Re: Floating Castle - Collaborative RP Discussion
Wait wait hang on, this character does it have to be a human?
Because if so: bugger, I've designed an android >.<
Because if so: bugger, I've designed an android >.<
:? Pixel running an RP? [i]What can go wrong with that?[/i]
[b]The concept[/b]: Each player has one character with a number of skills, or Roles, as i'd classify them. Each turn consists of encounters, exploration and eventual boss fights as you complete quests for your guild. Each boss guards one floor, each floor cleared allows for new and hopefully fun quests. Can you reach the hundredth floor?
All characters are humans, and power levels are on the lower side of things. We will be starting from zero. No character is exceptionally powerful in any specific area, or have any special abilities (such as extreme dexterity or reality-warping). There are opportunities to build your character, but they will come the hard way, and not by starting off as powerful. So, to begin with, you will have a very squishy wizard, ranger, rogue or soldier. Another note is that there won't be only fight scenes and bosses. Some quests will require cunning and non violent interactions. You could even build your character to focus on these types of quests if you really want to.
As a background, everyone is member of the same guild. As quests are unlocked, members of the guild get sent to handle it. You might wonder, if the characters will be weak, how will you manage to beat boss battles and complicated quests? The soul of of this RP: Collaborative writing.
Each quest will be assigned to a duo. Said duo will have to make one collaborative post narrating their progress through the quest. For some quests there will be twists added after the duo returns. Boss battles will involve a rotation of a number of duos. No one will play alone, and no one will be tied to the same writing partners all the time either (Unless we only get a few players). Of course, you can create parties naming characters that work well together as a preferable outline for the selection.
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--- [url=http://forum.watchthefootage.com/viewtopic.php?f=46&t=1077&p=41324#p41324]Character Sheets[/url] ---
Some explanations:
[b]Role[/b]:
[list]
[*][i]Fighter [/i]~ Pointy end towards enemy. Your main focus is exchanging pain. Protect stuff, raid castles whatever is necessary when violence is involved. This means picking up any weapon you want, mastering a variety of fighting styles. Call it Knight, Barbarian, Soldier... Your role is that of bashing heads together. You can't use magic, but might just learn some flashy moves in time.
[*][i]Scout [/i]~ Locate and understand. The name is misleading but I can really think of anything else. You're a city dweller or an explorer. You can defend yourself, the world is dangerous after all. But what you excel at is at finding things and dealing in diplomacy. You can wield any sort of weapon, of course, but some do not suit your demeanor as well as others. How can you expected to be well received in a meeting with an halberd larger than you are? Is it wise to not take a bow with you to the wilderness and risk your skin in a brawl against a bear?
[*][i]Mage [/i]~ If at first they don't burn, apply more fire. You also play a role of diplomacy, but you're no slouch in combat either. In your defense, you rely on the arcane powers. Carry whatever weapon you want, but maybe there's a reason behind all those squishy wizards and their Oak Staffs? What with not really knowing how to move the same way a fighter does with all those pointy things.[/list]
[b]Powers[/b]: [Only if Mage role, other roles will get powers too... Over time.]
[list][*][i]Fire, Ice, Lightning and Healing[/i] ~ Pick two. Everyone will start at basic level, so if you take fire, don't expect to burn down a whole forest in one go, or to throw a lightning blast so strong that it crumbles walls instantly. Just, weak and small things for now. The powers will grow in time, allowing for other types and stronger spells.[/list]
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For the actual mechanics: Everyone is on the same team here, just not necessarily walking together to the same places all the time. The main goal is to beat the castle. Completing all quests on each floor and beating the floor bosses to proceed until there are no floors left to explore!
For the guild aspect. Since this RP will be played in duos, people will have to do writing in pairs as well. This raises an issue where I have to assign two people to take on a quest and they might not work well together, like having very different writing styles or living in timezones that are opposite to each other, making it hard to actually write together. Being a Solo player, means to me that I can pair you up with anyone at anytime. While if you create a guild I'll give preference to pairing people from the same guild together. While I'll still consider pairing people from different guilds, for this case I'll clear with both to make sure they're ok with it. As for solos, they can be paired up with anyone from any guild, I'll just ask the guild person for the go ahead.
To create a guild, make sure it has at least 3 members and up to 7 maximum. Depending on the number of guilds we get, I might run parallel quests for different guilds, but that will depend on the headcount, so no promises yet. Floor Bosses will involve more people, like a rotation of 3 or 4 duos. In that case, I could for instance, bring 1 duo from each guild to take part in that quest. Detail about Floor Bosses will take a while though. You'll see them when you get to them. :twisted:
As to the mechanics, each quest completed will reward the whole faction with something (I'm sure someone will want to get his hands on a katana ;) ), unlocking the option and resources to everyone, and the actual duo who did the quest will add another completion to their track list and gain some unique minor loot, like an enchanted arrow to be used on a rainy day.
What this means is that, if someone is off and unable to play for a while, no problem! Once you get back, you'll still have all the resources and tools available to everyone, so if you decide to join in when we're on Floor 30, you'll still be on a power level compatible with that floor, only without the customization and quirks awarded to the characters who have completed quests.agoraoptera wrote:I like to think it's in our nature to group up and band together.
AMimsyBorogove wrote:Actually, I like the idea. As he said, it adds an additional layer to character interaction, as opposed to simply being a loot sharing mechanic, if you think about it and actually use it well. I agree with Agora on this one. Although I'm still a little miffed about not getting any members...
narrativedilettante wrote:Mimsy, I'd be up for joining your guild, BUT, from an in-game standpoint, my character wouldn't want to openly identify as a thief. She gets by on people not noticing her, or not assuming much of her when they DO notice.
I think in the discussion of guilds maybe we should address how visible guild membership is to NPCs and how it affects the way we interact with our world. So far it sounds like it wouldn't affect much outside of interactions with other players and individual character evolution, in which case I could probably safely join a guild of thieves and not worry about it.