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    1. dreamer 10 yrs ago

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6 yrs ago
Current Working on Kingdoms of Khoyee, an MMO Tabletop RPG where (almost) all combat is based on a D20 roll.
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7 yrs ago
Working, deving, trying to live life, and find some time to rp here and there.

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@Dark Cloud Hmm, we'll see what interest this gathers. If it's worth the effort maybe we can set something else up.
@Dark Cloud The writing portion will be on the guild here, the voiced session will probably just be a discord call for the group.
@Dark Cloud It'll pick up with the party crossing through the mountain pass into the lands known as Khoyee. What background you come up with, be it some townsperson or a criminal, or what have you is up to you but there will be a caravan heading north. The party will be among the people going north.
Kingdoms of Khoyee

A tabletop roleplay based on concepts and designs of me, DakotaLDE.

Info About Me (Your potential PM):

There's a tabletop nation-building game been rolling around in my head for years. I gave a shot at it a few years back and put a large focus on a multi-party setup that the time to make maps of the regions, detailed breakdowns of cities and such was overwhelming. While eventually, I would like to get to that point I want to give it another go with a more traditional single-party focus where I focus more so on content for a single story rather than fully realizing an entire table-top game and world. Instead of having a pre-made list of every single resident of every townsperson ever, I'll be making it up as we go. As for what that game and story is, let's get into it...

Gameplay Mechanics:


Dice
Kingdom's of Khoyee is heavily-inspired by DnD but with a shift in focus on what mechanics take the spotlight. In KoK (pronounced K.O.K), the only die we use is a D20. Every attack, spell, ability, ability/stat check is based on a D20 roll. When rolling an attack for example instead of rolling once to see if you hit and a second time to see what damage you do, you just roll once. Typically lower numbers being a miss and high numbers doing increasingly more damage. The focus is instead on the way you build your character. What traits do they have? What abilities have they learned? Those will more so be the focus rather than remembering several different dice mechanics per action.

Characters
There are no pre-determined classes in KoK, instead, there is a vast skill tree where you can create your own custom hybrid classes. Of course, you can follow your typical arc-types like a tank, warrior, rogue, mage, etc. but you can twist these to make your character unique. Maybe your knight has a bit of a rogue-chemist mixed in and makes use of poisons and other chemicals to have the edge in battle. Maybe your archer is also a healer and with the use of arcane arrows provides buffs and cures for the team.

Written Entries or Sessions
Tabletop games are typically played in sessions rather than written in a format as seen in the guild. Combat overall is just much, much quicker to accomplish in a voiced format rather than a written one. But some of us, myself included, are better writers than speakers and we like to flex those muscles. So what we'll be doing with this story is break it into two parts. There will be sessions where most of the exploration and combat will occur. There will also be downtime in-between sessions where the party rest, train, and do other things like shop, socialize or explain how their character learned a new ability. That will occur on the days in between sessions in a written format. Further character development can occur this way and people will be able to put in as much as they want into a character. Feel like you didn't get to talk as much as you wanted to last session and there's something cool you thought about doing? Write it between sessions! Sessions would be weekly and a few hours each. Each session will end with setting up camp, stopping at an inn, or something of the like so you can write in between the sessions.

Lore

Khoyee is a land to the north of the nation known as Novus Anima. Until a few decades back this land was uninhabitable by mankind. Great storms tore the land asunder and survival was improbable. Then without explanation, the storms cleared and the people of Novus Anima came to realize that their nation was only a small part of a much larger landmass yet to be explored. Primarily ruled by The Young King Julian (his title at the time, being crowned at the age of 12), a reward was offered to all people of Novus Anima that if they were to go north, any land you found not yet claimed by another was yours to claim. Many saw this as an opportunity to achieve greatness beyond what they thought was possible of them in Novus Anima. Poor banded together to escape poverty, prisoners were released from their cells, and adventurers set out to become legends. Safe passage through the mountains beyond The Capitol was provided by The Crown, what you did and what fate you met beyond that passage was up to you.

Over forty years have passed since the storms cleared and King Julian is nearing his 60's. Fueled by the riches found in these lands the kingdoms of Khoyee to the North of Novus Anima grew exponentially fast and are beginning to reach the point they could rival The Crown. Still, the might of The Crown is significant, King Julian is beloved by most, and a war on two fronts would be lost if any nation decided to assist the crown or otherwise invade. It seemed that for the for-seeable future, as long as King Julian reigned an age of exploration and survival would continue.

The Party

If this idea is of interest to anyone we can start working on character sheets together. I have over 200 pages of ideas/mechanics and skills to go through and figure out how to make easily digestable for you. Plus there's so much more to design beyond that. But we can flesh out what is needed to give yall a starting point and enough to work with to get ready to explore the world of Khoyee!

Throughout this interest check thread I will be posting new information regarding the game. These could be mechanics, items, places, creatures, etc. There we can discuss them and change them as desired. Then if we do get this going, in the main thread will be the actual roleplay and finalized info. Meaning if we discuss a mechanic here in the interest thread, what we conclude on will be posted in the (future) main thread. I hope you enjoy what we create together. I'll see you soon!
Rehauling the website. Taking some inspiration from other tabletop sites, going to try and make the website a sort of all in one. Instead of going to a doc of the guidebook, a doc of the role sheet, various tools for things like a loot generator, I'm going to try and make it all available on the website.

Below is an early version of your character being displayed on the right side of the website. I'll be adding more to it over time, making it so that everything has either an explanation tooltip if it's something like health, or if it's a piece of equipment or such it will hyperlink to the page and anchor where the piece of equipment's details are.


If I can get extra fancy I'll have a click for details option which will take you to a page that pulls all that info into one spot. So instead of going to one page for your longbow and another for your skills this detailed character page would have all that info pulled into one spot. But alas I'm learning how to do much of this as I go so I have no idea if I'll actually be able to pull it off. But I'm hopeful n_n
In the middle of moving from Cali to New Mexico. Might be a bit quiet for a week or two. Having some icons made during that time though. Here's the longsword so far,
Okay so it's a bit quiet and I expected that to some extent since I put this to the side for about a year. However for those reading this that haven't responded so far, what are you wanting done in order to (re)ignite your interest in the project? Let me know and perhaps I can adjust what I'm working on. Thanks!


Got a logo made for the game. Adding it to the OP now (as well as other places)

Tomorrow Jon will be starting on equipment icons.

Edit: Changed the Zeroth post from old party info into an update schedule.

Update Schedule

May
• Begin developing art for the game, including the logo and icon work.
• Create KoK bot foundation (the bot is meant to provide help to players if they so choose to use it, such as calculating damage output and party members info)
• Search for and complete missing parts of the guidebook (for example short blades were lacking compared to other weapon types)
• Create an NPC generator to provide a starting population of NPCs as well as steady growth over time

June
• Create a starter city in the Eastern Forest Region
• Relaunch KoK in a playable state
• Continue developing content

EDIT #2: Created a website. Will be adding more information to it later but it's functional, allows you to read the guidebook, download a copy of the character sheet, and join the Discord.
Working on bot features and commands to make things easier on players.

Just a couple updates;

I'm working with Jonathan Elliot to bring an artist's touch to KoK.

I originally brought him on for his creature designs, after watching him draw this guy in Twitch,



But I found out he has some experience with tabletop games already as he did all the art for one called Dark Domains,



He also did some of the art for Darkest Dungeon,



I'm also speaking with programmers on how to best get a bot setup on Discord so that you guys can spend more time playing and less time doing math and such to figure out how much damage you did, or how much health something is at. (As well as many other things) We may be sticking to pen and paper (or typing) for a bit but I hope the bot will make KoK even more enjoyable! n_n
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