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Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sun Oct 20, 2013 4:26 pm
by JackAlsworth
Qara-Xuan Zenith wrote:Cowville. You know you can trust me, because I'm saying it on the internet.


...Are we going to start this again?

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sun Oct 20, 2013 4:43 pm
by Endless Sea
I swear to god, if anyone dares put cows in one of Curtiss's quests, they're getting stabbed, gutted, and tossed into the nearest bonfire.

...I have no idea why I'm so angry about this, but I am. :P

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sun Oct 20, 2013 4:58 pm
by Victin
Endless Sea wrote:I swear to god, if anyone dares put cows in one of Curtiss's quests, they're getting stabbed, gutted, and tossed into the nearest bonfire.

...I have no idea why I'm so angry about this, but I am. :P

Can my reward be cows in Curtiss' next quest? :lol:

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sun Oct 20, 2013 5:24 pm
by Endless Sea
Why would you get a reward for my quest? Use your brain, man. It's good for you.

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sun Oct 20, 2013 7:27 pm
by Guyshane
Endless Sea wrote:Why would you get a reward for my quest? Use your brain, man. It's good for you.

End he's saying he wants his reward to be a mandatory cow appearance in your quest, not that he wants a reward for your quest

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sun Oct 20, 2013 7:46 pm
by Endless Sea
...he wouldn't dare. D:

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sun Oct 20, 2013 7:54 pm
by eli_gone_crazy
I... You know that's such an inventive reward idea I might go for it. xD

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sun Oct 20, 2013 8:01 pm
by Victin
eli_gone_crazy wrote:I... You know that's such an inventive reward idea I might go for it. xD

At first I was joking, but now I'm tempted to ask it for real. Should I resist the temptation or not? :lol:

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Mon Oct 21, 2013 1:35 am
by Krika
Victin wrote:
eli_gone_crazy wrote:I... You know that's such an inventive reward idea I might go for it. xD

At first I was joking, but now I'm tempted to ask it for real. Should I resist the temptation or not? :lol:


Do it!

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Tue Oct 22, 2013 3:31 pm
by Victin
I finally posted that sidestory after who knows how long me and Isla have been writing it! *cheers*

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Thu Oct 24, 2013 3:04 am
by Lordxana0
So if we end up having a sewer thing I had a cool idea

What if there were missions that you could pick. Some require you to have a certain number of people to do them. And each one you do adds a bit more to a 'explored sewers' meter

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Fri Oct 25, 2013 11:34 am
by Qara-Xuan Zenith
Also, because madness and why not, now that Kevin <3 Anji is no longer spoilers, I shall share with you the two songs that my brain claims are the "anthem" of their romance:

more Kevin-POV, courtesy of the musical tastes of eli, Relient K's Don't Blink.

more Anji-POV, courtesy of me, (Not A) Fairy Tale (I apologize for the poor quality of the everything in that)

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sat Oct 26, 2013 4:04 pm
by Victin
Well, there are 100 floors, even though we only know 6 of those (7 if you count Scarab and Blur's Quest). So, before there are too many of them to handle, I would like to suggest for a place where we can keep track of those. Even more, it could keep track of places inside the floors. Here comes a small example, which I'm not sure how valid it is (blame my memory for any mistake I may commit):

Floor One: The first floor ever, in all senses: the one people came in contact with, the lowest one in the Castle (not counting the underground), etc. It is the mostly Human-populated floor, being home to the town of Cowville. When people arrived at the Castle the city already existed, except it was deserted, who knows why. The city is surrounded by a large forest, and a lake, but one can also see the mountains deep inside its land. The boundary of this floor is a large abyss. Warning: Do not approach the abyss. Risk of death present.
  • Cowville: The new home for many people who have came to the castle, willingly, knowingly, or not. Not everyone loves it, but they all took the city as their new home, or at least as a home for as long as they stay in this Castle. So far, it has only been destroyed twice.
    • Slums: The outer area of the city, a maze of poorly illuminated tight alleyways, surrounded by small, simple habitations. The poorest people or the ones who didn't manage to get a house downtown live there, but given the Civil War many people moved there after their houses were destroyed, in search of a place to hide from the killing.
    • Business District: Localized downtown, this district is home for carpenters, taverns, blacksmiths and all of the like. Places of interest: Chad's Forge, Dragon's Breath Tavern, the Church, the Podium
  • The Forest: Covering the vast majority of this floor, the forest surrounds the mountain range but doesn't advance until the cliff that limits the floor. Currently the only species worth of notice that lives there are timber wolves (and Pan). A large part of it, close to the city and the lake was burnt down during the Civil War, but otherwise it stands still.
    • The Temple: An ancient temple which has held a variety of mystical artifacts, ranging from the Statue of a War God to Shard's Timey Wimey Ball, and was also home of a fairy (ghost). During the Civil War, acted as a temporary base to Storm and Drive, but was set on fire by Zi.
    • The Lake: A simple, dull, boring lake - Weren't for the fact it contains a rune on its bottom, which allows Pan to conjure rain. Otherwise it's just a lake.
  • The Mountains: Still mostly unexplored, has the alternative path to the floor above.


I probably made up a thing here and there, as I had to stop halfway through it twice. Still, I hope it's precise enough.

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sat Oct 26, 2013 4:44 pm
by Endless Sea
There's a couple of caves on the third floor, too, and at least one has a river inside it where you can fish up golden serpents by using rock bears as bait and if you catch a ride on one it takes you to a city in the Underground with demon seaweed.

That's how I envisioned it, at least. :P

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sat Oct 26, 2013 5:25 pm
by Blurred_9L
Umm, Vic, I'm sure we know the first 6 floors including out quest, plus floor 20.

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sat Oct 26, 2013 5:55 pm
by Victin
Blurred_9L wrote:Umm, Vic, I'm sure we know the first 6 floors including out quest, plus floor 20.

I wasn't sure if I should've included your quest's floor because we know it has an ocean, but nothing past it. Does it have islands? Does it have one island? Or... Uhm... Atlantis (in a Castle, in the sky)!? :P All we know is: it has an ocean.

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sat Oct 26, 2013 8:01 pm
by Qara-Xuan Zenith
Victin wrote:All we know is: it has an ocean.


Correction: It IS an ocean. The entire floor is water. Underwater, except "under" doesn't have much meaning when there's no "over". :D Have fun!

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sat Oct 26, 2013 8:05 pm
by Victin
Qara-Xuan Zenith wrote:
Victin wrote:All we know is: it has an ocean.


Correction: It IS an ocean. The entire floor is water. Underwater, except "under" doesn't have much meaning when there's no "over". :D Have fun!

Sea? It's just an endless body of water.

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sat Oct 26, 2013 8:07 pm
by Endless Sea
...wait what about me?

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sat Oct 26, 2013 8:49 pm
by Krika
Victin wrote:
Qara-Xuan Zenith wrote:
Victin wrote:All we know is: it has an ocean.


Correction: It IS an ocean. The entire floor is water. Underwater, except "under" doesn't have much meaning when there's no "over". :D Have fun!

Sea? It's just an endless body of water.


Wait, so where do you come out of when you enter it? Do you just drop into the water, and where's the door to get out?

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Sat Oct 26, 2013 10:00 pm
by Guyshane
Krika wrote:
Wait, so where do you come out of when you enter it? Do you just drop into the water, and where's the door to get out?

My guesses are: underwater, no and underwater.

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Tue Oct 29, 2013 4:25 pm
by Scarab
All your questions about how the underwater quest works have just been answered with an Eldritch Abomination. Just in the nick of time, too.

If anybody is surprised at this point then they need their memory checking.

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Thu Nov 07, 2013 9:02 am
by Richard The Warlock
Ummm....Hi
I got to this place by derping around in TVtropes, i read some stuff, and i am quite interested in this. I am no stranger in roleplaying, but i find this RP quite......overwhelming to say the least XD. Do you mind if i ask some questions before i join ?
1) While i found the story quite interesting, All that i know comes from the TV tropes page. Could someone provide me with the story so far in a nutshell (no need for all of it, just the gist of it ) ?
2)In the Character Sheets Thread, i see a section named "Quests Completed". Do i begin from Zero, or Should i add some completed quests to keep on par with the others ? And if the answer is the latter, which ones should i add ?
3)What of the World Outside of the Castle ? Is there some lore i need to know, or can i add my own things, like a knightly order ?
4)Do our starting items are mundane, or can we have some magical properties on them(I do not have anything Really OP, just an unbreakable sword)
Thanks in advance for answering my questions.

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Thu Nov 07, 2013 10:13 am
by IslaKariese
Just some quick answers, I'll let someone with more time be more thorough:

1. I haven't read it all in a while, so I can't help :P Sorry
2. You start from 0 and work your way up
3. Your character's backstory comes from the World Outside, but that's the only worldbuilding you need as far as that goes
4. Your starting items come as they are, and as you complete quests you can get improvements or spells set on them if you want, if they pertain to your quest in some way.

Re: Floating Castle - Collaborative RP Discussion

PostPosted: Thu Nov 07, 2013 10:24 am
by eli_gone_crazy
Hello there. :)
I'm eli, one of the GM's for the game. Normally I'd try to PM you, but the rules of the forum require you to have like, 3 or 4 posts to even respond to PM's. I can pretty much always be found on The Chatroom though, and it’s a lot more convenient than my wall of text, which, oddly enough, was so complex I needed to call in Pixelmage to help me.

First of all, yes the story is overwhelming. I agree that it is overwhelming. I was not expecting this to happen. At all. The plot so far, as best I can summarise it, is that the explorers on the castle first gained their bearings, making friends and starting guilds. When problems arose, they defeated them (such at the 1st floor boss battle of Kobolds), or they tried to work with them (like in the civil war). Certain characters were found to have darker pasts than originally thought, like Salvantas or Hector. Hector's old guild actually tracked him down, maiming him and starting a war. Stuff happened, guilds were scattered. Eventually we got the civil war sorted, and now there are roughly 6 floors open.

Now, that said, this RP runs on character driven and designed storylines. All I did was give you the absolute bare minimum. Every character has a storyline of their own, some with their own villains or secondary characters. Each writer can clue you into specifics, but I'll also point out that there is a timelime in the forums with a general laconic of each post. You can also ask Qara in person, because she makes a point to read and know all the lore.

As far as quests completed, people (Players and GM’s) have made actual spreadsheets to keep track of the number of quests completed. Most of the time the actual quest count on the character sheet hasn’t been updated at all, or the players are months behind. It doesn't matter much in terms of gameplay or what you can or can't do, just a kind of track list of what your character accomplished in the game, not necessarily an experience bar or "the one who played more quests is stronger than the one who played less" so just think of that as a reference for where your character has been instead of a scoreboard. Most players focus more on “This is the cool thing that [x]’s storyline will do” rather than quests anyway.

If you want to know about how we choose quests, it ends up being chosen through a few different criteria. We don’t like pairing up people with characters or styles that just won’t mesh. As you’re the new guy, we’ll have to do science (:D) and figure out who your character is, how your writing is and etc. We also pair up people with similar storylines, or who work together on a combined storyline. Notable examples are Scarab and Adell, who schemed up the Luca section of the civil war, Blurred9_L and Guyshane, who thought up the Assassin’s guild and a book that eats your soul if you read it, and… well I could list pretty much every pair. Their storylines aren’t exclusive either, all you need to do is make sure they’re okay with you writing with their NPC, and you’re good to go adding to the mystery/horror/intrigue/suspense.

The world below is weird. None of it is actually defined by word of god, though our characters did come from somewhere else. Some characters came from different countries, or from very specific places. If you like I can hunt down a more specific answer for you, one where I actually list all of everywhere people come from. In summary, it’s like everything else in the RP, up to you as a writer. As long as your canon doesn’t directly conflict with another’s, (i.e. Player one: The sky is blue. Player two: The sky is iridescent purple.) you’ll be perfectly fine.

These choices tend to be more cosmetic than not. Say, if your sword breaks in a quest and you lore-justify buying a replacement from the blacksmith in order to still have a weapon, then there's no mechanical difference. Same as if you never narrate your sword breaking down, even if it's technically breakable. It being truly unbreakable, however is something the GM’s would have to briefly debate. The castle has everything from Fairy Swords to dynamite, even if you started with a very weak lvl1 sword that just sort of shatters, you can always work around the problem.

Beating a quest allows you to earn rewards, as I’m pretty sure you well know. If you want to actually make your unbreakable sword a story arc your character goes through, we can help you through that by giving you the materials or rewards you need.

So, yeah. I’m sorry about the wall of text. I hope that we answered your questions, well enough that you feel more at home with the concept. If not, keep asking. :) I can’t wait to see what you come up with.