>PCs have been protecting a reality-warping device, and I think they're going to fuck up next session>planning on sending them to the backrooms essentially, bouncing them through different realms as fundamental stuff like gravity and ego begin to collapse>this will likely end up with them entering a fraction of the world without the third dimension>flatland.mov>alao means combat will probably take place thereIt seems like a really cool concept, and I'm surprised I haven't heard of it being done before in at least a boardgame let alone an rpg.
Flatland is the coolest shit ever. Flatland is Justiceland.>It seems like a really cool concept, and I'm surprised I haven't heard of it being done before in at least a boardgame let alone an rpg.I'm 98% certain there's a flatland rpg, if not two or three.
have your players fight on a polar grid
>>96811639Found it! I know what I'm reading tonight
That sounds like a giant mechanical pain in the ass to translate for most systems
>>96811598Theather of mind combat is almost 1.5d combat for me. I just treat PCs and enemies as being either far from or near each other, with the .5 dimension being a chance to hit or be hit by others near your target during an attack. In that sense maybe it's actually a (combatants)! dimensional game instead of a 1.5 dimensional one, I'm not good enough at math.
>>96811598in my expericne most ttrpg combat is 2d, in XZ axes
>>96812642They don't incorporate gravity into their z axis though. I'm talking less like a battlemap and more of a slice.
there is a spell in hackmaster to make yourself 2 dimensional >>968129211 wide dungeon hallways come pretty close to this and have been around for ages. Still waiting for a roguelike that has go
>>96814196that has good enough AI to not be a hallway abuser
>>96814252>that has good enough AI to not be a hallway abuserYou just described the single greatest challenge in game design. Making an AI that's tactically competent without being a complete cheeselord who abuses the same choke point over and over is fucking impossible.The 2d plane is the ultimate choke point. How do you even run combat there? Do they just become paper cutouts that can only move forward/backward and left/right? How do you handle facing?
>>96814436I mean, clearly not? Vidya do this all the time, fuckin mario handled it back in last century. It's just anathema in tabtop/turn based for some reason.
>>96811598So they'll only be able to see lines. Wow, fucking awful. Did you think about this at all, retard?
>>96814252You mean good enough to be a hallway abuser. If a strategy is effective, a good AI will employ it. If there's no counter, then you should be using the same strategy.
>>96820505Not necessarily. In that sense it would be more like 2.5d, they'll be physically bound to X/Y but will be able to perceive from what's essentially a topdown view.
>>96812921In most commonly used coordinate system, gravity is applicable on Y axis, so of course game simplified to XZ won't incorporate it.
>>96821800They've mixed up their y and z
>>96811639Wrong, working on your art is the coolest shit ever.
>>96821890No, any axis can have any label.