
| Deciv Home · What is Deciv? · Forums · Forum Rules | Market · Guilds · Downloads · Members · Search · Help |
| Welcome Guest ( Log In | Register ) | Resend Validation Email |
Disclaimer: We, the owners and managers of Deciv.com and Decivilization.com are not in any way affiliated with, or support "decivilizationists" or other such revolutionists. Below is a description of the purpose of this site and its forums.
The Deciv Forums These forums were originally created to help facilitate the creation of the game Decivilization in private forums. However, we opened up a public forum in hopes of getting people interested in the upcoming game and some people started getting interested, and now our public forums are growing fast in popularity. The Deciv Game Decivilization is a pencil-and-paper RPG, also known as tabletop RPGs. The most well known example of these kinds of games would be Dungeons & Dragons, but there are a lot more (e.g. Shadowrun, Call of Cthulhu). Here's the official description of the game: Decivilization is a role-playing game based in the futuristic dark-ages, after the fall of civilization as we know it. "Decivilization" refers to the graudal loss of government and the rise of anarchy that preceeded the world in which the game takes place in. The game consists of adventuring, fighting, diplomacy, survival, and the struggles of life in a post-civilization world.
We are not revealing any specifics about the system until we are closer to releasing the game, although we want to make it clear that it is not a "mod" of another system, Deciv has its own unique system.
How is it played? They're played with a group of people in a room. Everyone has a character sheet on piece of paper (usually a copy of a page from the game's rulebook, but people sometimes end up improvising and just writing everything down on notebook paper), a pencil for writing/changing things on their sheet, and a set of dice (the standard RPG dice set comes with several multisided dice - 4-, 6-, 8-, 10-[two of these so they can be used to roll 1-100], 12-, and 20-sided dice, and these dice are all often used in most RPGs, mostly 20s and 6s, though it depends on the game). The dice are rolled to add a bit of randomness to the games you play. So when you have to use your strength to knock a door down, you roll the dice, and your strength modifies how much of a chance of success you have. It's much like in computer games like D2 where you have a chance to hit an enemy, and the game makes randomized calculations to see if you hit, except here you get to do the randomization, which adds some interesting dynamics. Everyone is a player except the GM (Game Master) who has complete control over the game and oversees the players' adventures. The GM controls events, describes everything, plays the parts of the NPCs (non-player characters), and is generally in control. They may sometimes save players from imminent demise, or other times intentionally kill of players for the sake of the story (and of course they also just get killed on their own :P). The GMs also need to know more of the game rules than anyone, since they're controlling the world. And since the game is played entirely without structured elements like a computer or board, the gameplay is very flexible, and playing with different GMs and/or players can result in very different game experiences. Some games, like D&D, end up focusing on the combat and leveling up (which I think get's boring - D&D is like Diablo 2, but played with dice instead of mice - not that D2 is a bad game, I'd just rather have something more interesting when it comes to an RPG), while others focus on bringing a particular world experience (e.g. Star Wars RPGs, Call of Cthulhu [maybe, I haven't really played this one]), and some are more ideal for storytelling (Deciv is the only one I know that works really well for this, but don't let that make you think we don't have tons of combat ;)). |