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


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so...would you prefer a disease or something? like 28 days/28 weeks later. i can think of a plot there.

I just don't like the shambling and mindless. It's a matter of personal taste. Again, though, you should have a flexible plot in mind before you make the thread. But it does have to be flexible -- assume Darths and Droids-level derailment.

Pokemon TCG RP.

Why haven't we had one of those?

Because how on Earth do we run it? What's the plot? How do we balance it?

Okayokayokay. 'm finally gonna make an RP, mainly as a way to relieve stress from the college applications process. Anyways, anyone interested in an RP based vaguely around tsukumogami with a Euro-steampunk and FFXIII bend?

Megatron gun

I'd join if I could think of something to play as. Good luck with applications, btw.

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shambling and mindless. i get you. no zombies there. fine. i have some pre-story s*** here.

 

you wake up in a medical laboratory, deserted apart from you and four others, including the doctor(that'll be me). you get out of bed, and walk out of the ward. the rest of the lab is completely deserted. you have time to pick a basic melee weapon from the floor (broken pipe, etc. weapons will get better as we go on.) before the doctor opens the blinds of a nearby window so you have an idea of what just happened. craters line the streets. the streets are also deserted. by now, you're wondering what did just happen. he then shows you another window. this time, the street isn't deserted. but massive fires line the houses in that street. you see lifelike figures, ghostly white in color. these people are different, though. you see wires protruding out of the backs of them. you take a closer look; a small machine is connected to the back on all of them. this machine is shaped like a spider, with large wires sucking through the bodies of the people. you now realize why you need a weapon, because the doctor tells you that because blood is pumped into the machine at the back, they have become rabid and blood-thirsty. he continues explaining by telling you that they won't infect you. they will obliterate you. the group gasps and stays there until one bursts through the door, and the doctor blows off it's head with a pistol. you, the rp'ers, start from there. you have the escape and the main storyline to find the cure for it.

 

would people do that?

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So, I was thinking of doing a Pokemon Ranger RP. RPers take control of Rangers who handle threats to the world, calming down rampaging Pokemon, stopping forest fires and in general being good guys. My main plot for this would be that the RPers are Rangers fresh out of the Academy, set in an unspecified location (Which means I haven't decided it yet. Might be in a fake regions, might be in a real one- who knows?) After a few missions just doing good stuff, they come across a strange sigil that keeps popping up in all these places where people and Pokemon have started going crazy. I'd rather not spoil it here, but the sign they discover and their attempts to discover what it means leads them on a plot that pits Ranger against Ranger and exposes treason even within their ranks.

 

Of course, this would just be a outline of which to base the actual RP off of. What really happens would be up to the RPers, and where we go would be totally up to them...with a bit nudging from me here and there, of course.

 

My question is, would anyone be up to that sort of RP? I tried a Pokemon Ranger RP once, only to have no one join. Pokemon Rangers have been getting a bad rap for the rather bad DS games they have, but I really think it's a solid idea, and I hope others out there do to.

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would anyone join a Firefly-based RP? If no-one has seen the series, the best way to describe it would be steampunk space-cowboys. Except not dopey.

The plot is basically the crew of a scavenger ship, basically Han Solo-ing all over the galaxy. You are wanted by the Alliance, which is like the Republic in Star Wars, and you take jobs around the galaxy and get paid. Naturally, they all have an element of danger and a bad guy. But the main bad guy is the Alliance.

Well?

 

Oh, and the reason for all the Star Wars references is because its the best comparison. Except Firefly is steampunk space-cowboys.

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would anyone join a Firefly-based RP? If no-one has seen the series, the best way to describe it would be steampunk space-cowboys. Except not dopey.

The plot is basically the crew of a scavenger ship, basically Han Solo-ing all over the galaxy. You are wanted by the Alliance, which is like the Republic in Star Wars, and you take jobs around the galaxy and get paid. Naturally, they all have an element of danger and a bad guy. But the main bad guy is the Alliance.

Well?

 

Oh, and the reason for all the Star Wars references is because its the best comparison. Except Firefly is steampunk space-cowboys.

YES!!!

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Late post is late, but I'd really enjoy a PKMN Ranger RP. It's an under-appreciated series and I like the plot you have, especially because you actually have some direction. I'd join. :3

 

Awesome, that's good enough for me.

 

Now just need to find a suitable region/fakeregion to start in...eh...yeah, still working on that.

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Okay...basic plot time then.

 

Colonists settle a planet on a system fairly well removed from Earth's, they befriend a native humanoid species and jump right into building a society upon the principles of efficiency and minimal environmental impact. Some time later, at least a few decades, a resource is discovered on this planet and a company which produces weaponry for the Earth Empire buys the rights to the planet from the Imperial government before moving in. They enlist or conscript the local populace and essentially begin the rape of the land and its people, local humans included. Eventually a charismatic person decides that he or she has had enough and becomes the spark that lights the powder keg and starts a revolution. The rebel forces completely destroy a mining facility and secretly construct an underground base beneath the remains and that is where the story begins.

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Has a plot for my next roleplay. It's a sci-fi RPG based on first- and third-person shooters, specifically Halo and Mass Effect. This is what I have so far.[spoiler=A Shot in the Dark]

[spoiler=Plot]Galactic Standard Date: 3397.167

The Milky Way Galaxy as we know it comprises three sentient species: the Humans, the Alkarit, and the Phyrimex. I think some of you might be acquainted with the former species, so I won't spend much time on them and their propensity for war and concrete, quantified data. The Alkarit are reptilian folk with a strong sense of unity and group culture. The Phyrimex are ethereal creatures resembling huge, tentacled mushrooms that float on air currents but sting with energy weapons; they're secretive, enigmatic folk that the other two species can't quite read. They've shared the galaxy for half a century, and they've warmed up to each other considerably in that time. That's not to say, however, that there aren't species prejudices... and reactionaries.

The Alkarit have begun to worry about one of their space stations. Dalketan Station, a space station in the asteroid belt of the Iota Horologii system, is home to a nation of Alkarit that's slowly becoming more and more radical in its hatred of humanity. Recent intelligence suggests that the radicals are building a deadly weapon and a formidable army and preparing to invade the major inhabited planet in the system. Thus, the Alkarit Vellemer Empire, the Human United Nations, and the Phyrimex Qe'etar'em Phy'em Qe'ex (QPQ) have contributed some of their best soldiers to an elite special operations squad. Their task: to confirm and, if necessary, impair the war efforts of the Dalketanit.

You are a member of that squad. You're shipping out today. Are you up to the task?

[spoiler=Game Information]This is, of course, inspired by Mass Effect and Halo, complete with a class system and a space station in Iota Horologii. Thus, there's rather more information to be had than in a usual roleplay. For the most part, RPG elements are limited to class specialization, and they're all rather abstract and seamless. However, they do affect gameplay, so you're responsible for knowing them.. Read on to find out what those elements are.

[spoiler=The Three Species, Their Cultures, and How They Affect Gameplay]You know Humans already. Their national structure hasn't changed much, except that the UN is much stronger, and that the Human nations are a lot friendlier now that politicians can scapegoat Alkarit nations instead (we don't understand Phyrimex nations well enough to hate them; read more about that below). The European Union, the United States, the Stellar Empire of Japan, the True Republic of China, and the Indian Stellar Empire are the five big nations, but you can be from future!any nation you want.

 

Alkarit have a horse-like leg structure, with the knees noticeably bent forward, and clawed feet. They run faster than humans, but struggle more on wet and uneven terrain.

The Alkarit homeworld of Bravumak is rather harsher than Earth in that the non-sentient species are much better-equipped to eat Alkarit. Thus, a strong sense of group unity and violent heroism pervades Alkarit culture, and they haven't the faintest idea why Humans and Phyrimex keep “pets.” Alkarit do domesticate animals, but they treat them more like pack animals than pets – and with less affection than even that.

The Vellemer Empire (actually the Vellemer Evellan; they just wanted to keep the “VE” designation on their firearms) isn't really an empire so much as a kind of United Nations. Alkarit loyalty is to the nation above all else, except, in some nations, the family.

The major Alkarit nations are both democracies operated by a Board of Approvals, which accepts which issues go to a national vote; a Military Council, a stratocratic council whose judgment overrules the Municipal Board and is almost always supported by voters; and a randomly selected, Athens-esque Municipal Board, which rotates every three standard years and operates day-to-day things that can't be settled by a national vote. The two main nations are Leyalek and Rasselar. The former tends towards liberal policies and the service/technological sectors, while the latter prefers conservative policies and industrial/agricultural work. Needless to say, Leyalek and Rasselar barely contain their hatred for each other under the guidance of the Vellemer Empire.

Of course, there are plenty of other nations, including Dalketan, the space-station-based nation that's raring to slaughter Humans. Those are just the two the players will almost certainly hail from.

 

The Phyrimex, in contrast, are extremely individualistic. They're far more self-sufficient than Humans or Alkarit, so they aren't as sociable animals. That said, they're hardly all psychopathic; they do have a civilization. It just isn't as structured as Human or Alkarit culture.

The Phyrimex float, but they're slow compared to sprinting Humans or Alkarit. They wear armour as a matter of course, so their armour is, surprisingly, heavier than those of the Humans or Alkarit.

The Qe'etar'em Phy'em Qe'ex, commonly referred to as the QPQ, is much different from the Human or Alkarit idea of a nation, or even a peacekeeping body. Each individual Phyrimex must confirm his/her membership to a state voluntarily, even the QPQ. The QPQ is just the biggest and most authoritative state. It does little except provide military provisions and peacekeeping for all major Phyrimex states; all other states must provide economic and social standards. Almost all Phyrimex belong to multiple states, and the idea of loyalty to one's state is unheard of. The practice dates to the feeding patterns of Phyrimex on their Jovian homeworld of Qe'ephyri, where groups of Phyrimex would band together to surround much larger prey in the atmosphere of Qe'ephyri and then disperse, almost like MMO parties. Politicians aren't especially important among the Phyrimex, since their powers are much more limited, though they are elected by members of each state.

 

Well, now you know. And knowing is half the battle.

[spoiler=Classes]There are five classes to choose from. Each plays a different role in combat. We'll need at least one of each class before we ship out for Dalketan Station.

 

All Classes

Class Ability: Special Operations -- All soldiers are well-disciplined and well-trained, so, funnily enough, discipline and training aren't nearly as big a part of their routine. The whole unit is very laid-back compared to standard military operations. Of course, the actual atmosphere will result from the RPers improvising, but do note that character interaction needn't be hindered by protocol. But be warned: that's because everyone is already doing their jobs without discipline. The laid-back atmosphere is a privilege granted to elite soldiers. Don't abuse it. SpecOps also carry three plasma grenades at all times, except Grenadiers, who carry six.

Usable Weapons: Pistol, submachine gun

Current Team Members: N/A

 

Scout

Don't be mistaken, the scout is a combat force. Scouts can use assault rifles if they have to. However, their main strengths come into play before the fight starts.

Class Ability: Cybernaut

Scouts can operate tech interfaces -- open doors, hack mechs, disrupt enemy communications, etc -- and work with artillery.

Usable Weapons: Assault rifle

Armour Strength: Light

Current Scouts: None

 

Vanguard

The vanguard is the one you tell to "take point." Their strong armour and close-range weapons mean that the vanguard is the one forging the path, getting close to enemies and hitting them where they can't defend themselves. In other words, the vanguard is the front line. But don't be fooled -- they're not cannon fodder, especially not on a spec-ops team. Their armour and shields are incredibly strong, and they're the only class capable of wielding shotguns.

Class Ability: Aegis

Vanguards can make their shields much stronger as they like. They can also extend their shields into a bubble to create a small shielded area for their team.

Usable Weapons: Shotgun, assault rifle

Armour Strength: Heavy

Current Vanguards: None

 

Centre

The centre is, well, the centre of the fireteam. Centres use mid-ranged rifles and fight from mid-range. Their movements dictate the movement of the whole team. Centres are also versatile -- they can do anything from tearing through enemy lines with vanguards from defending a grenadier or scout's artillery position to feeding positional data to a sniper. Usually the commander is this. Not in this case. 'Cuz I'm weird.

Class Ability: Berserker Mode

Centres can integrate their weapons with their armour to temporarily provide a huge boost to armour and fire their weapons like crazy. The rush only lasts a post or two, though, and when it's over, your shields don't work for two or three posts. Be careful.

Usable Weapons: Assault rifle, battle rifle

Armour Strength: Medium-heavy

Current Centres: None

 

Grenadier

The grenadier is an oft-underestimated role in combat. In open areas, she can use grenade launchers and mortars to rain agonizing plasmoid-magnetic death on her enemies. In more enclosed spaces, her ion grenades can tear shields to shreds, her concussive grenades can shatter armour, and her frag grenades can drive sharp objects into flesh at high speeds. And all of this is in a wide area. The grenadier is crucial in any ground team for dealing with groups. Alone, though...

Class Ability: Rain of Fire

Grenadiers carry twice as many hand grenades as other classes. They can also operate mortar cannons and artillery weapons.

Usable Weapons: Grenade launcher, machine gun

Armour Strength: Medium

Current Grenadiers: None

 

Sniper

I say sniper because designated marksman is such an awkward class title. The sniper uses sniper rifles, yes, but she also uses battle rifles and machine guns to provide suppressive fire from the edges of the fight. She moves quickly and silently, eliminating enemies before they know your group is there and precisely eliminating enemy fire support from long range. Then, once the enemy knows where the group is, she keeps unloading heavy fire from the back lines. Actually, your commander is a sniper, which is... odd, but not unheard of.

Class Ability: Deadeye

Snipers obviously have far superior accuracy to the other classes.

Usable Weapons: Battle rifle; sniper rifle; machine gun

Armour Strength: Light-medium

Current Snipers: Tamara Westfall

[spoiler=Weapons]For those who don't already know these classifications, I've enclosed a helpful list of weapon types below. Equivalents really are equivalent; anyone who can wield an assault rifle or battle rifle can wield a beam rifle, for example.

Pistols are weapons held with one hand whose ammunition is built into their barrels (as opposed to revolvers, which have those wheel things).

Submachine guns are small automatic weapons that, while highly effective at close range, are lacking in power and accuracy at long ranges. The Phyrimex equivalent is a beam pistol.

Shotguns deliver powerful spread shots at close range. They're completely useless at long range, though, due to their terrible accuracy. They're marvellous in corridors and awful in fields.

Assault rifles are close-to-medium range automatic rifles that deliver stronger, more accurate fire than submachine guns. The Phyrimex equivalent is a beam rifle, a mid-range small arm.

Battle rifles are medium-to-long range automatic rifles that are stronger than assault rifles but less effective at close ranges. Again, the Phyrimex equivalent is a beam rifle, a mid-range small arm.

Sniper rifles are really big, long weapons designed for very long-range shots that fire with devastating force. One must use a telescopic scope to use them; they operate at ranges too long for line-of-sight fire. They traditionally have abysmal firing rates, but there are semiautomatic sniper rifles for those who like them.

Grenade launchers are exactly what it says on the tin. They launch grenades at enemies over long distances.

Machine guns are turret-mounted weapons with very high firepower, range, and firing rate, but all the mobility of a turret. The Phyrimex equivalent is the beam turret.

 

Just for gameplay's sake, these are the names of the standard-issue weaponry we'll all have. Obviously, you only carry the weapons you're trained in.

M301 Pistol/VE44 Vekora Pistol

M335 Submachine Gun/Hyei'ta Ophyra'em Beam Pistol

M404 Assault Rifle/VE64 Gangata Assault Rilfe/Buraan'ta Japhyra'em Beam Rifle

M410 Battle Rifle/VE76 Imtalit Assault Rifle

SW400 Precision Accuracy Rifle

M502 Grenade Launcher/VE31G Magarthit Grenade Launcher

M553 Heavy Machine Gun/VE164 Machine Gun/Syraga'ta Qiphyra'em Beam Turret

 

[spoiler=Application]{{Delete all text in double brackets. If something doesn't make sense, go back and read Game Information before you ask about it.}}

Name: {{Exactly what it says on the tin.}}

Age: {{Since I control the dates, no DOB is necessary.}}

Gender: {{If you're playing nonconventional, be tasteful, and don't you dare make it the basis for your character's entire personality. I'm not asking for sexuality since that's rather fluid IRL.}}

Home Nation: {{If Phyrimex, fill in “QPQ.”}}

Class: {{Keep it consistent with Appearance and Biography, please.}}

Appearance: {{No pictures allowed, even Tektek avatars. Describe your character. Clothes aren't necessary; everyone will be in uniform throughout.}}

Personality: {{You don't have to be too thorough, but you should prove to me that you can write well. Be consistent in the game itself.}}

Biography: {{Include pre-service and service history. Include all significant events. Anecdotes are great, but everything should be represented.}}

 

It's still a hell of a lot better than Legacy of Sancta or Heaven S Longname, but I feel bad dumping all that worldbuilding on the player at once. I wonder about including the idea of Nations, but the whole thing feels incomplete without them. Any ideas for how to manage that? And, more to the point, would anyone be interested?

 

@Fenrir: I'd join, probably. But do be sure you have the resources to commit to it. Any worldbuilding details yet?

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shambling and mindless. i get you. no zombies there. fine. i have some pre-story s*** here.

 

you wake up in a medical laboratory, deserted apart from you and four others, including the doctor(that'll be me). you get out of bed, and walk out of the ward. the rest of the lab is completely deserted. you have time to pick a basic melee weapon from the floor (broken pipe, etc. weapons will get better as we go on.) before the doctor opens the blinds of a nearby window so you have an idea of what just happened. craters line the streets. the streets are also deserted. by now, you're wondering what did just happen. he then shows you another window. this time, the street isn't deserted. but massive fires line the houses in that street. you see lifelike figures, ghostly white in color. these people are different, though. you see wires protruding out of the backs of them. you take a closer look; a small machine is connected to the back on all of them. this machine is shaped like a spider, with large wires sucking through the bodies of the people. you now realize why you need a weapon, because the doctor tells you that because blood is pumped into the machine at the back, they have become rabid and blood-thirsty. he continues explaining by telling you that they won't infect you. they will obliterate you. the group gasps and stays there until one bursts through the door, and the doctor blows off it's head with a pistol. you, the rp'ers, start from there. you have the escape and the main storyline to find the cure for it.

 

would people do that?

does this idea suck?
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It sounds very generic.

 

The only real difference between your idea and every other copy-and-paste zombie idea is how it's done. Instead of an infection, it's a machine on their backs pumping in some blood. And even then that doesn't really equate to the horrors of an actual zombie invasion. Since well... They're regular people with some creepy looking spider machines on their back. I'm thinking the interpretation of Bane from Batman: Arkham Asylum, and even then he wasn't exactly scary.

 

If I were you I would add a few things that at least set it apart from the others. If you take the machines off are the humans normal? Are the machines autonomous? How the hell are there craters in the ground when it's just a zombie invasion? Etc.

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It sounds very generic.

 

The only real difference between your idea and every other copy-and-paste zombie idea is how it's done. Instead of an infection, it's a machine on their backs pumping in some blood. And even then that doesn't really equate to the horrors of an actual zombie invasion. Since well... They're regular people with some creepy looking spider machines on their back. I'm thinking the interpretation of Bane from Batman: Arkham Asylum, and even then he wasn't exactly scary.

 

If I were you I would add a few things that at least set it apart from the others. If you take the machines off are the humans normal? Are the machines autonomous? How the hell are there craters in the ground when it's just a zombie invasion? Etc.

the humans become a different species together if they have been stuck to it for a long time, but return to normal if the spider has only been on there for a few minutes at the most. yeah, it's deadly.

the machines work on blood. if it doesn't get any blood over a certain period of time, it goes into a state of hibernation until latched onto the next victim. the spider only starts working if some brain functions are still working. so it has the ability to practically raise freshly-killed dead.

think: there could be more forces at work than just an infection. i was thinking a sentient race of aliens who traveled to Earth to take samples of another inferior race.

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the humans become a different species together if they have been stuck to it for a long time, but return to normal if the spider has only been on there for a few minutes at the most. yeah, it's deadly.

the machines work on blood. if it doesn't get any blood over a certain period of time, it goes into a state of hibernation until latched onto the next victim. the spider only starts working if some brain functions are still working. so it has the ability to practically raise freshly-killed dead.

think: there could be more forces at work than just an infection. i was thinking a sentient race of aliens who traveled to Earth to take samples of another inferior race.

 

Then why don't you drop some hints of this in the plot? Not everyone will know this is what you were thinking when you created this. While I personally had the notion of another force at work, that was created out of the fact that just humans with machines on their backs isn't enough to warrant the world being in a state of hell. Right now if someone were to read it, I'm pretty sure they would take it as another zombie roleplay and brush it off as nothing original.

 

Just, keep that in mind when you're typing up the proper plot/prologue/introduction.

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