**Disclaimer** This idea was not mine, but I was just wondering if it was something that would help add more win to ColossalCon.
This is the original concept, developed by "projectwombat" over at the Ohayo forums
QUOTE
So, what is L.A.M.M.O.? Put simply, it's a game! It's from noon-3pm on Saturday in rooms D242-243! Those are video rooms. Players sign up and pick one of three classes to play as in order to do humor themed quests, events, trivia, and turn-based fighting in order to gain EXP bracelets. The ultimate goal of the player is to defeat the evil Pocky Overlord! This evil menace has ravaged many cons on his path here and is now trying to destroy Ohayocon's pocky supply! Once the player is high enough level, s/he gets into a group of three other players to take on the boss.
There is no equipment system but there are items. Using EXP bracelets, players can buy items from the general store or they can trade in 50EXP points worth to the class trainer to level up. Leveling up increases your stats and sometimes gives you new abilities! Leveling up is vital as you must be between levels 8-10 to fight the final boss. The goal with LAMMO is not to have this be a grinding intense game. A player can do nothing but fighting monsters or they can not touch the combat system until they get to the Pocky Overlord, it's all up to them. The quests, events, and... well everything is humor themed! A certain Cloud Strife just recently went through MAA (Mako Addictions Anonymous) but needs some help keeping his mind clear while there may be someone lurking not far off who will never give you up...
The room itself is divided up into four sections: Town, Forest, Dungeon, and Arena.
The Town is the hub of any RPG. Here we have NPC’s (staff/helpers) who give quests to the players. NPC’s are identified by yellow exclamation points (!) above their heads. Upon completing quests, players will receive a set amount of EXP bracelets and sometimes even an item reward. Also in town is the general store. Players can purchase combat items like the PokeDoll and potions with their EXP bracelets there. Lastly, there's a class trainer where you can buy higher levels if you have at least 50EXP.
The Forest is the center of the random battles. Here players may engage in random fights against monsters. For each monster, there is a referee who dictate the turn-based battles and determine how much damage is being done. They will have charts on hand that have the stats of each class at each level and the stats of each monster at each level. They will also have information on each item. The idea is to make sure the referees do not get confused through this. A simple calculator and a little math is all they need. If a monster is not available to fight, the players will form a line off to the side and wait for a monster to become available. Monsters needed to complete quests will also appear here. If a player wishes to fight a quest monster, they must tell the referee prior to the beginning of the fight.
The Dungeon is the end result of the players work. Here they engage the evil Pocky Overlord and liberate Ohayocon. Upon defeating him/her, players receive a certificate to get a free box of pocky. Players must be between levels 8-10 and in a group of three players to go up against the final boss.
The Arena is where Player VS Player (PVP) action happens and also where those wishing simply to watch and cheer on their favorite competitors gather. The arena itself will be a small circle and players will start out standing in predetermined spots. Players will get XP tokens here as well and they may do group battles. Only 1v1, 2v2, and 3v3 are allowed. Regular stats come in to play here, but there are some new features. One such combat feature is the Dice. There will be one large die (#1-6) that will randomly be thrown onto the field to give a random effect. Examples will be 1) do 2x normal damage 2) completely miss attack 3) get glomped by a fan girl and lose your turn, etc. When the referee decides it, he tells the players fighting to pause and then tosses the huge Dice to someone in the audience, who then tosses it out onto the battle field. The other interesting feature is “knockback.” Each turn, the player can choose to take one steps forward towards their opponent. Normal attacks make your opponent take one step back, while special attacks and magic make them take two steps back. A player loses when their HP is reduced to zero or they take even a slight step outside the ring. "Steps" are clearly marked on the floor as notches. You have five notches before getting rung out! It is also the referee’s job here to provide comedic input for the fights. Get the crowd pumped up and cheering for their favorite player!
Although this may seem like a lot of information, the game can be completed in about 45mins-1hr depending on the player. Or they can stay longer. It's up to them and how quickly you want to fly through the game. Areas of the room are clearly marked with large signs. GM's (fancy name for moderators) will be walking around to help players who are lost, too. There's also a tutorial on the combat system near the sign up table.
Now for the classes! There are three classes in LAMMO: Tank, Caster, and DPS. Oh, one more thing... a player doesn't need to think about their stats. The referee has it all written down on hand. "Cooldown" means you have to wait a certain number of turns in order to use that ability again. Oh, you can do literally any attack or action you want as long as you declare to the referee what you're doing. If you say "I'm going to Attack" and you simply stomp your foot, that's your attack. Or you can roll around on the floor convulsing. Whatever you want to do.
A Tank has high HP and high defense, while having low Attack. His Limit Break command may take three turns before he can use it, but it does a massive amount of damage. His "command card" looks like this:
Attack
Defend (take half damage next turn)
Limit Break (massive damage but three turn cooldown)
Item
*Reflect (next damage done to you is cut in half and you bounce half back at your opponent)
*Taunt (forces the target to attack you for three turns)
*abilities are gained at lvl5 and lvl10 respectively
Casters are the mages and priests around here. They have decent HP and very high magic attack power, but very low Attack and Defense stats.
Their command card looks like this:
Attack
Defend (take half damage next turn)
Offensive Magic (magic attack spell)
Healing Magic (healing magic)
Item
*Haste (do double actions for the next turn)
*Magic Charge (double potency of your next spell)
*abilities are gained at lvl5 and lvl10 respectively
-Magic takes one turn to charge and one turn to fire-
DPS are a high damage dealing class. They get a free Attack at the start of combat, too. They have high Attack power but low Defense and HP.
Their command card looks like this:
Attack
Defend (take half damage next turn)
Dodge (completely dodge the next attack by the opponent; two turn cooldown)
Item
*Power Up! (gain increase Attack and Defense for your next two turns; three turn cooldown)
*Weaken (enemy's Attack and Defense decrease by one; no cooldown)
So that's all the concepts of LAMMO! Right now, the scheduled time is Saturday from noon-3pm and if that changes, I'll post it here! If you'd like to help out, toss me a PM and say hi! Remember, only YOU can save Ohayocon from this menace!
There is no equipment system but there are items. Using EXP bracelets, players can buy items from the general store or they can trade in 50EXP points worth to the class trainer to level up. Leveling up increases your stats and sometimes gives you new abilities! Leveling up is vital as you must be between levels 8-10 to fight the final boss. The goal with LAMMO is not to have this be a grinding intense game. A player can do nothing but fighting monsters or they can not touch the combat system until they get to the Pocky Overlord, it's all up to them. The quests, events, and... well everything is humor themed! A certain Cloud Strife just recently went through MAA (Mako Addictions Anonymous) but needs some help keeping his mind clear while there may be someone lurking not far off who will never give you up...
The room itself is divided up into four sections: Town, Forest, Dungeon, and Arena.
The Town is the hub of any RPG. Here we have NPC’s (staff/helpers) who give quests to the players. NPC’s are identified by yellow exclamation points (!) above their heads. Upon completing quests, players will receive a set amount of EXP bracelets and sometimes even an item reward. Also in town is the general store. Players can purchase combat items like the PokeDoll and potions with their EXP bracelets there. Lastly, there's a class trainer where you can buy higher levels if you have at least 50EXP.
The Forest is the center of the random battles. Here players may engage in random fights against monsters. For each monster, there is a referee who dictate the turn-based battles and determine how much damage is being done. They will have charts on hand that have the stats of each class at each level and the stats of each monster at each level. They will also have information on each item. The idea is to make sure the referees do not get confused through this. A simple calculator and a little math is all they need. If a monster is not available to fight, the players will form a line off to the side and wait for a monster to become available. Monsters needed to complete quests will also appear here. If a player wishes to fight a quest monster, they must tell the referee prior to the beginning of the fight.
The Dungeon is the end result of the players work. Here they engage the evil Pocky Overlord and liberate Ohayocon. Upon defeating him/her, players receive a certificate to get a free box of pocky. Players must be between levels 8-10 and in a group of three players to go up against the final boss.
The Arena is where Player VS Player (PVP) action happens and also where those wishing simply to watch and cheer on their favorite competitors gather. The arena itself will be a small circle and players will start out standing in predetermined spots. Players will get XP tokens here as well and they may do group battles. Only 1v1, 2v2, and 3v3 are allowed. Regular stats come in to play here, but there are some new features. One such combat feature is the Dice. There will be one large die (#1-6) that will randomly be thrown onto the field to give a random effect. Examples will be 1) do 2x normal damage 2) completely miss attack 3) get glomped by a fan girl and lose your turn, etc. When the referee decides it, he tells the players fighting to pause and then tosses the huge Dice to someone in the audience, who then tosses it out onto the battle field. The other interesting feature is “knockback.” Each turn, the player can choose to take one steps forward towards their opponent. Normal attacks make your opponent take one step back, while special attacks and magic make them take two steps back. A player loses when their HP is reduced to zero or they take even a slight step outside the ring. "Steps" are clearly marked on the floor as notches. You have five notches before getting rung out! It is also the referee’s job here to provide comedic input for the fights. Get the crowd pumped up and cheering for their favorite player!
Although this may seem like a lot of information, the game can be completed in about 45mins-1hr depending on the player. Or they can stay longer. It's up to them and how quickly you want to fly through the game. Areas of the room are clearly marked with large signs. GM's (fancy name for moderators) will be walking around to help players who are lost, too. There's also a tutorial on the combat system near the sign up table.
Now for the classes! There are three classes in LAMMO: Tank, Caster, and DPS. Oh, one more thing... a player doesn't need to think about their stats. The referee has it all written down on hand. "Cooldown" means you have to wait a certain number of turns in order to use that ability again. Oh, you can do literally any attack or action you want as long as you declare to the referee what you're doing. If you say "I'm going to Attack" and you simply stomp your foot, that's your attack. Or you can roll around on the floor convulsing. Whatever you want to do.
A Tank has high HP and high defense, while having low Attack. His Limit Break command may take three turns before he can use it, but it does a massive amount of damage. His "command card" looks like this:
Attack
Defend (take half damage next turn)
Limit Break (massive damage but three turn cooldown)
Item
*Reflect (next damage done to you is cut in half and you bounce half back at your opponent)
*Taunt (forces the target to attack you for three turns)
*abilities are gained at lvl5 and lvl10 respectively
Casters are the mages and priests around here. They have decent HP and very high magic attack power, but very low Attack and Defense stats.
Their command card looks like this:
Attack
Defend (take half damage next turn)
Offensive Magic (magic attack spell)
Healing Magic (healing magic)
Item
*Haste (do double actions for the next turn)
*Magic Charge (double potency of your next spell)
*abilities are gained at lvl5 and lvl10 respectively
-Magic takes one turn to charge and one turn to fire-
DPS are a high damage dealing class. They get a free Attack at the start of combat, too. They have high Attack power but low Defense and HP.
Their command card looks like this:
Attack
Defend (take half damage next turn)
Dodge (completely dodge the next attack by the opponent; two turn cooldown)
Item
*Power Up! (gain increase Attack and Defense for your next two turns; three turn cooldown)
*Weaken (enemy's Attack and Defense decrease by one; no cooldown)
So that's all the concepts of LAMMO! Right now, the scheduled time is Saturday from noon-3pm and if that changes, I'll post it here! If you'd like to help out, toss me a PM and say hi! Remember, only YOU can save Ohayocon from this menace!
Now I know nobody really likes to borrow ideas, but I just really think that "projectwombat" had an absolutely AMAZING idea and I think something like this adapted to ColossalCon would be an awesome idea.
Thoughts?
