No story or adventure is ever as great as one you get to create first hand. Tabletop RPGs have never been translated very well into digital format. The diversity in player decisions and paths leaves content so vast it just can overwhelm a developer. However, that's not something that'll stop me from trying.
What is Adventurer's Gateway?
Adventurer's Gateway is two things. Firstly and foremost its a tool. At it's core it acts as a progress tracker, an encyclopedia, and a story telling resource. Ideally it should be used across 4-5 people. To the adventurer it's a way of tracking their character, inventory, spells, renown, and various other little bits. To a guide it will have built in campaigns they can lead adventurers on, an entire world for them and those they are guiding to explore.
Secondly it's a game. By changing features here and there the game should be able to be played solo. Giving players a vast world to discover on their own.
Features
Some things Adventurer's Gateway will do
The stat screen has 3 categories
Ability Scores
Ability scores keep track of a character's strength, dexterity, intelligence, charisma, brawling, melee weapon skill, ranged weapon skill, and magical ability.
By clicking on an Ability Score's Icon it will preform a die roll and tell you if you've succeeded with the roll.
Skills/Boons/Banes
In this tab you'll be able to see the skills you've learnt. A boon is a passive effect that benefits the player. A bane is a passive effect that negatively effects the player. A player starts with two boons and two banes. They may select one of each however the others are given randomly. Players are able to gain boons and buffs while playing.
Stats
In the stats section you can see your maximum health, armor, focus. You can also see gold, renown, and knowledge.
The inventory screen limits your inventory to 14 unstackable slots for items. Players can wield two weapons, one piece of armour, and an accessory.
The map screen allows you to navigate the game's world. It has 3 levels to it. The world map which shows a less detailed overview of the world. A zoomed in map which shows more detailed specific locations. And finally a local map. For cities/landmarks this will open a new menu for stores, taverns/inns, and places of interest. For dungeons it will open the battle interface on the guides screen and the combat interface on the players screen.
Battle
The combat screen for the player will allow them to keep track of enemy health. As well as roll for skills. Six of the player's learnt skills are displayed as well as an option to open their inventory or run from the fight.
The battle engine acts as both a map display and a tracker for where enemies and players are located. Combat does not actually take place in this screen.
Some More Words
This has mostly run over what the party based version of the game will look like not what the guide or solo player's version will be. However I feel like what I've shown should give you a good enough idea of the style of game I'm wanting to create. If if not then please just post in the comments so I can explain.
Who I Need
The game is actually very simple when it comes down to what it needs to be made. The only things that need scripting is the combat and the click to activate system. Everything else is done through eventing. So here's a list of roles you can take on:
Writers: Making an immersive, lore rich world requires a lot of writers. And I do mean a lot. There is no limit to the number of writers I'll be willing to take on board. As a writer you will need to write for several aspects of the game.
Campaigns: A campaign is a story the guide has to present to the players. Key locations and events must be planned out while allowing flexibility for player choice. They should take upwards of two hours to complete.
Lore: Every stone needs to have a reason why it exists. Maybe not so extreme but you get the picture. Every location needs to have its own myths, tales of epic historical moments, and so on. You'll probably have to work closely with whoever ends up creating the world map.
NPCs: NPCs need to be unique. Each having their own story if the player ever decides to ask for it.
This is just a super basic rundown of the kinda stuff I'd like to see from a writer.
Big pluses if you can map/event your stories!
Eventers: I'm decent enough at eventing and will likely end up doing the majority of this. However if someone is willing to sink hours of their life setting up pages of variables for potions and cheeses to make sure they end up in the right inventory slot feel free to let me know.
Mappers: I hate mapping with an unequivocal passion. I'm terrible at it and would love to avoid doing any of it. But I'll likely end up having to ;3;
If you're a mapper and just aimlessly making location after location because you're some sort of sadist then welcome aboard!
Spriters: Probably won't get any of you guys applying. You're more rare than shinies and more often than not work on your own projects. If any spriter is interested you'll mostly just be doing NPC, player, and mob sprites. The UI is pretty much sorted and RPG Maker has icons for days. My left kidney to any spriter willing to help.
I did an awful job of explaining all of this. Just PM me with questions and I'll probably be able to explain it all a lot better then.
Also I have considered making this for MV but for right now I'm more comfy using VX Ace