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so i herd u liek planning arr-pees {RP PUBLIC PLANNING THREAD}


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I'm thinking of an RP where you RP people who are playing an RPG. i.e., your character is the one going down and playing the game. Think Darths and Droids, except with an original plot for the RPG and a very creative gamemaster. School life and real-world drama meets fantasy RPG strategy and in-game drama! ...or something.

 

Anyone intrigued? If so, any ideas for a campaign type? I.e. high fantasy, low fantasy, scifi, old west, slice-of-life, epic world-changing plot...

 

YES. VERY INTRIGUED.

 

I would go for a fantasy or scifi campaign, but not a slice-of-life one.

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Plot outline for new RP (copied and pasted from Nightmare of the Virtual World):

 

 

 

In the original universe, Paradox fought Yugi, Jaden, and Yusei in a great duel. Upon his defeat, they assumed that he would never show his head again. They were wrong. Hundreds of years passed while Paradox recovered from his loss, unable to age due to how he messed with the timestream. Upon recovering, he looked around. Even though Yusei had defeated Z-One, the bad future they tried oh-so hard to prevent did indeed occur. Upon realizing this, something changed inside of Paradox. Something that changed his outlook on the world. Why couldn't he succeed? Why was the world doomed to fail? After all this, he came to one conclusion: It was because he could not succeed in defeating the three legendary duelists.

 

Hundreds upon thousands of years passed, as Paradox researched the time stream, and the multiverse. Eventually, he came across several incredible pieces of technology: True Solid Vision, which allowed him to transfer Duel Monsters cards into reality, and the ability to travel across multiverses whenever he felt like it. One thing led to another, and he eventually created a megaverse of sorts where he could rule as king, and transported millions upon millions of people. He eventually built up a massive empire, a thousand times larger than the most powerful empire ever and a thousand times more powerful, and ruled over it. However, upon noticing that the technologies of several universes were beginning to match his, he realized something.

 

He realized that he didn't want competition.

 

So he interjected tiny events into those realities that would lead to their destruction quicker than before. He brought the people over and masqueraded as their savior, further building his empire and making it more powerful than ever before. However, an alternate universe Seto Kaiba decided he didn't like being ruled over, and furthered his own technological research in private. One thing led to another, and the technologies that he had invented surpassed even those of Paradox's. So he broke off in a miniature rebellion, forming the second world power: Kaiba Corporation. Due to their advanced technological prowess, Paradox couldn't engage them in war without risking the destruction of his universe. So he let it pass, the two balancing each other out in a system of checks and balances.

 

This continued for a long while, several generations passing and dying, both Kaiba and Paradox unable to die. Upon every other multiverse being destroyed, the last one being the universe of the "Virtual World" that Zarkus and Sigma resided in, Paradox's plans were completed, and the multiverse was safe. One of Paradox's closest allies, the masked man known only as "Paragon", eventually found out that Paradox was responsible for the destruction of his homeworld, the Virtual World. This angered him, and he staged a coup, greatly injuring Paradox's leading forces and breaking off into the third world power: The rebellion, who's only goal was to destroy Paradox's empire. However, because Paradox was a rather benevolent leader, his empire did not believe most of the rebellion forces.

 

So, as a result, the three world powers came about, each led by an incredibly powerful person, each one carrying many mighty duelists and technologies. The rebellion couldn't do much more than bide their time, attacking with small guerrilla forces in an attempt to wear down Paradox's army. While somewhat successful, the army was too huge and powerful to be defeated by such tactics. However, these attacks continued for many, many years.

 

And thus Paradox's sanity began to wane.

 

This story is a chronicle of the beginning of the end for Paradox's empire.

 

[spoiler=Major character profiles:]

 

Paradox

Age: Hundreds upon thousands of years old.

Deck: Sin Monsters.

 

Paragon

Age: Unknown

Deck: Nameless Monsters.

Appearance: His face is unknown, but he always wears a gray mask with no facial features and a long cloak, obscuring his entire body including his hair.

 

Seto Kaiba

Age: Thousands of years old (Looks to be 18 due to his lack of aging)

Deck: Blue Eyes

 

Azira Syuren

Age: Unknown (Looks to be 16 due to her lack of aging)

Deck: Fallen Angels

Appearance: Long, purple hair. You can definitely see the resemblance to her and Zarkus in her face. Her clothing varies from time to time, but she usually wears a long cloak similar to that of Paragon, with her face obscured by a mask similar to that of Aki's Black Rose Witch mask.

Bio: Zarkus' daughter. Not much else is known. Will expand upon in the RP.

 

 

 

Anyone interested?

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I'd be disappointed if it were played otherwise, Fenrir, mon ami.

 

I think I have a fantasy RP scheme in mind; basically a Fire Emblem ripoff except in a D&D playstyle. The random stat gains can cause much drama, methinks. Plus it's the only RP system I know how to use it's fairly quick to maintain, and a system of queuing up actions at the start of the turn and then executing can make the whole thing run pretty smoothly. Scifi is possible, but the idea of range, difficulty of arranging maps, and the tendency towards arms race would make things a tad tougher to manage.

 

Imma get to work on the applications. C:<

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I'd be disappointed if it were played otherwise, Fenrir, mon ami.

 

I think I have a fantasy RP scheme in mind; basically a Fire Emblem ripoff except in a D&D playstyle. The random stat gains can cause much drama, methinks. Plus it's the only RP system I know how to use it's fairly quick to maintain, and a system of queuing up actions at the start of the turn and then executing can make the whole thing run pretty smoothly. Scifi is possible, but the idea of range, difficulty of arranging maps, and the tendency towards arms race would make things a tad tougher to manage.

 

Imma get to work on the applications. C:<

 

You had me at Fire Emblem ripoff <3

 

If you take the sci-fi route, feel free to PM. I can whip up some sci-fi variants of FE classes/races/etc.

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Proposed how to play section. Lists classes, races, and stats for the RPG. Does it make sense? Any propositions? Should I list MOV, seeing as there's no real board? (And no, I didn't even bother changing the names of the classes. >_>)

[spoiler=How To Play: Roleplayers and Regents RP]

It's an ordinary RP, set in the real world. You can go to school, hit the town, or visit the houses of the other RPers. When Saturday rolls around, the Overlords section will begin. Go crazy.

 

 

[spoiler=How To Play: The Overlords RPG]

The RPG, on the other hand, has an actual system, so it's about twenty times as long to explain as the RP section. Hope you're willing to read a giant textblock.

You play as a role-player playing an RPG set in Angevirth with Lacer as the Gamemaster. That said, the RPG plays more like an RP under Lacer's control, with less die rolling and more player choice and intuition. Here's how it works:

>Choose one of the following classes.

>You get to add to the base stats. You can't add more than four in any one stat, or more than eleven altogether.

>Those are your stats. Yay!

>From then on, you will follow the following RP procedures.

 

>If you are not in battle, you can:

>>CONVERSE with one of your fellow party members. Talking is not a free action, but you aren't exactly on limited time here. This works like typical RPing.

>>INVESTIGATE something in the area. You'll have to wait for me to tell you what you find, but I'll check in fairly often.

>>All in all, it's like a usual RP, except that you have to ask what's behind the next door or in the next chest.

 

>If you are in battle:

>>First will be the PLAYER PHASE, which begins with the PLAYER DETERMINATION. State your battle action. You can move, attack, trade items with a fellow player, or use an item. Then, if you're on a CAVALRY-type unit, you can move until your steed gets tired. If you're familiar with Fire Emblem, you'll know the whole rigmarole, though we're not on a set grid.

>>If you choose to ATTACK, I'll give you a line-up of how much damage you'll do, whether you'll attack twice, how likely you are to hit, and the odds of your landing a CRITICAL HIT, which will do three times as much damage as a normal attack.

>>After the whole party has gone, PLAYER EXECUTION will begin. I will use Random.org to determine the results of your actions. I will use d100 for the most part, if you were wondering so you could show your characters rolling the dice.

>>You can then react to your rolls.

>>After that, the ENEMY PHASE will begin. The ENEMY DETERMINATION and ENEMY EXECUTION are all rolled into one. Just trust me; I'll only fudge the dice to keep players alive.

>>After that, NPCs will go. If they exist. The OTHER PHASE is like the enemy phase in that DETERMINATION and EXECUTION are as one.

>>Rinse and repeat until the objective is completed!

[spoiler=Classes]

[spoiler=The Stats]

During a level up, you have a certain percentage chance of gaining each stat on leveling. On the roll of a d100, if the roll is lower than the "growth rate," you'll gain one point in that stat. A player's growth rates always total 330%.

HP# - Hit Point #

If you run out of HP, you're out of commission until the next battle. (You usually die, but that doesn't work so well in an RPG.) HP# is the maximum amount of HP you can have. The maximum HP# is always 60.

STR - Strength

This determines how strong physical attacks are. For non-mages, attack power is determined by adding the weapon's power to STR. Though mages use MGC instead, STR is still significant for them.

MGC - Magic

This determines how strong magical attacks are. This actually is significant for non-mages, but mages use it far more than non-mages. Mages use MGC instead of STR for their attacks.

SKL - Skill

This determines a) how likely your attacks are to hit, and B) how often you land a critical hit.

SPD - Speed

Speed is very important, as if your speed is four higher than the opponent, you can attack twice in one round of battle. If your weapon is heavier than your CON, you lose SPD equal to the difference. SPD also helps control evasion rates.

LCK - Luck

The most secretive stat. No classes have base LCK since LCK doesn't vary based on class. It has a role in almost every aspect of battle (though it doesn't actually help with your luck in rolling the dice, unfortunately for you). Each player starts with 4 and has a 50% growth rate. The maximum LCK is always 30.

DEF - Defence

Defence mitigates physical damage. For every point of DEF you have, you lose one less HP against a physical attacker.

MDf - Magic Defence

MDf is to MGC as DEF is to STR. Note the lowercase "f."

CON - Constitution

Constitution cannot be gained in a level up, but it's a very important stat. Weapons all have weights, and if a weapon's weight is higher than your unit's CON, you lose SPD equal to the difference.

 

And now you know. The races are here ranked from best to worst in terms of each stat:

HP# - Beastman, Human, Mage

STR - Beastman, Human, Mage

MGC - Mage, Human, Beastman

SKL - Human, Mage, Beastman

SPD - Human, Mage, Beastman

DEF - Beastman, Human, Mage

MDf - Mage, Beastman, Human

CON - Beastman, Human, Mage

 

If you realize why LCK wasn't listed, good. You're paying attention.

 

 

[spoiler=Human Classes]

Humans have a lot of classes at their disposal, but often have poor STR and DEF. Males and females are the same.

[spoiler=Dragon Rider]

Lance-wielders who fight from the backs of fearsome dragons.

HP# 19

STR 06

MGC 01

SKL 05

SPD 05

DEF 07

MDf 00

CON 08

MOV 7

Pros: High stats all around; high movement range; can use all weapons; CAVALRY; FLIGHT

Cons: Poor maximum stats; weak to bows; awful MDf

 

 

[spoiler=Pegasus Knight]

Female only. Lance-wielders who fight from the back of a winged horse.

Base Stats:

HP# 14

STR 04

MGC 03

SKL 06

SPD 08

DEF 02

MDf 05

CON 05

MOV 7

Pros: High speed and movement range; high MDf; can use swords on promotion; CAVALRY; FLIGHT

Cons: Poor STR, HP#, DEF; weak to bows; low CON w/fairly heavy weapons

 

 

[spoiler=Social Knight]

Swift horsemen who wield a variety of weapons.

Base Stats:

HP# 20

STR 04

MGC 02

SKL 03

SPD 05

DEF 06

MDf 00

CON 08

MOV 7

Pros: Good defenses; far movement range; balanced stats; can use swords on promotion; CAVALRY

Cons: Poor stat maxima; hindered heavily by terrain; weak to magic/specialty weapons

 

 

[spoiler=Myrmidon]

Dedicated masters of arcane sword arts.

Base Stats:

HP# 16

STR 03

MGC 03

SKL 08

SPD 09

DEF 01

MDf 01

CON 05

MOV 5

Pros: Extreme SPD; frequent critical hits; +15% crit rate upon promotion

Cons: Poor STR and HP#; awful defenses

 

 

[spoiler=Soldier]

Balanced lance-wielding skirmishers.

Base Stats:

HP# 20

STR 04

MGC 01

SKL 06

SPD 04

DEF 03

MDf 01

CON 05

MOV 5

Pros: High HP# and SKL; few horrible stats

Cons: Mediocre defenses; weak to magic; poor CON

 

 

[spoiler=Archer]

Wielders of bows who attack from afar.

Base Stats:

HP# 18

STR 03

MGC 02

SKL 03

SPD 04

DEF 02

MDf 02

CON 05

MOV 5

Pros: Good weapons

Cons: Low base stats

 

 

 

 

[spoiler=Mage Classes]

Mage classes attack with MGC instead of STR, targeting MDf instead of DEF. They're magically powerful but physically frail, and have low base stats but gain stats quickly. Females are stronger than males, who are more skillful. They all use staves, special weapons used to heal allies and debilitate enemies, on promotion.

[spoiler=Mage]

Magic wielders who use the forces of nature in battle.

Base Stats:

HP# 15

STR 01

MGC 04

SKL 02

SPD 03

DEF 01

MDf 04

CON 04

MOV 5

Pros: High power; good SPD; weak to dark magic

Cons: Terrible defenses; unreliable SKL; weak to dark magic

 

 

[spoiler=Shaman]

These mages use ancient magic to call on dark forces.

Base Stats:

HP# 18

STR 01

MGC 04

SKL 04

SPD 01

DEF 02

MDf 05

CON 06

MOV 5

Pros: High power; good defenses; good SKL

Cons: Poor SPD and CON; weak to light magic

 

 

[spoiler=Cleric]

Males are called priests. They use staves to heal their allies.

Base Stats:

HP# 13

STR 01

MGC 01

SKL 02

SPD 05

DEF 01

MDf 06

CON 04

MOV 5

Pros: High MDf; high MGC growth rate; uses light magic on promotion

Cons: Terrible CON; poor starting MGC; terrible durability

 

 

[spoiler=Troubadour]

Females only. They heal allies on horseback with staves.

Base Stats:

HP# 15

STR 01

MGC 02

SKL 02

SPD 04

DEF 02

MDf 06

CON 05

MOV 7

Pros: High MDf; balanced stats; uses light and anima magic on promotion; CAVALRY

Cons: Hindered by terrain; terrible CON; poor stat maxima; poor durability

 

 

 

 

[spoiler=Beastman Classes]

Beastmen have high STR and DEF, but have horrendous MDf and struggle with SPD. Males are stronger than females, who are more skillful.

[spoiler=Armour Knight]

The most heavily armoured of all knights.

Base Stats:

HP# 16

STR 05

MGC 01

SKL 02

SPD 00

DEF 09

MDf 01

CON 10

MOV 4

Pros: Excellent stat maxima; exceptional DEF; good STR

Cons: Horrible SPD; poor movement; low base stats

 

 

[spoiler=Fighter]

Male only. Mighty axe-wielders with more SKL and DEF than Pirates.

Base Stats:

HP# 22

STR 05

MGC 01

SKL 02

SPD 04

DEF 03

MDf 01

CON 11

MOV 5

Pros: Excellent HP# and STR; strong weapons

Cons: Mediocre SPD and SKL; horrible MDf; innacurate weapons

 

 

[spoiler=Pirate]

Male only. Mighty axe-wielders with more SPD than fighters.

Base Stats:

HP# 22

STR 04

MGC 01

SKL 02

SPD 06

DEF 03

MDf 01

CON 10

MOV 5

Pros: Excellent HP# and STR; good SPD; strong weapons; +15% critical hit rate on promotion

Cons: Horrible SKL and MDf; innacurate weapons

 

 

[spoiler=Mercenary]

Strong, skillful swordsmen. The usual swordsman's class.

Base Stats:

HP# 19

STR 04

MGC 01

SKL 06

SPD 06

DEF 03

MDf 01

CON 10

MOV 5

Pros: Balanced stats; high SKL

Cons: Poor defenses; low maximum STR

 

 

 

 

 

 

 

 

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You may want to drop gender differences, just because it ends up translating as a bit more sexist in a Pen & Paper RPG than it does in a video game, but aside from that it looks good.

 

...Wait, one of the options for the RP they were going to be playing was 'Slice of Life'? Wouldn't that make it a Slice of Life RP about people playing a Slice of Life RP? That's either meta enough to be entirely pointless, or meta enough to be entirely AWESOME.

 

Only problem I might see with it, is that the players may be on a loss of what to do on the days where they're not actually playing the game. You may want to subtly railroad them towards doing something interesting, at least until they start developing little plots themselves anyway.

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I'm thinking of making a Yu-Gi-Oh RP which uses the Temporal Machine Gods. An organization has risen, each one using a Temporal Machine God. . . yeah, that kind of thing, and special people have to stop them from rewriting history into their own image.

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For Regents and Roleplayers:

 

I'm thinking of implementing a system of "episodes." These would help direct the RP's more vague IRL segment. Basically, an outline of events that will happen during the week is given, and then the RPers will have an idea of what they might be able to do on a given week. The nice thing about this system is that it can throw us out of the doldrums of a given week while not disrupting any dramatic plotlines the RPers might set up themselves once we get into it. Thoughts?

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I have been thinking... On doing a Roleplay based on the supernatural... Similar to most. But different. A world filled with mostly villans and only 5+ heroes are the only ones that have to stop the planet's most evil villans in history.

 

The applications... I try to find the best Roleplayers... I want everything to be at least a paragraph or two, detailed.

 

First: There are different clans that form together to make one clan to defeat the villans itself... But should the clans be based off their powers? Or for whatever reason?

 

More will be exlplained later... I promise.

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My Mech RP didn't have a good and an evil side. Too bad it didn't even start :P

 

The best way to make a Neutral RP is to have the two sides have different opinions of something, without having one of them be all good and the other one all "blow stuff up!".

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Or, alternatively, have no Goods and two to four Evils, each of which have to be made progressively more good or embraced wholeheartedly by the players. I did that once, and it worked pretty well.

 

@Nash: Why not change things up and have all five clans have a mix of powers but have boundaries based on realistic geopolitical and/or sociocultural factors? I would join just for the change of pace.

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What about a Yu-Gi-Oh! RP?

 

Once upon a time there was a continent known as Mu. Mu is the source of all human life, where apes first evolved into Homo Sapiens and where the first technology was created. In our reality, Mu disappeared.

 

Our reality is an abomination of the distopian world that would be created if Mu was destroyed.

 

In this reality Mu was not destroyed. After some years the people of Mu migrated to another lost continent in the Atlantic, known as Atlantis. While Mu's and Atlantis' technology evolved at the same rate and in cooperation with eachother, the people evolved into two different ideals.

 

A war broke out between the two world nations. And what other way to fight a war than with Children's Card Games?

 

Vague RP plot is vague.

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I'm thinking on creating an alien invasion RP that utilizes hard science fiction and is a tribute to "Battle: Los Angeles".

Basically, an alien empire that utilizes lightspeed travel and instantaneous communication between worlds has been expanding and colonizing worlds in the direction of Earth. A long-range autonomous scout ship doing a survey of the area around the local sector capital in the Tau Ceti system malfunctioned and crashed in Tunguska in 1908 AD, prompting a ship to be dispatched, which appeared over the skies of Los Angeles in 1942 before recovering the remains. The new ship completed the survey of the Sol system, placed a observation post in orbit, then returned the results to the capital in 1955, though the post was shot down in 1947 over Roswell. Over the years, the species sent several probes to monitor the situation on Earth, until they built up a force big enough to attack humanity. Finally, after 60 years of observation, the alien forces are attacking Earth.

I would love some help coming up with the aliens themselves.

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