Post by Prespos on Apr 21, 2013 8:25:54 GMT -5
These are the commands for the UNLIMITED ADVENTURES computer game. I am hoping to make a tabletop version of this one day, but these commands might have some applicability in Chat games, so I will list them out here.
Commands in (brackets) typically would not be used in a RPG, but are listed here for completeness.
Dungeon Commands
(AREA): This is used to access an AREA map (map of the dungeon). Most dungeons will have no AREA map, although sometimes one can be gained through the employment of a Spy. Villages and urban settings often have AREA maps
CAST
(VIEW): Used to view your character sheet.
ENCAMP: Takes you to the Encamp menu. Can invoke SoPs (Standard Operating Procedures).
SEARCH: Puts the party in SEARCH mode: movement is 10 minutes for 1 10 foot square.
LOOK: Use this to SEARCH a square. (Eg. I LOOK at the chest means that the 10' square that the chest is in is SEARCHED, which takes 10 minutes. This is a complete SEARCH, for secret doors, hidden things, underground phenomena, and traps).
(INV): Used to view the party inventory.
Encounter Commands
TALK:
FIGHT:
WAIT:
ADVANCE: Closes about half the distance between you and the encountered monsters.
FLEE: If your party's movement rate is greater than the encountered monsters, you successfully avoid the encounter. If the movement rates are the same, you have a 50% chance of getting away. Some DMs award XP for avoiding random encounters.
Important: Only one person in the party (the caller, or, the 'active character') can use Encounter Commands.
Combat Commands
AIM: Aims a melee or missile attack at an enemy.
CAST:
TURN:
USE:
GUARD: For the rest of the round, you GUARD all adjacent squares. If an enemy enters an adjacent square, you get an immediate attack.
QUICK: All combatants do double damage. If you toggle this off, then the enemy will get one last round of attacks before combat goes back to normal.
DELAY: Delays your action until the end of the round.
(VIEW): Used to view a character sheet.
SPEED: Increases the Speed of combat, by invoking certain House Rules
END: Ends your characters turn for the round.
In an RPG / AD&D context, all of the above commands are intended to give the *game* structure, and, more importantly, to speed play.
Chat gaming is a real problem, as it is just so darn slow (especially combat). Hopefully, using these commands in a Chat game will quicken the pace, and lead to more adventure. Always type these commands in BOLD, so the DM and the other players know what you are doing.
The above concept still needs a lot of playtest to see if it is viable.
Time, and playtest, will tell!
Prespos
Ps.
Examples:
"We talk with the monsters."
becomes
TALK
"We flee from the monsters."
just type
FLEE
"We set up camp, with the ranger on guard, the magic-user lights a fire, the fighter sets up the tent, and the cleric cooks dinner." (A SOP (Standard Operating Procedure).)
just type
ENCAMP
"I attack the goblin!"
just type
AIM: goblin
Commands in (brackets) typically would not be used in a RPG, but are listed here for completeness.
Dungeon Commands
(AREA): This is used to access an AREA map (map of the dungeon). Most dungeons will have no AREA map, although sometimes one can be gained through the employment of a Spy. Villages and urban settings often have AREA maps
CAST
(VIEW): Used to view your character sheet.
ENCAMP: Takes you to the Encamp menu. Can invoke SoPs (Standard Operating Procedures).
SEARCH: Puts the party in SEARCH mode: movement is 10 minutes for 1 10 foot square.
LOOK: Use this to SEARCH a square. (Eg. I LOOK at the chest means that the 10' square that the chest is in is SEARCHED, which takes 10 minutes. This is a complete SEARCH, for secret doors, hidden things, underground phenomena, and traps).
(INV): Used to view the party inventory.
Encounter Commands
TALK:
FIGHT:
WAIT:
ADVANCE: Closes about half the distance between you and the encountered monsters.
FLEE: If your party's movement rate is greater than the encountered monsters, you successfully avoid the encounter. If the movement rates are the same, you have a 50% chance of getting away. Some DMs award XP for avoiding random encounters.
Important: Only one person in the party (the caller, or, the 'active character') can use Encounter Commands.
Combat Commands
AIM: Aims a melee or missile attack at an enemy.
CAST:
TURN:
USE:
GUARD: For the rest of the round, you GUARD all adjacent squares. If an enemy enters an adjacent square, you get an immediate attack.
QUICK: All combatants do double damage. If you toggle this off, then the enemy will get one last round of attacks before combat goes back to normal.
DELAY: Delays your action until the end of the round.
(VIEW): Used to view a character sheet.
SPEED: Increases the Speed of combat, by invoking certain House Rules
END: Ends your characters turn for the round.
In an RPG / AD&D context, all of the above commands are intended to give the *game* structure, and, more importantly, to speed play.
Chat gaming is a real problem, as it is just so darn slow (especially combat). Hopefully, using these commands in a Chat game will quicken the pace, and lead to more adventure. Always type these commands in BOLD, so the DM and the other players know what you are doing.
The above concept still needs a lot of playtest to see if it is viable.
Time, and playtest, will tell!
Prespos
Ps.
Examples:
"We talk with the monsters."
becomes
TALK
"We flee from the monsters."
just type
FLEE
"We set up camp, with the ranger on guard, the magic-user lights a fire, the fighter sets up the tent, and the cleric cooks dinner." (A SOP (Standard Operating Procedure).)
just type
ENCAMP
"I attack the goblin!"
just type
AIM: goblin