Downloaded, now what? :)

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jimdickinson's picture
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Joined: 08/09/2011
Downloaded, now what? :)

OK Hunter,

I am excited to have stumbled back on GRIP to find a downloadable version that will actually install on my computer (a previous beta would never get that far). But the landscape is now so different, I have to ask:

 

I have downloaded it...now what?

 

Here's my goal:

I want to run an adventure for some players using the Old School Hack rules. They seem simple enough, and should be pretty easy to implement (using my knowledge of GRIP3 to go by). What is the next step I need to take to close in on the goal of running a game. It looks like GRIP Object Builder is something like the GRIP3 iCS. I am instantly intimidated by needing to know VBScript instead of CSML, but maybe I am over-reacting. :) I don't see anything like iGM or iPC, are both of these now wrapped into the same GRIPNet interface?

Steps with GRIP3 were like this:

1. Download iCS and design a character sheet using CSML (or use someone else's sheet already created) for your game.

2. Download iGM and create the ADZ adventure, including NPCs and Monsters, etc.

3. Advertise your game in a game listing somewhere.

4. Players download iPC and your character sheet. make characters in iPC

5. Then using GRIPNet, connect to the right channel and join the game, or join via direct invite/IP from the GM directly from iPC.

 

I guess i need to know, now that I have downloaded the stuff...what are the next steps (broad strokes first, as above, and we can get more granular once I understand the big picture).

 

thanks! :)

GameKnight

(ready to slap someone with a wet gospog)

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Joined: 04/03/2011
I'm not sure, CodeMonkey

I'm not sure, CodeMonkey hasn't had a chance to pop my requested checkers example online. My best guess is that the procedure is now:

  1. Download the GRiP Object Builder and design the various visual components of your game:

    1. character & NPC tokens ('avatar' in my lexicon),
    2. maps, deck plans and suchlike

    3. cards, fancy dice faces and what have you.

  2. Download the Game Designer and connect actions to your various display objects using VB (editing someone else's RPG objects not yet being an option). How much else we have to do to sort our objects + scripts into a playable game is something I dinna fathom. Hence the previously mentioned request for a trivial, but documented, example smiley

  3. You need to place all of these resources online somewhere, but we have more options now than simply firing up iGM. Both iGM and iPC have been replaced with GRIPnet: which is a gaming client-server but not a way to build either games nor player tokens. There's slightly more load on the GM's design phase, but once built, the components can be used over and over again.
  4. Advertise your game in a game listing somewhere.

  5. Players download GRIPNet, connect to your server, and join the game. I don't believe we have a direct invite/connect option (could easily be mistaken on that, since I don't have any sort of RPG to experiment with). GRIPnet doesn't seem to care what the game is, board or RPG, so long as the various parts can be found online at a connected server. Note that the GM doesn't have to be the one providing the server, nor are we restricted to a single GM.

Hunter, Bruce -- do please shoot holes in all of this theorizing if I got any of it wrong. I dove in with an answer specifically to provoke you guys into correcting me, y'know...

velShandru

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