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Choose your own adventure

PostPosted: Fri Oct 26, 2012 5:53 pm
by Victin
Ok, I've seen you guys being interested RPGs, but not everyone in the forum can be on each of them. So I thought of one (actually two, but I'm keeping one for the NaWallWriMo) based on Homestuck (disclaimer: only the game-like elements and the class system is taken from it, althought I wish to adaptate it with your help, of course). It would go like this: I'll make another thread where I would post the development, and either here or there you guys would post what should happen next from some options made by me, including an other option, so it can be even more player-made. If you guys are interested, I'll show you the setting ideas and we improve it. What do you think?

Re: Choose your own adventure

PostPosted: Fri Oct 26, 2012 6:18 pm
by Krika
Damn. I was going to try and restart a Pokemon Mystery Dungeon-based CYOA that I tried to run about a year ago, but you beat me to it.

Re: Choose your own adventure

PostPosted: Fri Oct 26, 2012 6:21 pm
by Pixelmage
Krika wrote:Damn. I was going to try and restart a Pokemon Mystery Dungeon-based CYOA that I tried to run about a year ago, but you beat me to it.

PMD? As in, the Roguelike from the depths of hell PMD? (Zero Isle, I'm talking about you. And don't get me started on the endgame for the Rescue Team games!)

Re: Choose your own adventure

PostPosted: Fri Oct 26, 2012 6:35 pm
by Krika
Yah, something based off of that.

Re: Choose your own adventure

PostPosted: Fri Oct 26, 2012 6:37 pm
by Victin
Well, I haven't played these games, so I don't know if I could help with these. That's why I chose something I knew. But your idea's good.

Re: Choose your own adventure

PostPosted: Fri Oct 26, 2012 7:26 pm
by Victin
So, you guys want me to post my idea?

Re: Choose your own adventure

PostPosted: Fri Oct 26, 2012 7:48 pm
by eli_gone_crazy
Victin wrote:So, you guys want me to post my idea?


No, we want you to dance the macarena with Betty White.*

Disclaimer: This is sarcasm, I do not wish for anyone to dance the macarena. much less with Betty White.

Re: Choose your own adventure

PostPosted: Fri Oct 26, 2012 8:23 pm
by Krika
Yah, same here. Would people participate?

Re: Choose your own adventure

PostPosted: Fri Oct 26, 2012 8:27 pm
by JackAlsworth
I'd give it a shot.

Re: Choose your own adventure

PostPosted: Fri Oct 26, 2012 8:27 pm
by Victin
Me too. But anyways, I'm gonna write my idea.

Re: Choose your own adventure

PostPosted: Fri Oct 26, 2012 8:33 pm
by Krika
May both of ours be successful.

Re: Choose your own adventure

PostPosted: Fri Oct 26, 2012 8:59 pm
by Victin
You* start in a post-apocalyptic world. You would be in a desert*, with only a few items* with you. Even thought the apocalipse was 413 years ago, humanity isn't even close to what it was before. But the technology that there once was still exists, but not as it once did. You have a limited invetory* and a weapon*, and you walk around in search of food, fuel, trinkets, adventure, anything you want to.
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Okay, it wasn't as big as I expected. But I hid the plot related info. The *'s shows what you can change.
Character: Name, age, gender, hobbies and interests, weapon of choice, physical traits, class and atribute, and maybe a few more things ;)
Inventory: Choose how your inventory works. A puzzling grid-system? A small hammerspace?
Weaponkind: You can use a weapon normally. But what's fun into that? A weapon type let's you pick up any weapon you want easily, and gives you a some bonus when using that weapon. And your battle-style too. How many ways can you think for using a hammer? And a book?
Location: You're in a post-apocaliptical desert... island. Or maybe a desert city. Wait, where am I again?
Starting items: A few clothes, one weapon and soem goodies.
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Classes:
Classes define how you use your attribute, asides from a few bonus. They can be passive or ative, and can change a lot depending on your chosen attribute. Here's a few I've thought:
Paladin: Paladins are noble warriors. Once they choose their side, nothing in the world an chage their will. Don't dare to argue against the paladin's beliefs, they will defend to death, ignoring the sthrenght of their enemies. Defend 'X'
Knight: Knights are the guardians of people. The strongest of their kind. They can freely control their aspect, and will use it angainst you. On whatever side he is, you're in trouble if one is your enemy. Defend with 'X'
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Aspects
Aspects define what kind of element your character has control of. Again, here's a few:
Blood: The aspect of the body. Those with this aspect can either heal the injuries of the fallen or rot the body of their still living enemies.
Mind: The aspect of mind. Those with this aspect can control objects with their mind or control other people's mind.
Heart: The aspect of soul. Those with this aspect can damage their enemies from within, reducing their lifespan, or they can raise the dead and make astral projections.
Memory: The aspect of the conscience. There's body and mind; soul and conscience. Once conscience is gone, there's nothing left. Those with this aspect can summons the spirits of the dead, change bodies and possess others.
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Okay... The descriptions aren't exactly as good as I thought they were going to be. But I'm waiting for your ideas and feedback. Any thoughts will be accepted.

Re: Choose your own adventure

PostPosted: Fri Oct 26, 2012 9:15 pm
by Victin
I know it isn't as good as I was expecting. Sorry, I ran out of time. tomorrow I will rewrite it. But comment anyhow.

Re: Choose your own adventure

PostPosted: Fri Oct 26, 2012 9:20 pm
by eli_gone_crazy
Victin wrote:I know it isn't as good as I was expecting. Sorry, I ran out of time. tomorrow I will rewrite it. But comment anyhow.


I think it has promise. maybe add more choices to the classes or w/e

Re: Choose your own adventure

PostPosted: Sat Oct 27, 2012 3:51 pm
by Victin
The improved version of my idea. It took me a few hours to type it, please comment (I don't like to ask for it, so you can call me an hypocrite)
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You are in the middle of a desert of a post-apocalyptic world, exactly 413 years since the apocalypse. This desert is said to be inpassable, and is the source of many legends, like: El Mesrald, the giant city in the middle of the desert; Desert Phaa'oh, the mythical spirit who rules the sands; Doktor, the time-wielding god who rests undrground. These legends are the leftovers of an ancient civilization, whom let behind magnificent objects: Inventory and Weapon Cards, Alchemiters, computers and some building, which use is still unknow. Their knowledge is fountain of many wonders, and remains to be studied.
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Glossary:
Inventory Cards: Are used to store items in the players inventory. The player has a limited number of cards which can hold a limited amount of matter. They can be punched by a CodePuncher in order to combine two items into one, throught Alchemiters, but that turns the item originally in the card impossible of being retrieved.
Weapon Cards: These are used to easily obtain the weapon being held by it, with a limit of one card per kind (E.g.: You can't have to hammerkind cards). Each card provides you a bonus in the use of the weapon held, but you can only have on of these bonus at time.
Resources: Used in Alchemization, as means of paying it. The most normal is the Build Grist, but there are many kinds of it.
CodePuncher: Used to make punched cards from inventory cards. They are used in alchemization.
Alchemiter: A huge device in which you can insert two punched cards in other to create a third item.
mesrald: noun; one of the many examples of the language changes post-apocalypse. Comes from esmerald. Used to speak of a certain green mineral.
to conjucture: verb; comes from conjure and conjucture. Means 'to cast', 'to conjure' and 'to summon'.
alchemization: noun; comes from alchemy. The act of using an Alchemiter.
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You all you control the same character. Yup. You all. There may be more characters later, but at any moments any of you will have your character. You all will suggests traits to the characters according to this form:
Name:
Age:
Gender:
Weaponkind:
Hobbies and Interests:
Class:
Aspect:
Starting inventory:
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Classes: As many RPGs, your character will have a class, that will determinate how his/her powers works. The classes can be passive/active, defensive/offensive, etc.
Paladin: Paladins are noble warriors. They think about others before thinking about themselves. Be their protected a village in distress or the soldiers of an evil king, they will fight to death trying to protect them. They are experts in the use of their aspect in defense.
Knight: Differently of the paladins, knights fight for themselves. They only care with themselves and anything they think it's worth they love: be it a relative or the food they're eating, once you've angered a knight it will hunt you until you're dead.
Thief: Thieves usually have a weak fountain of power. This restrain them of using their allies and enemies as sources of his aspect, from which he drains all his powers. A thief can't only feed on the others' power.
Mage: If thieves steal, mages gift. They are natural sources of their aspect, and can spread it wherever they are. They, willing or not, seed their power within others, and with their continuous care it will grow and bloom.
Warrior: Warriors focus into the use of their aspect to battle. They are heavily active, but only after truly mastering their related element. Once it happens, the warrior can freely exploit different styles of his power.
Monk: monks, on the other hand, focus in the passive use of their powers. Whatever is their aspect, they master the passive usage of it, leaving it do as it pleases.
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Aspect: Roughly the element your character can control.
Flame: The element of life, energy. The flame is the inner-force of a living being, and all living being have it. The flame can be bent to create a variety of effects, from literal fires to energy beams. They can be great both at armed and unarmed combat, as they can enchant anything with their or the other powers.
Blood: Is the concept of the body. A blood player can easily heal or injury any target, in whatever means he/she is able to. Considered to be the most destructive aspect, it's said that they can even affect the dead.
Mind: Literally the element of mind, but in the rational meaning. Those with this element are great in foreseeing others' actions and how to use others to their own goals. They can also hear and speak in others' mind.
Dream: The element of the emotions, the irational side of mind. It's also the element of belief. Users of this aspect can increase and decrease others morale, spreading hope and fear in the battlefield. The more allies or the more enemies, the more power the user has.
Light: The aspect of guidance and knowledge. Users of light are more interested in learning than anything else. They seek new information whatever reason they have: be it for personal happiness, spiritual peace or outsmart their foes.
Darkness: The element of the 'nothingness'. The darkness is also the obfuscation of knowledge. The darkness users can easily hide their intentions and even themselves, asides of being masters of unarmed combat, until they start cheating by conjucturing shadows to attack their enemies.