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Posted: Tue Aug 14, 2007 6:28 am
This is probably the most important thread in the guild now. In this thread, we can come together and discuss several matters freely, just like in the original thread that brought us all together. In the next few posts, I will be reposting some important information from the original thread, which can be found here.[ Please not that some posts will be edited for length and content. ] Afterwards, we can pick up from where we left off.
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Posted: Tue Aug 14, 2007 7:52 am
JasperReed All that said, I'll give y'all a quick rundown of things I've thought up for a potential group RP. As well as the things I think would cause it to fall apart. If you have anything to say about either subjects feel free to post or PM or both.
Ideas:
Alright, so I've had some ideas lately. A lot of ideas involving magic. A tad cliche yes, but hear me out. I'd like to see a SYSTEM for magic that applies laws and rules to it so that any magic-wielding character isn't supremely overpowered. Any input on this would be greatly appreciated.
That's really the only idea I can think of right now. I'll remember more later. Maybe I should write 'em down somewhere, eh?
Mistakes (in my opinion):
Okay. So, no matter how much people like them, Angels and Demons have GOT to GO. I myself refuse to make an RP involving angels and demons. Not because I think it's ridiculous, but simply because a deific entity as a character can be vastly abused. Simply put, angels, demons, fallen angels. . . they're all far too powerful. They are not mortal, they don't die really. They just go back to where they came from. If they got out before they could again. So it kind of makes them overpowered. Plus, a lot of people I see play them abuse them, so I'd rather just not attract those types.
Another thing, concerning species that is. If you, as a threadmaster, are going to allow more than one species of sentients (i.e. humans, dwarves, elves, etc.) then you should have a limit as to WHICH species you can choose. Preferably species mentioned in the storyline. I've seen RPs with a lot of potential get ruined because everyone wants to be their own species and it completely screws with the main story's continuity. That, and it's plain confusing.
Also, age. If you're gonna host an RP make sure that everyone's clear on how old certain species can be. For instance, the normal human lifespan. A normal human lifespan is probably about eighty to ninety years now. In the middle ages it was probably fifty, at most. A human body, currently, can only survive up to the age of one-hundred twenty years. Keep stuff like that in mind.
Two more things on age. One, if your character is human and is fifteen it's probably not likely he'd be exceptionally skilled at anything unless he was trained from birth. Considering how that's an uncommon practice in the modern eras it's safe to assume that a kid would be a kid in modern RPs.Two, If your character is not human, and the same species as another character, try to match their age if your character is just as skilled. It doesn't make sense that a twelve year old elf could be just as skilled as one that's been around for five or six centuries. Highly improbable.
Well folks, that's my two bits worth on how I think one could make a good roleplay as well as an idea I've had. Any feedback, good or bad, would be appreciated. As long as you don't flame me we're good. JasperReed Okay. So. Creating an engaging and realistic character. It's tough. But, it's worth every bit of effort. Characters make up the meat of a roleplay. Without interesting characters an RP is doomed to fail. That said, here are my opinions:
1) Personality. Personality is very important. It defines what kinds of decisions your character will make as well as how they interact with others. Commonly a characters personality is a reflection of their history. If a character was abused as a child they may be withdrawn and introverted. Or they may even be insane. Keep in mind that a character's history has a great deal to do with what their personality is. If you need help creating an interesting personality take a gander at this little thing I found on an old RP site I was once a member of:Anonymous When characterizing your character, begin by selecting one of each set of the following personality traits, and describe how they are that, and to what degree are they that?
Personality Traits
1. Optimistic or Pessimistic This indicates the outlook your character has on the world around them
2. Idealistic or Rational Idealistic characters are those who follow their hearts, whilst Rational characters tend to follow the facts
3. Imaginitive or Logical Imaginitive characters are artistic, asthetic thinkers, while Logical characters tend to see things from a cause/effect, this/that, true/false mindset.
4. Playful or Serious Playful characters are laid back and enjoy enjoying yhemselves, while Serious characters perfer to stay directly focused on their goals.
5. Extrovert or Introvert Extroverted people perfer to be with other people, and are sometimes uncomfortable with being by themselves, while Introverts are uncomfortable with other people, or simply perfer working and travelling on their own.
6. Couragous or Cowardly Couragous characters usually can stand in the face of at least a mild amount of danger and death and not flinch. They tend to be confident as well, and are commonly considered heroic. Cowardly characters tend to be self-concerned, and usually are out to take care of themselves, by any means required.
7. Confident or Insecure Confident characters are self-assured,a dn know themselves well, their strengths and their weaknesses, Characters can be overly confident, and still be considered confident, but that is an unhealthy extreme. Insecure characters suffer some negative self-image, either feeling too weak, or too ugly, ect.
8. Clever or Naive Clever characters are capable of seeing through plans and deceptions, and pretty good at making their own as well. A Naive character is one who is easilly tricked or decieved. While not relating to intelligence, this determines both how well others can pull one over on the character, and how well the character can pull one over on others.
9. Caring or Cold A caring character is one who's emotions give them a strong guiding, as opposed to an emotionally cold character. Characters who are Cold can still feel emotion, it simply isn't a powerfully impacting force to them.
10. Organized or Messy An organized character perfers to be in neat and organized enviroments, and usually perfers planning to simply haphazardly doing things. Messy characters are often slobbish, and tend to perfer things when they are scattered and in a state of disarray. Now, since you may have chosen your characters personality by now, keep the following in mind. Every character has a flaw. Even in their personalities. If one person is apathetic about killing he may have some kind of phobia. Maybe even fearing to die. Your characters should be realistic. To have a realistic character one has to be aware that certain events will affect a character differently. All dependent on personality, history, and the current situation. If your character is normally bubbly and happy that's fine. But if they're bubbly and happy when their best friend is killed right before their eyes, that's unrealistic. That's an extreme example but I believe it got the message across. Every character has emotion, don't be afraid to stray away from their common personality. Just make sure your character's personality strays at an appropriate moment. If they suddenly become severely depressed to the point of suicide over some ice cream, that's just ludicrous. JasperReed That brings me to my next point.
2) More things on personality. Personality, like I said previously, determines what kind of decisions your character makes. So, keep in mind what your CHARACTER not YOU would do in certain situations. All too often I've seen characters make completely out of place decisions, in regards to their overall disposition. Also, changes in personality. Events, like history, affect personality. Over time events in the roleplay will shape your character's personality. By the end of the roleplay you may find your character is completely different than before. That's a good thing. Keep in mind that this change of mindset is GRADUAL though. It would be odd, unless your character's psychotic, for someone to be a cheerful, laid back person and suddenly, permanently change into a tight a**. Without warning or an event to influence the change.
3) History, your history doesn't need to be long. Just make sure your history covers the basics of your characters childhood, key events that shaped who they are, and maybe some details about friends and family. Not much else to say on this, just make it an interesting read if you can.
4) Skills. Abilities. Powers. We all have had these in a roleplay at least once. Unless the skill/ability in question is a racial trait, or a gift from birth most will have to have been trained for it. If they are trained in more than one thing then there is almost no possible way they could be better in any one field than someone who SPECIALIZES in said field. Also, a specialist excels in his/her field but fails in many others. They don't fail at EVERYTHING else. They just have an average aptitude for most other things, as well as a major weakness or two.
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Posted: Tue Aug 14, 2007 8:15 am
Creepy Chan I agree with all the points you've made especially the age ones. If I had a dollar for every unrealistic godly teenage warrior princess I would be rich I say, rich! Anyways, I am interested and I want to aid you, not only because I am of that nature, but I've been searching for a good RPG for about a week now and I can't find anything. Creepy Chan I've owned many RPG's with both simple and very intricate plots, and I run into the same problems.
- "Too much reading." Basically, too much plot and information for some. - Too little direction.
I've had some really amazing RPG's though which I've had to shut down for various reasons. Anyways, I think the main thing when trying to draw attention is appearance foremost. If someone comes in and just sees a big block of text, it can scare them off. While I know it's hard to chop down text of figure out where to put it, it doesn't necessarily need to be done. Gunnery Sgt. Dimitri Here it goes.I. Setting: Fantasy. II.Ultimate Goals: Key parts of the Role play. 1.Royal hero kicked from kingdom. 2.While Countries ally, the heroes receive messages from elements speaking to them. 3.Heroes go and free prophet, who informs them of their destiny. 4.Some Mercenaries have a change of heart, creating a civil war on the empire, aiding the Heroes and their kingdoms' alliance. 5.Emperor neutralized/vanquished/defeated[whatever word you prefer]III.Bridge Goals Goals taken in between Ultimate Goals. A.[Heroes] 1.Royal Hero leaves to other kingdom. 2.Other heroes [after elements speak to them] depart to the kingdom the royal hero relocated to. 3.After freeing the prophet, some heroes have disbelief, and try to go back, and let the Allied kingdoms handle this. 4.After being persuaded to continue, the heroes are captured, having their elemental essences extracted from them. 5.After being rescued, some heroes go on a Spec. Ops. to retrieve their elemental essences. While the others, with their new found rebel allies, and the Allied Kingdoms prepare for a final push to the heart of the empire. 6.After the elemental essences are returned, the final assault takes place. B.[Imperial] 1.Empirial Elementalists lose control over some of their elemental power. The elements then go and speak to the Heroes. 2.Several Imperial Elementalists go to attempt to retrieve their lost elements. 3.After the prophet is freed, the Imperials use the conflict between the heroes as an opportunity to capture them and take their elemental essences. 4. After successfully taking the essences, the Imperials leave to speak to the emperor to inform him of their success. 5.Several mercenaries go missing, as well as a good number of troops. Heroes are rescued. 6.When the empire realizes of what has happened, every possible soldier and elementalist under the empire's control is sent to protect the emperor in the final battle. C.[Mercenaries] 1. Same as Imperial goals 1-3. 2. After persuading several imperial troops, the mercenaries form a kind of rebel organization, and help break the heroes from their prison. 3. Prepare for the final siege. Now aided by the Allied Kingdoms. 4. With the elements restored to the heroes, they, along with the rebels, and the Allied kingdoms, storm the stronghold. IV.Powers/abilities 1. I suggest we have 1 element per character. 2. I suggest 2 summons per elementalist. One for air, one for ground[Example: Fire would have Flaming lion[like that girl suggested] and Phoenix.] Each of which is learned over time. I was thinking the 1st one learned when prophet is rescued, second when the elements return to heroes. 3. I suggest heroes must request aid from their elements when attempting to summon/cast. 5. I suggest the Imperials torment and twist their elements to do their bidding. Mercenaries do the same, even after changing allegiance. V: Parts I need help with. 1.What should the name of the Allied kingdoms be? I'm aiming for 5 kingdoms, Elven kingdom, Human kingdom, dwarven kingdom, kingdom with all races, and another kingdom with whatever race you guys want[that I have forgotten about]. Having all of them beaten around by the empire, having very little resources, and limited troops. 2.Should the rebel organization have a name?
NOW WE EDIT!BTW: That song, was kick a** dude! It like...as cheesy as this may sound, inspired me. Gunnery Sgt. Dimitri Sounds great. The Cult idea is nice, but lets keep official religions out of this, people might get offended. We shouldn't give any 1 person any kind of superiority unless they are the big bad guy. Here is what I have in mind:
Its just your ideas and mine just mushed here:
Alright. So initially the prophet can be considered a bad guy. The prophet would have been locked up or something for speaking out and trying to warn people of their possible-demise. The heroes could be representatives of the strongest soldiers, wizards, and sorceress from various countries, though apprentices and a younger audience would also take part[not like 12-15, I'm talking like 17+]. These countries have forged an unstable alliance to fend off an extremely large empire attempting to destroy them. The large empire is acting the way it did due to threats from a bigger enemy. He could be a really powerful wizard or alchemist or something. He'd be MUCH stronger than any one character until the very end. There could be various minor villians to do this man's bidding. Nothing makes a better war than a crusade. The prophet would have spoken to the heroes through elements or dreams to meet up somewhere near the outskirts of the large empire, where they free him and he tells them what to do.
Some heroes want to turn back, but are eventually convinced to stay. One certain hero was royalty, but was shunned by his family for some particular reason[we'll think of it later], and he took part in this because he thought that if he could overthrow the empire, he would be accepted again and he would rule again. Throughout the heroes' adventure, several rebel organizations within the empire give them aid, such as troops to aid in the final battle. Let's say to kill the empire's ruler, they had to get through loads of henchmen and enemy soldiers. The rebel soldiers would keep the other soldiers busy while the heroes get rid of the more important targets, eventually killing the ruler. Then a type of demon or something reveals himself and all the heroes have to kill that too.
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Posted: Tue Aug 14, 2007 8:33 am
Gunnery Sgt. Dimitri I propose we have:
Water Electricity Earth Wind/Air Fire
To keep it short and nice. I also agree with Kuroi on limiting player powers over their element, and having to summon to expand their power for a limited time.
EDIT: I agree on the class idea. Though I suggest it is no more than flavor text. If we enforce it and make a paper-rock-scissors system, then our audience will be more limited. This could also be good, since it increases the chances smarter roleplayers will join, and decreases the chances Ninjas-with-their-families-destroyed-by-uber-demons-which-contributes-in-no-way-to-the-plot-whatsoever people will join. Quote: So, here is my proposal on classes.
I say that we should have themed area's. And just for the sake of ease, I'm going to do this in a very simple manner using some hypothetical information.
I suggest that we give area's different themes. Say for instance, you have a place that resemble feudal England and one that represents feudal Japan. I figure, both area's would have different classes and similar class amongst them. For example;
Both area's would have characters that fall unto the archer class. Their weapons would be different in design - Japanese Bows are much larger than Western style bows - they would essentially had similar stats.
However, the primary fighting units in each were very different. In one area, you have knights, who wear heavy armor for defense that lowers their speed and evasion, and in some cases, their resistance. In the other area, you have more lightly armored fighters who would boat well rounded stats.
Knights would have higher defense and attack, while Samurai would have higher speed and attack.
There would also be differences with other classes, however, this is all speculation with hypothetical information. I want to hear what you guys think.
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