...
Untitled
I DM'd a couple games that eventually petered out because most of us had lives. In hindsight, i regret how I ran things, I'm embarrassed at how shitty a DM I was.
Is there anything in particular you,d like to know?
How did the system feel? How did it play? What sort of stories did you run?
>Oh boy, here we go
I'll start with the shortest answer: what stories did I run? I technically ran just two stories but the first had enough people phase out and in that it felt intrinsically different by the end. But more detail is in order.
>Story 1
If I remember correctly, the intro was actually a mini-quest via guild job postboard involving a fetch quest to get a book from an ancient library. The owner of the library was a member of an ancient heroes who had attained various, massive cosmic powers and had since corrupted themselves. Someone was on the up-and-up to rez/awaken/recruit them and use them for dodgy things.
>Story 2
I over reached on this one, plain and simple. I was depressed that the last game had ended and another game where I was a player had finished. So I created a contained sandbox game. The idea was to set two different groups with essentially the same goal, but from different factions, loose on an island. They would get acclimated and i could set back and moderate. Much like communism, on paper it was a great idea, but I was met with failure. The game included player-made dungeons under the guise of base construction and an under-fleshed political/social sphere due to the lack of play. Also, i had a beautiful island with cities, seaside villas, secret ancient temples, coastal wrecks, and a fucking volcano, all primed for adventure and exploration.
If you'll notice I've said nothing of the actual story. One group was a task force for the island government that was supposed to corral Bowser's minions, pacify the less savory denizens of the island and, in general, make the island great again. The other group were up-and-coming rookies in Bowser's crew. They were supposed to take over the island (not destroy it, functioning territory has more use than blasted wastelands).
Despite what became of these games, I was and still am, extremely proud of the materials I produced for them. I will see if I can post some sprites and maps.
On to the system, and I would be remiss if I didn't say that a better opinion could be gotten from VeloCity, the creator, as he does post on Veeky Forums
The first game used the old system where as the second game ran an updated version. As for the changes, its been long enough that I don't remember. What I do know was that it introduced some nerfs to the Speed stat and the defense mechanics.
The main thing I can say is that the system uses incredibly low stat numbers. This means a +1 is incredibly powerful. To me it seemed that combat could get real stale if it wasn't spiced up. Part of that was originally on the PCs to play to their personalities and be creative. Latter i developed interesting mechanics to make battles different and exciting.
The ability of a +1 to have such an influence meant that leveling up was huge but in order to keep the players from breaking the system in a half dozen sessions, level ups were far and few and thusly any number driven character development seemed low, imo. The system breakdown on 1d4chan says more than I ever could, however.
So one particular example of a battle mechanic I implemented. A boss had a move called Eclipse. It darkened the room to a pitch-black haze with the exception of any light-giving sources, i.e. torches. It however could see just fine. I blacked out the map on Roll20 to avoid meta gaming. The pcs were chucking fireballs, stones, at one point themselves in order to attempt to find the boss. The boss in question was a cyclopean guardian made of extra hard stone held together by an ethereal purple energy. It had no head, just an eye floating. Imagine a Koopa kneeling in a small patch of torchlight muttering it can move anywhere throughout the room like Muldoon from Jurassic Park. To my knowledge, the players felt that it was a fairly exhilarating fight, was pretty proud that night.
Im mobo so now pics. Id be happy to answer any other questions and may as well throw up my usual trip.
>I havent been on Roll20 in a while, apparently I was working on a Mario themed wargame...wtf
>So one particular example of a battle mechanic I implemented. A boss had a move called Eclipse. It darkened the room to a pitch-black haze with the exception of any light-giving sources, i.e. torches. It however could see just fine. I blacked out the map on Roll20 to avoid meta gaming. The pcs were chucking fireballs, stones, at one point themselves in order to attempt to find the boss. The boss in question was a cyclopean guardian made of extra hard stone held together by an ethereal purple energy. It had no head, just an eye floating. Imagine a Koopa kneeling in a small patch of torchlight muttering it can move anywhere throughout the room like Muldoon from Jurassic Park. To my knowledge, the players felt that it was a fairly exhilarating fight, was pretty proud that night.
Bosses are encouraged to have special gimmicks about them for the party to play around. That one is pretty good.
...
...
I remember being in a roll20 game of this that fell apart. The game was fun, and genuinely felt like a paper-mario-style adventure
Unless it was the food themed one, it was probably me. Always thought that idea was really creative. I sat in on a session and was fairly impressed.
If youre gonna try to run a game, i have plenty of resources and apparently 2 completed modules/dungeons ...went pretty hard in the paint, i guess.
MY DIIIIIIIIIIIICK
SPOILER THIS SHIT
...
...
It actually WAS the food-themed one. I played a shy-guy Kamen-Rider named OUTGOING GUY!
>The pcs were chucking fireballs, stones, at one point themselves
It really is Super Mario RPG.
Always wanted to GM for this system. Seems like a blast.
...
I ran a game or two to try the system. It's pretty fun. I can't remember much about the session other than that I made a mustachioed martial artist named Boo Manchu, but the players seemed to enjoy it.
I've had a campaign idea about a group of Bowser's minions (the PCs) going to Money Land to collect the Seven Golden Savings Bonds in order to refill their lord's coffers after New Super Mario Bros 2, but I haven't had the chance to do anything with it yet.
...
...
I played it just a bit as a female boo that loved tea. I f I remenber I used the party yoshi as some sort of makeshift cannon with coconuts in a fight. THe system is fun and encourages being creative with stuff instead of a rules lawyer. Wish I could play it again sometime, even if I had no idea where the last campaign or my character were going.
Playing as Bowser minions is something I've wanted to do (as a GM or player) for a while. Lots of fun possibilities there.
Question for the thread: what under-appreciated race would you want for your character?
I'm partial to Walleye. I just love their design!
I don't recognize her, but she sure is pretty! What's her name?
That's a humanized Vivian, from Paper Mario: The Thousand Year Door. Here she is with humanized Dooplis.
Walleyes are a fairly recent design, aren't they? They're like a cousin of Whomps.
Yep. Debuted in 3D World if I remember correctly? Maybe 3d Land. I also like their more direct relative, Wallops.
...
Everyone excited for Superstar Saga remake?
The what?
Beanfolk. Beanbean Kingdom STRONK
Are pirate gooms a different species from goombas? What about galoombas? Are sniffits and bandits different species from shy guys, or do they just dress differently?
nintendowire.com
I think Galoombas are a type of Goomba and Snifits are just Shy Guys wearing a different kind of mask.
Gooms are pretty different from Goombas, probably sufficiently so to be a different species.
...
...
...
Who remembers when jiang-shi were a Mario enemy?
That was the second Mario game I ever played.
...
You just got beaned
I was around for two or so threads when it was being developed, I drawfagged for some players, in fact. Pic related was one I did.
...
...
Oh wow, fantastic art!
So, regarding the system - any suggestions for improvements, or additions? Maybe we can brainstorm some new races and whatnot?
I always wanted to play a Brock, but could never work out a good ability.
Maybe they can store itens in their body, much like ? Blocks.
Wasn't there some big pastebin for a bunch of homebrewed races?
Not really...
I would be interested in this as well.
For example...where are the Kongs?
Kong's are important to the Mario mythos.
Kongs would be really hard to do, since the extended Kong family is so large and encompasses different species.
We love Roy!
He's the best boy!
Not really.
There are different Yoshis, Koopas, and shy guys.
A generic "kong" archetype to build from shouldn't be too hard.
I dunno, mang.
Gotcha senpai.
pastebin.com
Thanks. Here's another, Blargghoolio, using Blargg from the pastebin above.
2furry4me
Yeah, I'm struggling to think of traits that are common across all Kongs. I think the best way to do it is determine what flavor of weird monkey you want to play as and built them as an individual.
Throwing things. Duh!
According to the pastebin I posted earlier, they make healing items. There's probably better ideas than that though.
Adventure idea: Party of shyguys. Boos have swarmed their village in the heart of Dreamy Wood, stolen away the lanterns and now everyone's too scared to go out at night because spooky things. The party has to go and get them back.
Good? Bad?
Closest thing to a survival horror game (even though the Boos would only pull pranks on them).
There's this too for Dungeon Crawl Classics. Though with little work it could be used with any "OSR" system.
Pirate Gooms have hands.
>You gonna git KONG'D!
Has anyone made a character sheet for this game?
Jesus christ, I was there in the first few threads before this was even an idea. People get posting pretending they had played a game like this, ranting or telling stories like they would for any D&D game or the like. It was three threads or so in where someone said "you know, this could be pretty fun to actually make."
I was one of the designers, and I remember pushing really hard for WFRP style careers because I was absolutely inculcated with WFRP 2E at the time. I'm impressed the game got finished to this degree, my autism scared off at least one person creating content.
Thwomps should be a playable race.
Ukiki's should be a playable race too.
By far the most dynamic enemy in yoshi's island.
I did, I'm just getting off a plane. Bumpin to let you know I'll post it when I get home
Sweet!
Ah shit. Sorry, I have it on my other computer in the closet. It's a bit of a hassle to get it off that right now (was gonna do this real quick before bed) but I'll get to it tomorrow morning. 'Til then, keep the thread up - or not, I can just make a new thread tomorrow to share the character sheet.
Thanks for the excitement!
Here's one attempt at a character sheet I found. All the sheets I have use the old stat line (no Toughness).
I've had a Mariopocalypse idea for a while that might fit... going for a mock-grimdark Mad Max with go karts after all the major villains/catastrophes hit at once and it was impossible for Mario to stop them all at once
"Under the angry sun, Mario is missing."
basic idea of players being scavengers who happen to pass under one of the airships where Bowser reigns over things. Airship hits some turbulence and what appears to be a huge chunk of Bowser shell lands next to them. An unheard of treasure, but the troops are going to come after them to get it back and cover up the fact that Bowser may be dead, his kids ruling under his fake authority. if they work quick, they might be able to pawn the shell and lose the guards after them. if they're in for the long-haul, they might be able to spark a revolution
>it was impossible for Mario to stop them all at once
That's what Luigi is for.
I'm back!
I'll start posting my files. Unfortunately I couldn't make them form fillable with the program I was using... my apologies. If anyone wants to try editing them to be form fillable, be my guest.
I also made a guide to character creation and combat to help new players and for quick-starts, but I believe it's outdated now.
In retrospect, its font color is pretty intense, too... when I update it for the new rules, I'll also tone down the intensity of the black font. A dark gray or something would be better.
Attached is a printer friendly version of the character sheet.
This is a fantastic idea! I'd totally play this! Since the premise is all the villains / catastrophes striking at once, factions based on mario villains would be great!
Bowser, Shadow Queen, King K. Rool, Cackletta, Shake King, Smithy, Tatanga, etc.
Heck, even your dreams aren't safe - Wart has conquered Sub-Con again, most likely!
...
could we flesh this out here? This sounds like a really fun idea for a campaign. The only time I ran a game of this was for my 10 year old brother, so I don't have much experience with the system, unfortunately
...
Thanks for this
I'm trying to get my old gaming group back together, as we speak, in order to play Mario RPG.
Much appreciated.
Das cool user
You draw that yourself?
>I played a shy-guy Kamen-Rider named OUTGOING GUY!
Fantastic! Absolutely fantastic!
>That shit eating grin
>That all around creepy human looking design
>Girl there getting handsy with his stomach
Jesus, I would honestly believe you if you told me he ripped her dress off and started raping her next page...
This system influenced my own pet system that my group has been enjoying. Always a special place in my heart. Actually used Mario for one of the example characters because of it.
I liked the characters I had in each of your campaigns more than anything I've ever made before or since. Dunno what it is about Mario that gets my imagination pumping. Sigh.
What's your system like?
Mainly, I always have trouble getting systems to quantify the ideas I have for characters, and after playing heavy systems all the time (barring one travesty in Fate) this system opened my eyes to the possibility of universally quantifying any idea. The wiki page included just some baseline examples to balance against but left literally everything particular up to the player, but the way the system was written that was all I needed (boo GURPS' lists upon lists), and that inspired me. So I took that and a couple other things which meshed with the idea and built a system out of it.
Which then led to a whole rabbit hole on the nature of creativity and "designer vs gamer" but that's a literal thesis worth of things to talk about.
You mean the Perks system?
Yeah, sorry.
To be fair, a large majority of the SMRPG system is built on the "just wing it" school of design and GMing, so that could honestly apply to a lot of things.
...
I cant wait to play this with my group.
I will report to Veeky Forums after pur first game.
Nice. Be sure to tell us.
I would love to hear about it.
>her,she
>she
If I recall, that might have just been Beldam making cruel jokes at her expense, perhaps depending on whether its the Japanese or international version.
In Japanese and a large number of international versions, Vivian is male. In America, it's explicitly left obscure, so everyone just assumes she's female.
Regardless of version, Beldam is being a cunt.
Yo Mr. Blue Sky, since the wiki tags you as the one currently responsible for the game, are the rules on the wiki up to date? Thinking of PDFisizing them in a style similar to the old Nintendo Power articles about games.