writes: Interplay has announced that they are developing a massively multiplayer game based on their Fallout franchise. In order to raise the projected $75 Million budget, they've released stock for sale on one of the Euronext Exchanges. Production is planned to begin in January, with release targeted at Q3, 2010. They plan on reaching a return on investment within 3 years of launch; this, however, is assuming they reach 1 million subscribers within the first year. Only three other MMOGs have reached 1 million customers, according to mmogchart.com: Lineage, Lineage 2, and World of Warcraft.
writes: Multiverse has announced that they have gained rights to a Firefly Massively Multiplayer Online Game. Multiverse is a company started by several former Netscape employees, and they have developed an engine / network that works for all of their games. They intend to break into the MMO industry by being an MMO publisher of sorts — you download the client, subscribe to the games (all built by external development houses). By standardizing, they can provide a less expensive alternative to the tens of millions of dollars and several years it takes to currently develop an MMO. They have said they will hire out a studio to build the game for them. Corey Bridgets, Massive's Executive Producer, says: 'If you're doing science fiction, you have to really think it out and create an incredibly rich environment that is compelling in its own right, and worth exploring and going back to week after week. That's what Joss Whedon did with Firefly.'
writes: I'm currently writing an extra-planar high fantasy roleplaying game setting — pen and paper. The rules and setting, once fleshed out to a point of consistant mood — etc — will but put up on a wiki for community content and possible rules additions / clarifications / balancing. It would also be free for distribution as long as reference is given to the wiki. My question is this: I am having a tough time deciding on a dice system. I dislike the d20 system due to its very scattered spread — the only thing that goes up is the average. I'm looking for a simple, one-die-type system that encompasses 1) as player character skill increases, the spread tightens, 2) as player character skill increases, the average increases, 3) open-ended rolls (exploding dice), and 4) mechanics to 'fudge' — both on the player end and the GM end.
I've looked heavily to 7th Sea and Legend of the 5 Rings for inspiration, as their systems accomplish pretty much exactly what I need. I've also looked at White Wolf's system a bit, but some of their rules are seemingly arbitrary.
What are some of your pet dice systems (simple rules for how many of what kind of dice to roll, what you do with those dice after you roll, to beat a difficulty number)? Some of your favorite Pen and Paper systems that I haven't looked into?
I've come up with a few on my own, but they seem to be easily understood cognitively, but difficult and arduous to actually implement (one involved rolling up to 12d6, counting out the ones that were under or equal to the stat, adding them together, counting the ones that were over and adding one to the total for each, each that were equal to the stat 'exploded,' and this die exploded again if a six was rolled... lots of adding there, lots of steps. It accomplished what I wanted (linear progression in average results, tighter spread as skill level increased), but leaves a lot to be desired in the 'fun' factor.