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Odd Request: a Job System

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Wall3t
Odd Request: a Job System

So ive been searching for some kind of job's system for rp (EX: become an alchemist, or Beggar, etc etc) for awhile and this may lead me down to creating one for the community.

 

I found one from Amia Online (http://www.amiaworld.net/about/ds_j_jobs.php ) theres being far more complex, but it really caught my attention and wanted to know if anyone knew if there was one similar to it that I could look at?

 

Edit:

Now in the event that perhaps nothing turns up, and I decide to create a system I'm not looking to create a carbon copy of Amia's system but a very basic version with fewer widgets and job's. I simply like there execution and idea of using jobs, to offer new role playing methods and xp for player's.

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Greenman6220
Greenman6220's picture
This doesn't really help you, but that reminds me of the first book Gary Gygax wrote Gord of Greyhawk. Gord as a child had to learn from the Beggars Guild to become one. I hope to see your system or another if it exists.

Greenman6220

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Wall3t

Ive been putting together some ideas how it could be done. I may start a new topic over in the custom content thread if folks wanna help out for the project.

 

I figured i'd start by applying the basic job types you'd see in a town: blacksmith, merchant, hunter,  town crier, etc etc and figure out a way how i could implement it as a rp job that requires training, leveling, ranks, and titles.

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Mannast

The way I see it, basically each job is a resettable mini-quest.  I use Vuldrick's Universal Quest Manager in my building, and particularly for guild or work quests.  It uses the same handful of scripts for ANY quest, so all you need to do is define the journal and quests for the jobs you want.  At least it is a starting framework that takes some of the rewriting of similar scripts out of the way.

I drew up my guild/job organizations as a crafting system, so I have crafting guilds and the advancement in the skills is tracked by the crafting system.  However, you could define some other job related success variable that you could track other than crafting to define the PC's advancement in the work.  Advancement through the guild/job would advance the Journal stage.

Just some thoughts....

Portable Hole System, Scry and Teleport System, Throwing Objects, Prodding Traps, Portable Placeables and a Vanilla Basemodule, among other things

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Wall3t

No its great i like it. My thoughts were at guild quest  scripts as well so were thinking in the same direction at least. I was just looking at something like PGS (player guild system) but it doesnt have what i need so i scrapped the idea.

The UQM should help alot since what i'm after will require mini-quests to achieve a jobs outcome. The idea was to reward players with tokens or guild currency based on dice outcome on a job assignment (EX: an apprentice baker will either require a specific stat or random outcome to achieve a successful bake, however a higher ranked baker has a higher chance of success)

I figured the tokens could be used as a means to purchase items, or tools that the individual job needed, and higher ranks could be bought to "rank up", or perhaps level lock ranks (EX: you can only be a Master Tanner if reach level 30 and finish the final trial quest)

I actually got really into this today i ended up writing it all down and went around looking to see if i could make a Farmer Job which reminds me.... Isnt there a module out there thats like a "persistant" farmer system? i found one for nwn2 but i remember ther was one for nwn1 also. You could buy a plot, grow plants and harvest them and sell them. Does anyone know of this??

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