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A Laidback Forum-wide RP?


Aix

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An old forum of mine was really big on the whole MMO fantasy world thing, and it was actually quite expansive. How expansive do you think you'll make this project, so to speak?

 

EDIT: Also, one way to balance the whole "stat distribution" thing is to put a certain amount of points into certain characters when you are building them/creating them. That way, even though they may have a flat number at the start, as they "develop" and "fight stronger foes", they'll earn more stats. Something like:

 

[spoiler='This thingamabob']

Strength: 0/5

Fortitude: 0/5

Agility: 0/5

Mind: 0/5

[/spoiler]

 

And then each character in development gets a number of skill points (8 seems like a good number. Yes/No?) to use to put into these skills.

 

Yes/No?

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Well, I've been thinking about the player sheet, and for one we will have abilities divided into Passive & Active abilities. Passives are almost always on, whilst Actives can be switched on and off. From the start everyone will have a Max of 2 across both sides, so people will need to think carefully.

 

But as they progress through the game we may see fit to allow them a new one if we see fit. I think the game should be more oriented into having the better gear to deal with the issue, but a general stat system is a great way of defining what the character can and cannot do.

 

Scarlet: Basically, we'll start off small in order to give people time to adapt to it, but as time progresses we'll no doubt come up with new ideas and so will the players. So as everyone keeps joining in and putting ideas forth the game will just keep on expanding and expanding. We are only confined by common sense and our imagination.

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An old forum of mine was really big on the whole MMO fantasy world thing, and it was actually quite expansive. How expansive do you think you'll make this project, so to speak?

EDIT: Also, one way to balance the whole "stat distribution" thing is to put a certain amount of points into certain characters when you are building them/creating them. That way, even though they may have a flat number at the start, as they "develop" and "fight stronger foes", they'll earn more stats. Something like:

[spoiler='This thingamabob']
Strength: 0/5
Fortitude: 0/5
Agility: 0/5
Mind: 0/5
[/spoiler]
And then each character in development gets a number of skill points (8 seems like a good number. Yes/No?) to use to put into these skills.

Yes/No?


I personally think the number should be larger than 5. Maybe out of 10, since 5 doesn't allow much clarity and is too broad on every single point. Make it out of 10 and double the 8 to 16.
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EDIT: Also, one way to balance the whole "stat distribution" thing is to put a certain amount of points into certain characters when you are building them/creating them. That way, even though they may have a flat number at the start, as they "develop" and "fight stronger foes", they'll earn more stats. Something like:

 

[spoiler='This thingamabob']

Strength: 0/5

Fortitude: 0/5

Agility: 0/5

Mind: 0/5

[/spoiler]

 

And then each character in development gets a number of skill points (8 seems like a good number. Yes/No?) to use to put into these skills.

 

Yes/No?

 

Personally, I'd prefer 12. It makes much more since the perfect all-rounder would have 3 in all stats.

 

...

 

As for the RP itself, I'm not entirely sold on it being forum-wide just yet. Valrune died rather quickly after all.

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Yes, but I mean as in a maximum amount of how much stat you can have. It all depends on how many Stat points we choose to give someone. And I fully support the 12 starting points.


Speaking of stats, while I'm hoping not to look ignorant asking this in case it was already addressed, would they be static and the points given would be stuck forever, or would they eventually increase over time?
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If we're also trying to make this into a sort of "MMORPG" type of RP, there should definitely be more customization concerning weaponry, magic, and all of that. I caught a glimpse of passive skills, which could be like cooking, farmwork, herbgathering, etc. Maybe those can be allocated as "skill points" as well, where some times of food are harder to make, just to make it more enjoyable.

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Well, I was more refering to Abilities as in powers. Would sort of powers a character starts with. An Active power for example, would be Pyromancy. Whilst a passive power on the other hand would be Fire Resistance.

 

Though, gaining skill points int he matter could eventually upgrade powers right up in Pyromastery and Fire Immunity.

 

Passive and Active Skills could also add a little bit of flavour as well.

 

As for stats, we'll think about whether to make them static or not, as there is more planning to do.

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Well, I was more refering to Abilities as in powers. Would sort of powers a character starts with. An Active power for example, would be Pyromancy. Whilst a passive power on the other hand would be Fire Resistance.

Though, gaining skill points int he matter could eventually upgrade powers right up in Pyromastery and Fire Immunity.

Passive and Active Skills could also add a little bit of flavour as well.

As for stats, we'll think about whether to make them static or not, as there is more planning to do.


Oh, yeah, passive and active abilities would definitely add flavors to the characters, since everybody would have their own little quirks when filling out whatever role they want to. Or perhaps they can choose their passives to go along with their interests, like somebody who is actually a robber in-game choosing to take a passive that would make them harder to identify or notice.

And in terms of classes, would you include those, or would you simply allow people to choose of any passives and actives to give them more options in what sort of character they can be?
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No classes definitely. I think it would be much better to let people create their own characters through their own choices of Actives and Passives. And just for reference, A/Ps can even definite one ability. For example, Super Strength can fit into both categories, as you can have someone being always Super Strong, or they can simply switch it on and off if it were Active. Naturally it won't be that simple, but again, it's up to the players.

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I've actually been debating this for a long time and came up with something that might work. A world in which people can basically just do what they want and have not one rp moderator, but many.

 

Like if I created the role play I'd be the "Admin" of the role play and then there would be at least five other "Role Play Moderators" which can focus on certain aspects of the role play.

 

You'd just have to have a strict set of rules to prevent people from just randomly doing what they want. Also I've done role plays like this before where I give a basic plot and the actual players come up with what is going on.

 

An example would be:

Plot "A war between two countries has just erupted due to a recent assassination"

 

That gives the players any number of ways to go about that. They can pick the two countries, how the assassination occurred and by whom, why it happened, etc. etc.

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Can we not? It's incredibly cliche'd and overdone already with SAO.

Just make it copy/paste Medieval Fantasy.

Contradiction right there. And SAO's actually an atypical Virtual Reality MMO from the 4 of them I've seen. (that's not a lot but w/e)

On a serious note, the reasons behind a virtual reality are already listed throughout the thread. Though if majority rules, I won't push it.

- both contemporary slice of life and Fantasy mixed in a sensible way.

- all races under the sun make sense to be played as Broken says.

- more laidback for those who prefer it, while tension can be added.

- any changes/updates make perfect sense to happen and incontinuities in lore are excusable.

 

EDIT: On the other hand, I do have two ideas.

1. MMO world is actually a real another dimension, though players are unaware of it and their minds actually are connected to some sort of interdimensional nexus. Thus, non-player RP characters can be made.

2. Putting the AI stuff into here, "NPC" characters can be made in this RP and be fully sentient and unaware of the other world. There could be some sort of restriction preventing players from talking about the other world to NPCs.

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I'm all in for the very simple VRMMORPG idea. Something this widespread shouldn't require a great amount of background knowledge: it should be entirely possible for new RPers to jump in right away.

I agree wholeheartedly - simplicity is bliss, and bogging people down with layers of lore (in my opinion) would be detrimental to a casual large project particularly because it'd be so much easier to get in to.

 

With that said, should it not have occurred by the time this has been posted, I'd suggest that the OP is updated with established updates to this project to save people having to search through this thread for relevant things to discuss.

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Let's start this off with a beta release sort of thing where only a single city is available and we'll see how we all like this. Also should increase motivation for this so we can flesh it all out for the "full release".

 

Usually there's some sort of neutral city between the elemental cities, and I really think eight is too many, at least eight major cities is too many.

 

As for the stats on your character, we'll use the ones Dante mentioned (Strength, Agility, Constitution (Fortitude only applies to the mind) and Mind), except I think being out of 10 is better. Each stat will start off at being 3 except with one of them starting at two and then you have 12 stats to allocate, with a starting maximum of 8 in any stat. Afterwards, at certain points you'll get stat points to freely allocate. The stats are more for adjusting your build than actual comparison between you and someone else and actual differences should be minimal.

 

Starting equipment is a full set of iron or leather armor or mage's robes and a basic weapon of your choice.

 

Setting/Premise if respawns are allowed:

In the land of Valrune, an ancient prophecy or something comes and there's some sort of threat that the world has to prepare for. To combat this unknown threat, the greatest wizards of the land use a powerful magic to summon back the heroes of old from Valhalla. Being already dead, they simply come right back to life at the nearest shrine or something. Also explains them being very powerful compared to your average NPC. However, in coming back, they lose most of their power and must slowly gain it back, but dying puts them back a lot. Some sort of end game event, I'm thinking some Necropolis of sorts, lets them find their own grave and thus regain their body and their full power.

 

Otherwise if this game is on hardcore mode, it's just a basic fantasy thing then.

 

For how the game was made, we could just go the ordinary incredible genius creates the game route or we could say there was some sort of alien or ancient artefact that was made as they were trying to create a world or something and some genius realized how it worked and managed to turn it into a VR game.

 

Now for pain, how should pain filters (if any) work.

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