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| Creating a new type of RP; Suggestions sought and requested | |
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| Tweet Topic Started: October 15, 2013, 3:06 pm (448 Views) | |
| NTNP | October 15, 2013, 3:06 pm Post #1 |
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Admin
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I will be the first to tell you that I am in the mood to narrate an RP again, after a relatively long time away from that role. I have a pretty good idea of what I would like to have happen in regards to our next story together but more than anything any good RP depends not only on the narrator but on the players who will be involved so I created this topic in order to see what you wanted from me as well. However, in order to create a narrative that will be enjoyable and sustainable I will be making a few requirements and specifications that not everyone on the site will enjoy or want to be involved in. I also have a few areas that I would like suggestions in so we can create a narrative that the most number of people would like to be involved in. The first and number one concern is that I will only be available to “narrate” on Friday, Saturday and Sunday evenings, generally from about 7pm till about 10:30pm. This is because of my work schedule, however three and a half hours x three still gives us a good ten and a half hours of RPing available per week. This is less than most RPs, without question, but any mechanical or systematic issues can still be dealt with during the week via PMs and discussion in order to free up that time for the game itself rather than the ‘technical’ issues that usually stem from most games. So basically that means that during the week if you have any issues with the system, we can address it then but during the weekend we focus on the story. The second consideration is that I would like to create a certain type of setting and story that would facilitate this four+ day ‘gap’ between our sessions. I would like to create a high fantasy game that allows for ‘downtime’ between the major events that would spark our characters to go from their ‘normal’ routines to that of the particular storyline. For anyone who has ever seen a normal, longstanding TV show they know this formula of “everything was normal until X happened” with X being the event that created the particular episode of the week. This is the type of storyline that I am interested in creating for us so that each week we can see not only a mechanical ‘growth’ where we gained EXP, items, abilities etc but also seeing our characters growing between sessions based on the character growth that happens in those episodes. The overall focus will be placed more on the characters than usual because of this system. To give an example, say our characters are all traveling on a boat together because they are exploring a recently discovered continent. Each week would be our “adventures” of coming across never before seen islands, running up on pirates and other explorers, finding a hidden temple full of mermaids, meeting the local god of storms and cyclones (who happen to be frogs riding clouds) or finding a stowaway on our ship who happens to be the princess of a native nation would all be the “plot hooks” of the week. While the main “story” of each session would be about resolving the events happening above, that wouldn’t be the only focus. Because of the character growth that happens during the story and the gap that exists afterward we can see what takes place between the point where the last scene ended last week and the first one happened this week in order to feel the impact of this change of character, change in relationship between one or more parties or even a shift in group dynamics as a whole based on the plot that happened thus far. Like say with the example of the stowaway princess, perhaps one of the characters (whom I will call Paris) voted to let her stay on the boat and because he thought the native nation was full of bigots and jerks invited her to become part of the crew. He knew that it might cause the native islanders to consider them an enemy but it was for a “good” cause in the form of a pretty girl in need so he was willing to risk it. While another character named Hector voted she should be turned back in to her people because otherwise they might be branded as kidnappers. While he did sympathize with the girl, he knew that putting the ship in danger and making it harder to even get supplies in the unknown continent wouldn’t be worth the risk. The two got into a serious argument about it but in the end the rest of the players ended up supporting Paris, so she stayed on the boat and became one of the NPCs on the ship. Seeing that both Paris and Hector got into such a big fight over it, we might find out that during the “break” that tensions had gotten worse between the two when the next “hook” of the week appears. This would allow for a little “time” to pass between events so we could flesh out the character growth instead of having it seem sporadic and random like it does during most of our standard RPs where most of the events happen in the course of one week game time. My interest is to have this RP last considerably longer than that, both in narrative and in function. The second thing I want for these adventures is for them to be something that the community is interested in. To do that, I think it would be interesting to have the players themselves have more involvement in where the story should go. Before the start of any major event, I would like to present a synopsis of the possible “plot hooks” available for this week. As a community we will choose between two to three of the plot hooks in order to help tailor the plots and events to what we want to see happen. If there is a time where we have enough players to justify two plots happening at a single time, then that might also be possible however in the beginning I would rather limit it to choosing between one while letting the others be resolved naturally elsewhere. Once again, I will provide an example of this sort of decision in action: In this version, we are taking on the roles of traveling adventures who are tasked with saving the world against an ultimate evil, who in this particular setting has taken the form of a Lich King who commands a horde of goblins. Our characters have just completed a dungeon and gathered a powerful McGruffin that grants them the power to control storms which goes nicely with their earthquake making medallion and the necklace of lava that came before it. They know that the Lich is out there somewhere and that their time is limited… the end is coming soon so they have to make the most of their time. During the last dungeon we came across a tortured soldier from a city nearby who said that the goblin horde had taken it over. This noble warrior who was now covered in scars from his interrogation about the city’s defenses but never broke. After rescuing him, he asked for our help after selflessly choosing to assisting us in fighting through the dungeon and helping us gather the talisman of storms. Later during the boss battle, the zombified silver dragon who had been transformed by the Lich King after attempting to fight him managed to regain just enough sanity before being eternally destroyed to tell us about “a sword, in the woods to the south. She called it “… my treasure- the Lich never found it- but he is still looking for it… that sword is the bane of the undead. One strike and it will be enough to destroy him… but we were betrayed… one of them- is among us…” With that little bit of foreshadowing, we know that there is a great treasure that could sway the battle against the Lich when it finally comes time to fight him mono-a-mono and that there are others who are trying to protect the sword from the Lich. Lastly, we know that we need to keep getting these McGruffins before the Lich and his henchmen do in order to keep the realm safe. So after our session on Sunday night, I would post a topic with these options: 1. Our party will support the tortured soldier who helped us fight through the dungeon by assisting him in retaking his city from the goblin horde before the survivors can be killed and zombified. We travel eastward to the azure city by the bay. In this adventure, we should expect to fight against many hordes of goblins and might even come face to face with the lord of evil, the Lich King himself as we free the innocent from the torment of these foul monsters. 2. With her dying breath, the Silver Dragon told us about a sacred sword hidden in the forest to the south. Resolved that it could sway the final battle, the heroes choose to journey after it. However, along the way they learn that the Silver Dragon wasn’t the only protector of the blade. Can the adventurers turn these defenders into allies against the Lich King’s evil? Or will they just be another challenge to overcome on the journey? And what about this mysterious betrayer in their midst? How long will it be before the Lich uncovers this hidden village and the treasures within are lost forever? 3. The race to claim all the McGruffins is coming to an end. Thus far the adventurers have claimed three of the seven great artifacts that will open the way to the cage of destruction, while the forces of evil have only claimed one. However, this time the Lich is also aware of the dungeon. To the north, in the shifting sands is the Palace of Illusions. Our heroes will have to hurry if they intend to outwit the dangers within, especially if they hope to arrive before the Lich’s second in command gets there first. All three of these could be mandatory storylines in a regular narrative, however with this structuring it allows the players to have more control over what happens. It also gives a hint at what each session is going to be like. In the first option, we know that there will be a lot of combat against hordes, we can expect a lot of EXP to be coming in along with the possibility of gaining political power within the land along with turning the “friendly” NPC soldier from before into a loyal companion who will join our little band if we ask. The second option gives us the chance to turn a potentially neutral party into our allies, probably using more words than violence to get what we want. It will have a lot more dialogue and conversation than the other options and it clearly spells out that we will get treasure. The last option gives us the hint that we will be facing against the Big Bad’s second in command along with facing puzzles, challenges (probably illusions) and going somewhere new while actively advancing a more central plotline. All three of these are valid choices, but one interesting thing about our system will be that we can ONLY choose one and we can see the consequences of the others. If we choose to forgo option 1, the city that the tortured soldier was from is reduced to little more than ashes. In our next encounter with the Lich King, we see that he has added hundreds of weak undead zombies to his army, most of which look like common folk. As we fight through them, we then start seeing undead soldiers in distinctive blue armor and curved blades. After finally reaching our objective, who do we see standing before us but the tortured soldier from before. He has been zombified and is flanked by other great warriors like him. The all raise their swords to us and a voice speaks, almost in unison between them, “We are the Sapphire Guard- none shall outlive our undying loyalty to our master…” then there is a silence as the battle begins. Where before we might have fought against goblins or ghouls now we must go against the very people our “vote” had condemned to undeath. If we choose against option 2, we might later hear about a great fire to the southlands created by a forest going up in smoke after another of the Lich’s minions found the hidden village that protected the Sword of Undead’s Bane. Taking it and the treasures as his own, we learn that this minion had grown more powerful with the victory and actually splintered off from the main group to become his own reoccurring villain in the process. Instead of defeating the betrayer, it allowed him to become strong enough to start razing the land on his own and becoming another threat that the players will have to deal with on their journey to stop the world’s destruction. Not to mention that the potentially allies, the defenders of the blade and their treasure were also lost. However, by choosing either of those options we are slowing down on the race toward the dungeons. By not selecting option 3, the players are essentially “voting” to let evil have the upper hand. When they finally arrive in the Palace of Illusions instead of finding the place wide open and filled with dangers, it is oddly quiet. The entire place seems almost abandoned and there are signs of forced entry at certain spots but no real proof that anything is amiss. As they journey deeper into the castle enclosed in sand, there are more hints that something isn’t right- it is all too easy. But when they reach the treasure room they see a necklace floating in midair. It glows brightly and as they touch it, all the air in the room seems to be drawn out just like with the other McGuffins but then the ground shakes. A voice booms as a glowing face appears in the middle of the room. The Goblin priest, the second in command to the Lich King, laughs that they were too late and that now this place would become their prison. Then sand comes pouring in from every part of the palace, and the party must race to the top in order to survive. Then awaiting outside, the Goblin Priest is standing there with a full force of his strongest warriors at his side wearing the Necklace of Sand like a trophy. Instead of a race against time with the prize being at the end of the tunnel, it has become an ambush and a boss battle. Each choice will have a little more impact on the world because each will take time and make the others impossible to complete. This has an added benefit of making it where our characters really do feel the pressures of their decisions and that will hopefully increase the amount of character growth present in the narrative. Additionally, it will let us explore the various events that are taking place within the world that are “theoretically” within our control while setting clear limits to make it feel more like an adventure that is time and resource sensitive rather than one where there is always just “one” plot that is happening and you have to chase it. Another aspect of the story that I would like to highlight is the idea that not ALL players need to be present EVERY weekend in order to be involved. Because we are using a somewhat formula heavy setup, it would allow for certain characters to not be involved or even present during the events of a particular session. Once again, I’ll give an example- this time with our characters taking the form of the major “movers and shakers” in an adventure city. Matt is playing the captain of the guard. Onime is a rough and tumble mercenary, working on the behest of the local nobles. Winters is a mage, recently appointed (due to the events of two weeks agos session) to court wizard in the palace. Ygg plays a noble knight in training. Lastly Oni and Peras fill the dual roles of the newly formed “thieves guild” in town. This weekend Ygg is going out of town and can’t attend and neither can Matt because he has to work on Saturday night this week and doesn’t want to be half involved. As a group we choose the adventure of “a plague has swept through the poor district. Hundreds have fallen ill and the court magistrate ordered a lockdown for the entire portion of the city. A group of traveling magi from the Imperium have offered their assistance in dealing with the plague, saying that they can treat it and the magister quickly agreed. But rumors have begun to spread that the people falling ill aren’t dying- just disappearing.” With that knowledge that some of our members can’t attend we can quickly create another “event” going on elsewhere that their characters might be involved in while ours deal with the situation involving the mysterious plague, the Imperium mages and the disappearing villagers. We choose that perhaps Ygg’s noble knight and Matt’s guard captain are both called away on an urgent mission from the King. They have no choice but to go and when the weekend comes around they are “out on mission” and can’t be reached. As our characters complete their tasks, the story assumes that Matt and Ygg are doing their own. When next week comes around, we will learn what the “mission” was in the form of those “so what do you want to have happen next” polls I talked about above. We might learn that Matt and Ygg’s characters were captured and are now being tried on the charge of treason by a neighboring kingdom and must be rescued. Perhaps they were sent to save the Princess only to be swept up into a kidnapping plot and have to send a message to our characters asking for help. Or they might have even succeeded in finding and capturing a known enemy and brought him in for trial and execution, only to learn that it was always a part of his plan to get caught. Thus instead of any character being MIA, they can have something interesting happening even while the player cannot be here. Plus it allows us a bit of flexibility and a sense of realism within the narrative that we can’t always be together and always doing the same thing. So the last thing I really want to discuss is the “gameplay” involved in this narrative. I would like to break away from stats as much as we can, perhaps even going to the point of not having any personal statistics and only having abilities and equipment that provide powerups. While I might include EXP and levels to help us keep track of our advancement, I will likely make it where such EXP is awarded based on what happens in the story rather than based on any type of mechanics. I would also like to make it where magic is a very big and very real part of the narrative, which goes beyond the usual ‘elemental spells’ that we use here. Citing DnD’s spell lists as an example, I would like to make it where we can have magic do some truly impressive things that make it more powerful than before, along with a great deal more versatile. As such, I intend to include a “loot” system into our RP where any piece of non-generic equipment contains something that makes it unique and provides a bonus. Perhaps the bracelet that you find at the bottom of the lake once belonged to an adventurer who had trouble swimming but when he was attacked by the river monster within dropped it and drowned. The bracelet gives you the ability to breath underwater when worn. That bandit wearing those strange looking goggles who keeps sniping at us with a longbow is unexpectedly accurate. When we finally bring him down and try it on, we find out that it gives the owner “true sight” which lets them ace any shot once per fight. When we escaping the dungeon of our arch nemesis we find the warden laughing and grinning at the sight of everyone suffering, he delights in telling us that he “enjoys our futile attempts at resistance” and eggs us on to attack him. Finally having enough we hit him only to fight that our attack was reflected and struck us instead. We learn the whip he uses to torment the captives actually has the power to reflect one attack per battle and he just used it to knock our barbarian warrior on his butt. All of these are the types of items I would like to include along with giving out EXP so our characters can gain new abilities and spells without being as reliant on stats and numbers, since we won’t be having much direct competition in this sort of a narrative. So what do you guys think? Would you be interested in an RP like this? What do you think about my limitations, ideas and examples? Would you like to be involved? Do you have any suggestions about what kind of story you would like to see me create to use this system? Do you have any concerns or ideas that might improve our experience? I look forward to your feedback and, hopefully, involvement in this project. Edited by NTNP, October 15, 2013, 3:06 pm.
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| Keith | October 15, 2013, 4:02 pm Post #2 |
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Mage
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maybe
wut |
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MAP OF HYRULE BESTIARY WORLD NOTES
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| NTNP | October 15, 2013, 4:45 pm Post #3 |
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Admin
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@Burnt: Basically anything that we choose to do, will result in the other 'options' resolving how the plot dictates. As high leveled adventurers, we can make a heck of a sway in most events. If we choose to go save the city where the tortured soldier is from, we could probably save the city and make an ally out of them but if we don't do anything then the city is screwed and will be zombified. Alternatively if we choose to go to the forest and get the super sword and save the defenders from their betrayer, we get a new toy and better buddies. If we chose not to do that though, the defenders will be betrayed and they will be destroyed and the new toys will fall into the hands of the enemy. Plus real life kicks in if we choose to derail to handle the side plots, guess what, we get behind in the times regarding the main plot so the bad guys get the drop on us instead of the other way around. I'd honestly think that the idea of opportunity cost wouldn't be that strange to imagine. [/b] Edited by NTNP, October 15, 2013, 4:46 pm.
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| Onime No Ryu | October 15, 2013, 6:41 pm Post #4 |
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I'll be your Undertaker this evening
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I've come to the conclusion after thinking about it a bit that, while having multiple "plot options" in mind for RPs depending on what players do, further defining those plot options into "paths," "good ends," "bad ends," etc only serves to make the storyline even more rigid, and it makes more work for the admin to do. So first of all, I think that while you should keep these "multiple plot options" in mind, I don't think you should spend a lot of time planning out what happens in response to every possible variable because it'll only end up being a lot of work that just limits us. Also, I don't think this would work really well for a long term RP because, frankly NTNP, you tend to leave us in the lurch a lot. I mean, I understand that real life comes up and all and you can't help that, but it's just kind of dissatisfying to have RPs die. I think maybe instead of trying to do a long RP one weekend at a time, maybe try to condense an entire RP into maybe two or three weekend sessions. Think of it like playing a DnD game, which is an idea I've suggested before--doing shorter, more condensed RPs so that we actually FINISH them and get to see some payoff for our efforts so that people stop feeling like RPing isn't worth it any more because nothing ever finishes. Long story short, I think I'd pass on this idea as it is now but might be up for something much shorter and simpler. |
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| Perascamin | October 15, 2013, 10:26 pm Post #5 |
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A Legendary Ocean
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I think it sounds awesome. Those options available for the next weekend's sessions sound like a good idea, it gives a sort of familiar feeling as far as options go; like you're actually playing an RPG or something because those three options are the kinds of things that are expected. I'd play. |
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In War; Victory. In Peace; Vigilance. In Death; Sacrifice. Dawn Eros (hot mama): Spoiler: click to toggle | |
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| NTNP | October 16, 2013, 2:27 am Post #6 |
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Admin
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@Onime: First I would like to say thank you for the feedback. I understand that having multiple options does create a little more work, given that I tend to run rather rigid games that are based on outlines of events the actual planning remains the same to me. Also I understand that my last few RPs haven't been able to maintain themselves due to my schedule so I understand the hesitation in not wanting to get involved and brunt again. I do agree that smaller, episodic styled narratives are easier and more likely to be completed hence the focus on an adventure per session (which does make it almost identical to a DnD game which this is modeled after). I hope that after seeing how things go that you might chose to reconsider but until then I hope to continue hearing feedback from you. @Peras: I do agree that it does have an RPG feel to it, however there may not always be three options. Some weeks there might be more, some weeks there might be less depending on the situation, setting and the point in the story we are currently in. @All: I would now like to pose a different question for a moment. In the chatbox yesterday I asked Winters what he wanted out of the narrative, in particular what sort of challenges and situations he was interested in. He requested a more diplomatic focused storyline where not all solutions boils down to "and then we beat up the bad guy" as the solution. I personally think we could easily create sessions where the focus would be more about uncovering the truth, forging alliances, overcoming obstacles through conversation and common sense rather than violence being the only solution. The following is an example of what I think that Winters might want: During the party's travels, they come across a village where the people are being heavily taxed to pay for extra guards in town because bandits had been raiding the town. While the common man is barely able to eek out a living, the nobles enjoy a life of luxury thanks to all the coin going into their pocket. We learn that the local lord (think 60 years old, overweight and could be beaten up by a 13 year old with a bat) is responsible for the overtaxation. After investigating by talking with the various movers and shakers in the town, we learn that the bandits appear in the night wearing "black cloaks and wielding foreign looking weapons." While investigating the guard captain, we find some of these strange looking weapons in his possession and learn that he once trained overseas with them in his youth. We learn that the guard captain often goes missing during certain nights- we have a suspect. But after following him, we learn that at night he is really sneaking off to be with the lord's darling daughter. Additionally we learn that a local merchant (and brother to our lord) also has connections overseas where individuals who use these sorts of weapons are from. If we break into his house, we will find a missive requesting more "arms" being sent over and how effective the last ones had been. If we keep investigating, we will eventually learn that the local lord uses his brother's connection to the foreign warriors to bring them here and instigates the trouble, justifying his ability to overtax the population and get rich(er) in the process. While our characters COULD go guns abalzing into the lord's estate, butcher the guards and kill the lord the chances of our characters actually being seen as the 'good guys' that way is minimal, since the lord is just one of many within this nation and killing him would likely get us put into the position of being outlaws. Instead going to the authorities (perhaps the next rung up the nobility) or revealing the truth to the villagers, the guards (whom are trained from the villagers), the guard captain etc would instead allow for them to turn on their leaders and result in a positive resolution to the plot. While both options are available, it allows for more solutions than just "going up and killing the bad guy" for a resolution for once. So with that being said, what would the rest of you like to see? Since most of our sessions are going to be mildly interconnected there will be more options for a variety of situations and requirements within this narrative compared to the others that we have hosted. So the door is open, what do you want to have happen in the story? |
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| Onime No Ryu | October 16, 2013, 6:16 am Post #7 |
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I'll be your Undertaker this evening
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Having more options than "let's fight!" sounds good on paper, but actually executing it would be difficult without railroading the players into the results you want. For example:
What spurs us to investigate the guard captain in the first place? Why choose him over all the other suspects involved? Where would we find the strange looking weapons, and why would we be looking for the weapons instead of the people using them? Where and how would we learn that the captain once trained overseas, and why would we ask that one specific question? Where and how would we learn that the captain often goes missing, and why would we choose to follow him? It seems to me that that whole situation would be more easily solved if the players waited in ambush for the bandits to appear, beat the snot out of them, and forced them to tell us everything. While that's not the diplomatic solution, that's the easiest and most simple one, and wouldn't require getting the players to be super specific with their questions and thought patterns in order to discover things. That would probably be the path that most of the players would choose, not because it's necessarily better, but because people are, well...we don't like to overthink things. As for what I'd like to see in RPs, I'd like to see more fights that aren't EVERYBODY GANGRUSH THIS BITCH. I hate, hate, hate group battles because A, people don't actually coordinate anything and it's a big chaotic mish-mash, B, people can sometimes be stupid and get in each other's way, especially when you have both ranged and melee in the same party, and C, everyone is too busy trying to be cooler than everyone else in the same instance. Why not have more one on one fights where everybody gets their own personal opponent, so that fights mean more on an individual level, and actually further the character's growth? For example, I'll repeat something I said a long time ago in regards to how I would've preferred to do things in CoH:
In this scenario, everyone gets an epic one on one match with a general, and they can show off and be cool and whatever WITHOUT being detrimental to other characters' strategies and development and whatnot. It makes the fights less confusing, and I think it would give players a better sense of accomplishment when they defeat these enemies all by themselves. |
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| NTNP | October 16, 2013, 4:36 pm Post #8 |
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Admin
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I understand entirely that things wont always work out the way that I have planned. If I intended to have it happen just like I want it to, then I would be writing short novels and the like rather than an RP. If the party planned to forgo looking into the guard captain and went to set up an ambush I would allow it. I would have them find foreign warriors with a note from the town merchant on it about bringing in the supplies they get as the next shipment. Also if the players don't ask the questions or don't seem interested in a particular solution that is fine- there are plenty of ways for us to figure out what is going on after all. We could easily learn about the guard captain's trysts by stealing the duke's daughter's diary, following either of them, or asking around the estate about strange comings and goings. We could learn about the guard captain's training a few ways too; hearing about it by asking him (obviously), the fact that he uses a katana and stylized ninja claws and the fact that his soldiers often attempt to training using both methods which they complain about often. Moving on to what you want, we could easily have a bigger focus on one-on-one fights, especially if the party is relatively small and each 'session' only focuses on a handful of people and events at a time. Having plot-centric characters developing friendships, rivalries and even deep seated hatreds of our characters during the story leading up to specific fights could be really interesting. Plus I do have to agree having it where each "fight" becomes 4+ on 1 or 4+ on 8 mooks becomes kinda boring after a while, so specific fights between individuals that are about equal could be interesting enough to justify putting somethings together. So we heard what Winters and Onime would like to see outside of the norm, what about the rest of you? |
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| oniskieth | October 16, 2013, 4:41 pm Post #9 |
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The Silver Light
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Inside the norm is good. Better then outside the norm. |
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Katherine's Approval
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| Onime No Ryu | October 16, 2013, 4:50 pm Post #10 |
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I'll be your Undertaker this evening
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I tried to get Jak to respond to this topic because reading feedback helps everybody out but he says there's apparently still bad blood between you and him NTNP or something like that. He says most of all, he'd like to see an RP finish, and he'd like to see people actually writing with each other, not writing selfishly. He also says he wants to see real progression and real characters, and his suggestion for doing all that is to better motivate the writers. I share his opinion that a big part of the community's problem is sheer laziness, and think that in addition to better motivation, we also have to make people actually acknowledge that the only way an RP is going to finish and be fun is if they actually put a little effort into it. |
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| NTNP | October 16, 2013, 4:55 pm Post #11 |
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Admin
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I agree with motivation being important. I also hope to include things like awards, bonuses, loot etc in order to improve the chances of us staying interested and completing it between the sessions. Hopefully knowing that each week things will be a little different and we have more choices (along with no mechanical sides of the conversation being present in the weekend) will also help keep us going strong. Plus given the fact that most of the story will be episodic in nature we will at least complete some of the storylines. |
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| Pontiac1532 | October 18, 2013, 1:13 pm Post #12 |
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I like this idea and would like to see it implemented. |
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5:54 PM Jul 10