more ephasize on custom made battle scenarios, taking ispiration mainly from Fire Emblem series in that regard (liek difficult terrain, fighting on streets and castles and etc.)
I also happen to have legal backgorund.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom