Idk idc
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Rules:
Do not post pornographic or shocking images.
Do not share private entries, plurks, chat logs, etc.
Do not use this community as your social/political/hatespeech soapbox.
Do not be redundant. One page does not need three or more threads on one topic/theme. Your unfunny, forced memes also fall under this rule.
Do not treat this comm like your personal therapist. Threads about nonfictional suicide, self injury, rape, and abuse will be deleted. There are better resources out there for you.
Do not treat this comm like your personal Plurk or Twitter. Off-topic happens, but it should be open for discussion and not just a play-by-play of your life. No one cares.
Shut up about Tumblr. If it's not a discussion about Tumblr RP it will be deleted.
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GAME IDEAS
Illbleed-themed game...
Each attraction would be a new themed "haunted house" explorable in an event - maybe characters would be able to break into teams to explore different parts of each one. Other smaller things or certain key areas of attractions after that attraction's debut event would be available to explore at any time by anyone. I don't know whether the mods would be best involved at a Dangan Roleplay level, at one of writing each park feature and attraction's "story", or at a kind of in-between one, breaking each exploration of an attraction into parts, describing what there is to see and what a character might pick up on at the start and then telling particular characters or groups what's in store for them/where they'll end up/etc. based on what they did and explored in the preceding part. There'd be some NPC-ing, of enemies where needed, maybe in monthly updates in the form of announcements by Michael Reynolds, and of one or two in-attraction NPCs as part of the scenario's story or as flavor-adding side characters or set pieces.
Or maybe new full-on scenario attractions would open every other month or so, with smaller shenanigans around the park that characters could selectively wander into or investigate on other months and still be rewarded for participating in - clues could be dropped as to what they are in monthly announcements and players or characters could probe and ask "What if I [blank]?" based on those clues.
Supernatural or offensive powers would be stripped on entry of the game on some "no outside food, drink, weapons, or abilities allowed on the premises!" sort of clause, but humanization wouldn't be in effect. Death would be as permanent as a player would want it to be, or dependent on a character or their CR paying or owing some of their attraction-completing funds (or maybe AC would also keep a character funded, treated as a "thank you for visiting our park in the sketchy promotion you heard about it and ended up here as a result of whether you know about it or not" gift check for "guest" characters and salary for "staff" characters, don't ask where the place gets all its free money) for their revival, just the way it works in the source material. Revival could happen as quickly as overnight and come with optional side effects/status effects (think about the fact that Brainless Randy exists or the fact that using the Artificial Heart upgrade could be taken as basically giving a character extra hearts - they could be tailored based on how a character dies, with the surgeons "accidentally" leaving things out or "over-fixing" a dead character) to make it easier for players to throw their characters into events that inherently come with a death risk (whether or not a character dies at a certain point in a scenario/attraction could be rolled for based on certain conditions they have or have not met by a certain point plus how fit a character is, how strong their nerve is, etc.).
Topping that off for now with HEY, not even joking!anon from last post, I'm mulling this over more seriously than I was expecting to, so maybe we'll be in touch?
no subject
(Anonymous) 2016-03-29 10:04 pm (UTC)(link)no subject
Re: Illbleed-themed game...
(Anonymous) 2016-03-30 04:56 am (UTC)(link)Re: Illbleed-themed game...
(Anonymous) - 2016-03-30 05:35 (UTC) - ExpandRe: Illbleed-themed game...
(Anonymous) - 2016-03-30 20:39 (UTC) - ExpandRe: Illbleed-themed game...
(Anonymous) - 2016-03-31 03:49 (UTC) - Expand(no subject)
(Anonymous) - 2016-03-31 15:58 (UTC) - ExpandRe: Illbleed-themed game...
(Anonymous) - 2016-04-01 03:41 (UTC) - ExpandSA
Meanwhile, if anyone would like to be involved with or has any suggestions for it, you can PM this account if you'd rather that than commenting here! I'm about to head out to work, so my replies might be delayed, but still, I'll be happy to hear things and people out!
High School Non-AU game.
(Anonymous) 2016-03-29 09:44 pm (UTC)(link)With ridiculous english prep school uniforms. After school classes. Dorm wars. Terrible school dinners provided. Probably open up some teacher slots if people want them otherwise I can make a page with each subject, and a two line description of each teacher for people to use. There would be a network for people to use provided cell phones with and the rest is just general chaos.
Oh, and if you cheat you get incinerated, slowly, painfully and then resurrected to carry on.
Anyway, would there be any interest in a cracky, non-AU school game like that?
Re: High School Non-AU game.
(Anonymous) 2016-03-29 10:09 pm (UTC)(link)you should include teacher slots and give people the option of letting their adult characters end up forced into being students or becoming teachers instead. and all the adults who become teachers could teach classes based on some skill they have, no matter how minor, or be shoved into being in charge of classes they know nothing about.
in regards to the incentive for the teachers, if a certain percentage of students fail their class, same thing with the homeworld being destroyed.
ayrt
(Anonymous) - 2016-03-29 22:17 (UTC) - ExpandRe: High School Non-AU game.
(Anonymous) 2016-03-29 11:35 pm (UTC)(link)(no subject)
(Anonymous) - 2016-03-30 06:08 (UTC) - ExpandRe: High School Non-AU game.
(Anonymous) 2016-03-31 08:32 am (UTC)(link)Re: High School Non-AU game.
(Anonymous) 2016-04-22 10:44 pm (UTC)(link)Will they be given the option of a second chance? Will parts of their worlds be destroyed, one by one, instead of nuking the whole thing right off the bat?
fantasy game
(Anonymous) 2016-03-31 07:05 pm (UTC)(link)It will likely be jamjar, with characters coming in for some reason rather than going AU. I'm leaning more toward it being a consensual reason to come to the game world to avoid the whole working toward a purpose to get the hell home -- though I don't know how well that would translate to a game setting, so this is still up in the air. Basically, if characters want to leave, they can leave (OOCly they would have to be dropped, though). Characters coming into the game would bring in some sort of flora/fauna from their home world to inhabit this game world, so it's very much literally player built.
There will be no network here, since fantasy world with not very advanced tech. Inboxes can definitely be a thing, though they would just be notes/letters vs. tests/emails(voice/video/phone calls).
I'm also thinking something along the lines of an animal familiar of some sort that characters would receive upon entry. Not completely sold on that idea, but I am thinking about the logistics of it to be something that happens down the line if not right away. The non-talking variety.
That's about all I have right now, so just putting feelers out to see if it's something to continue building and put out there. Input is welcome!
Re: fantasy game
(Anonymous) 2016-03-31 08:07 pm (UTC)(link)Honestly anon, I would kill for a good strong fantasy game but what you have written up here does not sound appealing at all to me. No network will make communication with people in different parts of your world difficult. The lack of any kind of plot at all sounds extremely boring. If you did come up with some kind of plot it would not need to be all consuming, it could crop up every couple of months or something just to give the characters some kind of purpose. Basically I would just need a reason why a character would chose to go there and why they would stay once they had arrived. I like the idea of the animal familiars. That at least gives us a little hook and something to do once we get into the game but over all it just sounds pretty boring. Sorry.
If you want to make just a slice of life generic fantasy game then go for it. Not all the games out there have to appeal to me, but I do think you need to focus a little more on just what kind of game you want to run and then be content if it ends up on the small side. Nothing wrong with small niche games!
Re: fantasy game
(Anonymous) 2016-04-01 01:12 am (UTC)(link)and just saying 'fantasy game but not heavy on war elements/politics' really doesn't give anyone much to go on beyond 'fantasy?' which comes in may shapes and flavors, so if you have a more defined setting in mind, please share it.
as for the animal familiar thing, it sounds reminiscent of the dragons that people would get in the game i mentioned being talked about, so if you want a familiar for some reason, i'd think of a good reason to add them beyond 'because they're cute/i want them'. otherwise they're a bit superfluous and not everyone might want them if they serve no purpose.
like above anon, i'm dying for a new fantasy game, but i'd like to see something fleshed out a bit more before i give input, because frankly, i don't know what input to give.
(no subject)
(Anonymous) - 2016-04-01 03:22 (UTC) - Expandayrt
(Anonymous) - 2016-04-01 03:34 (UTC) - ExpandMagic, fantasy, memloss
(Anonymous) 2016-03-31 08:10 pm (UTC)(link)Why mem loss? so the focus is less 'I must go my planet needs me!'
powers: dont work, but you gain powers through a local balanced system according to mun choice for their character. (To prevent wild powergaming)
plot: medium weight, constant, power struggle based with room for varying genres (politics, fighting, exploring, monster battles)
AC: medium weight, rewards for going over
SA
(Anonymous) 2016-03-31 08:12 pm (UTC)(link)To the anon who asked above: since I was unclear too, I am pitching for somewhere around high middle ages fantasy, not modern urban fantasy.
Re: SA
(Anonymous) - 2016-03-31 20:44 (UTC) - ExpandOP/AYRT
(Anonymous) - 2016-03-31 21:20 (UTC) - ExpandRe: Magic, fantasy, memloss
(Anonymous) 2016-03-31 09:32 pm (UTC)(link)OP/AYRT
(Anonymous) - 2016-03-31 21:35 (UTC) - ExpandRe: OP/AYRT
(Anonymous) - 2016-03-31 21:47 (UTC) - ExpandRe: Magic, fantasy, memloss
(Anonymous) 2016-04-08 08:12 pm (UTC)(link)OP
(Anonymous) - 2016-04-08 21:26 (UTC) - ExpandLisa: The Painful game
(Anonymous) 2016-03-31 10:29 pm (UTC)(link)Of course, sticking with the idea of Lisa: The Painful there will be choices that will affect the characters- such as perma-death. Its just started brewing in my mind recently.
Re: Lisa: The Painful game
(Anonymous) - 2016-03-31 23:08 (UTC) - ExpandRe: Lisa: The Painful game
(Anonymous) - 2016-03-31 23:15 (UTC) - Expandda
(Anonymous) - 2016-04-02 09:00 (UTC) - Expandplotty hurt/comfort game
(Anonymous) 2016-04-01 07:01 pm (UTC)(link)Characters wake up in a thick, dark forest heavily populated by nightmarish creatures that feed on fear and dark thoughts. They eventually stumble upon a city in their frantic wandering, set in the middle of the forest and surrounded by a high wall with a single gate. From the highest tower inside the city, there appears to be no end to the forest in any direction. The creatures in the forest thrive on darkness and fear, but they can be kept at bay by light and warmth; fire works pretty well for fighting them off, but love and comfort and physical intimacies are the best defense and power a barrier that helps keep the things out of the city.
There would be a central plot, with players being able to work out the game's mysteries over time (how characters are ending up there in the first place, how the city ended up there, etc). Major plot events would have the potential for success or failure depending on how the characters do, furthering the plot or making things worse for everyone in the city. Sometimes there will be excursions outside the city, and sometimes things get past the city's defenses and cause problems within. There'd be opportunity for peaceful moments and SoL, but for the most part the danger can't be ignored or opted out of - there's gotta be some hurt to go with your comfort.
Magic and supernatural powers would be stripped away upon entry and I wouldn't want any in-game system to get them back or get new powers (as the whole point is to be more vulnerable and thus more prone to fear). Super strength and speed would be nerfed to theoretically possible human levels (so those with Hulk strength are downgraded to Captain America strength). Biological differences would remain (vampires still have to drink blood, ghouls still need to eat human flesh, etc) but may be nerfed or altered on a case by case basis as best suits the setting.
I'm imagining a standard jamjar game, but memory loss could work too - either way, the point is for characters to be confused and scared when they first arrive, so either could work depending on what people are more interested in.
AC and game pace is still up in the air, would decide that based on level of interest.
Re: plotty hurt/comfort game
(Anonymous) - 2016-04-11 09:56 (UTC) - ExpandRe: plotty hurt/comfort game
(Anonymous) - 2016-04-13 23:30 (UTC) - ExpandOP
(Anonymous) - 2016-04-16 00:37 (UTC) - ExpandRe: plotty hurt/comfort game
(Anonymous) - 2016-04-14 03:21 (UTC) - ExpandWorld War Z AU, limited run survival game
(Anonymous) 2016-04-07 02:46 pm (UTC)(link)The setting would be a small town in north Georgia, close enough to Atlanta to make (dangerous) supply trading runs. There are also closer but uninhabited towns nearby to make shorter, safer, but much less valuable supply runs to. The setting also allows for the excuse of international characters to be in this area (airport, yo), allows for ability to grow all sorts of crops for survival, provides weather extremes for potential events (snow but also 100° weather :D), and provides a variety of wildlife for hunting. It would be a pure AU set in WWZ, so all backstories would have to conform to the world- no superpowers, no monsters, no magic. Characters can come in two ways. They can be dropped in from USAF supply drops if they have special skills, or they can wander into town. Death is permanent, and prevents anyone else from apping that character. There's a lot of opportunity for death here: starvation, zombie attacks, infection, exposure, the usual. Death is not the only way to drop a character, though. They can "leave" the town, or "disappear" while on missions or wandering outside designated safe zones.
As it would be a limited run, it would be focused heavily on plot and the survival of the town. General smaller plots and events would be things like illness breakouts, small zombie hoards, and local supply runs. Larger, game integral plots would be things like week-long chain swarms, crop failures and their aftermath, unfriendly gangs, and longer scouting trips outside town. These longer trips could possibly lead to new areas being open to the game, if players want to make the effort to put resources there. The severity of some events (weather, zombies, illness, etc.) would possibly be determined by RNG/dice rolls, though if anyone else has suggestions on how to go about this, I'd love to hear it!The general setup of the town would be with a mayor and/or council deciding the shots. This is not the wild apocalyptic west like The Walking Dead- the US government is still in charge (but absent) so that law still applies. There is also, at the very least, a sheriff to enforce law. There is also an additional role of scouting leader, who runs all the zombie-related protection and supply runs outside of the safe areas.
A few months into game, the USAF would begin to make supply drops into town. These would consist of tools, medicine, baby formula, etc.- things not usually available from normal supply runs. There also might be special things (tbd by rng) like bullets, or personal care items, or sugar. There would also be radios for communication to the USAF outpost and their pilots. Maybe a year into game there would be the opportunity to repair and rig up electricity into the town.
NPCs in game would, generally, be characters from the book. Christina Eliopolis would be doing their supply drops, there would be periodic speeches from President Powell, and so on.
As for the practical:
Apps would be your general game app with their AU history explained. OCs would be allowed alongside canon characters. Unfortunately, I'm not really aware of how other AU games have tackled the issue of applying the AU to other canon characters that app in, so I can't speak more to the mechanics until I do some more research and consideration. Suggestions and comments are super welcome!!! OC apps would receive more scrutiny, and would require the apper to have a canon character in game already. There would ultimately be a character cap if it became necessary, but I wouldn't anticipate the game getting that big.
There's no wifi or 4g or electricity in the game for some time, so all interaction would be face-to-face or written. There would be two comms for activity- a log comm for longer, more intense plots (supply runs, fights, etc.) or one-on-one character driven stuff, and an activity comm for day-to-day life posts, open posts, and event posts (festivals, parties, etc.). Since the game is plot driven, activity is key. AC is the general monthly model. It would require one open post with at least 15 replies from your character, and participation in one log with at least 8 comments from your character. Additional AC proofs can be tacked on for rewards like better chances in events and finding rare supplies. Another idea i have, but am not married to, is requiring characters that have specific set and important roles in game (police chief, mayor, scouting leader) to provide another ac proof- maybe something like 8 additional comments in someone's open post.
After that, I'm fuzzy on game mechanics. I've never run a game before, so I'm definitely not well-versed in this kind of thing. Honestly, right now I'm looking to see if there's interest, but also looking for people who want to help. I'm flying by the seat of my pants here, so any help is welcome help. This is something I've actually been considering for a long time, and I'd love to see it become a reality!
Re: GAME IDEAS
(Anonymous) 2016-04-07 06:01 pm (UTC)(link)Underage characters would get sorted into Good, where students are called Evers, or Evil, where students are called Nevers, and learn about subjects like Beautification, Talking to Animals, and Good Magic, or Uglification, Torture, and Evil Magic. The teachers would be the adult characters, of course. There's a rivalry between the schools, but they eat lunch together, have a joint surviving-in-the-woods class, and the teachers cooperate with one another, because there must be a balance between Good and Evil.
Sex dressing room
(Anonymous) 2016-04-09 08:00 pm (UTC)(link)Trying to figure out how viable something like this would be too.
Re: Sex dressing room
(Anonymous) - 2016-04-09 20:03 (UTC) - ExpandNew Dressing Room idea
The Hotel Between Worlds
You are no longer in your own world. A bellhop hands you a room key and mutters that all luggage has to be carried by residents, company policy. After that, well, the rest is up to you.
The hotel between worlds is an expansive resort in the middle of nothing. There's a pool, a bar, rooms, a lounge, a game room and arcade, a restaurant, and much more.
Characters have been sent there for an enforced vacation from their reality. Time to get drunk, sleep it off, and generally try to find their way around the labyrinthian hallways of the hotel. They can come and go, though the requirements for leaving seem to be some odd entity's idea of 'Well Rested'.
Would love to know if people are interested. If not, that's cool. But I'll make it if people would be willing to play in it. In the meantime have a meme?
Re: New Dressing Room idea
(Anonymous) - 2016-04-12 13:24 (UTC) - Expand(no subject)
Re: New Dressing Room idea
(Anonymous) - 2016-04-14 09:20 (UTC) - ExpandHigh Fantasy sex game
(Anonymous) 2016-04-13 05:18 am (UTC)(link)