rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2016-04-15 12:56 pm

Pulled pork

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High fantasy sex game

(Anonymous) 2016-04-16 12:33 am (UTC)(link)

(Anonymous) 2016-04-16 01:33 am (UTC)(link)
do you have any basic ideas aside from this or are you just looking for people to throw out ideas?

Re: High fantasy sex game

(Anonymous) 2016-04-16 03:37 am (UTC)(link)
i'm all about a fantasy sex game as long as there's a plot/generally more to do than write smut but...

bring some ideas to the table! it'll give us something to discuss at least.

Re: High fantasy sex game

(Anonymous) 2016-04-22 11:20 pm (UTC)(link)
Alright I'm going to zip in here with some ideas because it's clear that OP isn't coming up with any but people still seem interested in the basic concept.

First off we need to establish why this is a sex game. What is the driving force behind the sexytimes?

- Sex = magic power (Self explanatory; having sex gives characters access to special powers, or perhaps other benefits)
- Sex = protection (Sex sustains a magical barrier, sex keeps the higher beings who have imprisoned the characters amused, sex keeps the characters on this plane of existence)
- Sex = currency (Similar to sex = magic power in that the characters don't NEED to have sex to survive, but it is one option to make their stay in the world a more comfortable one)

Alternatively, you can give no reason for characters to have sex at all and just allow NSFW activities to take place in the game as an extra feature. However, this is one way to turn the game gen very quickly, and even if you have a NSFW activity requirement, it's going to be difficult for characters who wouldn't normally cockhop strangers to make that requirement if they don't have an in game incentive to do so.

So then you just need to decide how to fit that reason for having sex into a high fantasy universe.

- Warring Factions. Characters have been transported to a realm in which two or more countries, races, or families vie for ultimate power. That power is gained through sexual energy, somehow. Watch as lovers discover that they are on different teams! Marvel as the players eventually form their own faction! Wonder at how this set-up is still so popular despite featuring in every fantasy-based game on dreamwidth!

- Repel the Darkness. Characters have been transported to a castle/village/city which is apparently the last safe haven in a world consumed by a great evil. Heavy exploration elements abound as characters contend with goblin raiding parties or whatever while maintaining the security of the base camp by repelling the darkness with the power of love/passion/euphemism of choice. I like this idea because although it keeps sex as an essential part of survival, it also gives players something else to do, ensuring that your game doesn't succumb to characters pairing off within the first few weeks and retreating to their private museboxes while the game stagnates.

- Sword Art Online But With Fucking. Your characters are trapped inside an MMO (maybe they don't realise this at first, maybe they're not in a game at all, just trapped in a world with a big fantasy element and an interesting magic system). Each character has a class - healer, fighter, mage, rogue, whatever. If you want, you can even assign them a race and specific abilities and starting locations that go along with that, too. Then, they go fight bosses in exchange for rewards and something shitty happens to them if they fail. The catch is this: to fight the bosses, they have to create a team of two players who share a 'special bond'. Yes, the 'special bond' is a sexual one. Different bonuses can be handed out for players who team up with different combinations of classes, and the bond between players can last for a certain amount of time before it wears off and they must renew it. If you want to avoid cliques, you can have circumstances conspire to force players to team up differently: maybe a dungeon is only open to teams of certain class combinations, maybe one half of a team is suddenly teleported to a different area entirely.

In fact, I like that last idea the best. Thoughts?







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(Anonymous) - 2016-04-26 01:38 (UTC) - Expand

plotty hurt/comfort game

(Anonymous) 2016-04-16 12:42 am (UTC)(link)
Continuing from this thread: http://rpanons.dreamwidth.org/65533.html?thread=203384061#cmt203384061

I'm definitely looking for feedback before hashing out specifics or planning anything definite so please feel free to let me know what you think (things about the concept that you like/don't like, things you'd want to know more about, things about what kinds of characters you'd want allowed, questions/concerns, whatever)!

Re: plotty hurt/comfort game

(Anonymous) 2016-04-16 03:44 pm (UTC)(link)
Crit side:
Sick of power nerfing and removing all supernatural/magical powers upon entry in games. Why not take a looser hand and tell players that the things out in the forest are capable of finding cracks in already existing character flaws? Super strong? The creatures can psychically manipulate them to confuse them to hurt themselves. Able to go back and forward in time? The creatures divert the character into pockets of time that end only in doom. Things to punish use of powers while still letting characters play the character they want to play, you know? I like that characters can stay true to their weird roots, though. Games that humanize characters irk me.

I'm a little leery where the main mystery is about why the city is there and why characters appear, if only because it's a generic hook that's used in most games. It would be nice if some efforts were made by NPC's beforehand, or if evidence was left that others who'd been there were finding out the same thing to save the slog of that portion of the game. It would be neat to have a game where at least half of that is unearthed and, if you're planning on making this game about hurt (from the game) comfort (between characters) have some of that information be subverted to keep the hurt rolling in.

Thirst side:
All that said I have a thirst to bring in a CRAU character, and I'll be honest with you I would probably want to use the setting as a place to continue the h/c I was playing in a horror game. I don't know how well that jives with being open to brand new dynamics because I have a ship I want to sail and I predominantly want to develop other CR that's support/friends group stuff, where most people want a wide-scale series of relationships... but I'm all for the drama of a dangerous place and a central safe hub powered by every kind of comfort...

Durp:
Is the secret that characters have to cuddle the monsters back into NPC's a la beauty and the beast?

OP

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Re: plotty hurt/comfort game

(Anonymous) - 2016-04-17 01:55 (UTC) - Expand

Not OP

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dda

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Re: plotty hurt/comfort game

(Anonymous) 2016-04-16 04:13 pm (UTC)(link)
I'm going to agree with the above anon. I'm so sick of powers being stripped entirely that it's to the point that I check that stuff first and move on to another game if they are stripping. If I wanted to play with no powers, I'd play a character who doesn't have powers to begin with.

If you want to leave powers and make the characters feel vulnerable, have something make powers act weird and unpredictable. You'd have a beautiful chance for some h/c if a character with magical healing has their healing backfire and make an injury much worse, for example. Or maybe the powers do harm to those who use them. Things could also be changed up or not be as effective. But don't discount powers entirely because with some creativity they can lead to some interesting ways to get some h/c going.

Another idea could be that players could have to come up with a negative effect for each power, which opens doors for more ways to introduce some h/c. Adding drawbacks or unpredictability could result in characters not using powers anyhow, but it also could lead to situations where characters need to weigh if the potential harm could be worth the power's ability to handle a situation.

If the issue at hand is equality with characters, like unpowered characters could feel useless, have something in the setting to allow those characters to gain access to powers, but of course with similar drawbacks. Something that can be very powerful h/c is when someone a character cares about sacrifices something to save them and that could be a premise for gaining powers.

OP

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Re: plotty hurt/comfort game

(Anonymous) 2016-04-16 04:25 pm (UTC)(link)
please don't listen to these babies who are more interested in playing power sets than characters

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Re: plotty hurt/comfort game

(Anonymous) 2016-04-16 06:39 pm (UTC)(link)
your game is going to fail

mostly because no one likes to play out the "comforter" in h/c so it's just going to be a bunch of weepy, hurt characters all being weepy and hurt together.

(no subject)

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Re: plotty hurt/comfort game

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OP

(Anonymous) 2016-04-23 08:54 am (UTC)(link)
Something that seemed worth mentioning after seeing some of the talk here and discussing things with a friend:

I called it a H/C game mostly just to have something to call it and because I know people like playing H/C and so it'd help attract interest. The setting I have in mind is definitely good for those who want to play out that sort of thing, but it won't be a focus of the plot or anything. The locals will encourage contact and intimacy to help keep the wards up, and the "hurt" part of the equation is probably inevitable for most characters, but no one would be expected to play out the comforting afterwards if that's not what they're here for.

(Basically, if we were talking sex instead of H/C, I'd be calling it a NSFW-friendly game rather than a sex game. Acceptable and even encouraged by the setting, but not at all a requirement.)

Re: GAME IDEAS

(Anonymous) 2016-04-16 03:21 am (UTC)(link)
a game with anon mods

and anon players

not shitposting, what would you guys seriously think of something like that?

Re: GAME IDEAS

(Anonymous) 2016-04-16 03:39 am (UTC)(link)
half the players will be major wankers that have gotten banned from every other game, and the other half will deanon almost immediately so they can squee over their threads on plurk.

+1

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Re: GAME IDEAS

(Anonymous) 2016-04-16 03:25 pm (UTC)(link)
There actually was a game like this back on lj. I was not involved in it but from everything the former players said they all had a great time.
Make a game like this anon! I think it could be a lot of fun.

Re: GAME IDEAS

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(no subject)

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Re: GAME IDEAS

(Anonymous) 2016-04-16 05:28 pm (UTC)(link)
What about a game with a Future Diary-ish 'game' going on?

30 characters are accepted, 12 are randomly picked and kept anonymous. Those 12 have to figure out who the other game participants are and kill them. Once there is only one game participant left, they're the winner.

The others who are not picked to be one of the 12 have two purposes. One, since the identities of the 12 are kept anonymous until the character themselves reveals who they are, it's to give enough people to cast reasonable doubt on everyone. Two, the others besides the 12 can form alliances with anyone and help one of the 12 win. These characters can die, but they don't have to die for the game to be won.

Private conversations are filtered so that only the mods and the people involved can see them, so if one of the 12 chooses to reveal themselves to another character then it can be done in private.

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Loveless-type partner combat game

(Anonymous) 2016-04-16 06:34 pm (UTC)(link)
I remember hearing a while back about someone doing a game based on Fighters and Sacrifices but I don't know if it ever turned out.

don't care too much about the cat stuff. I just like the idea of players being assigned a partner to fight with/take care of.

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Salvation Run

(Anonymous) 2016-04-18 06:54 am (UTC)(link)
Musing a game based on DC Comics' "Salvation Run" storyline.

Villain-only game - an intergalactic organization is abducting villains off their homeworlds as punishment for their crimes, and slapping them onto a planet that is set out to kill them at every opportunity. Would probably be a short-run game.

Ideally, I would also like to see a lot of casualties/permadeath happening here. Probably a "you drop, your character is dead" thing going on to.

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Crack game

(Anonymous) 2016-04-21 12:26 am (UTC)(link)
I'm talking old school style crack game, with weekly/fortnightly events and no deep/overly involved metaplot to bog things down.

The basic outline would be the usual "your character is kidnapped and dumped in this setting with no idea how to get out". I know, I know. Boring, but that's why I'm putting this out here. Any input would be great. Not sure whether to go with a city/island setting or something a little more out there (underwater complex? Space has obviously been done to death by now, so that's low on the list of potentials).

Anywho, there'd be an NPC involved in the form of a trickster who's running the show (with the option for others/sibling/etc if other mods come on board to play them). There'll be fortnightly (probably) events that'll last at least a couple of days each time, or potentially up to a week, with everything opt in. Events will be both good and bad, and players will be able to suggest future "curses". At the moment I'm talking stuff along the lines of not being able to lie, or deaging/aging up, or gaining/losing powers. General dumb stuff that's not really meant to get all that serious.

There'll be the option to throw in some more serious things too, but they wouldn't happen as often. Or maybe one easy and one harder curse each month? Idk. Right now this is just a bunch of ideas and a serious longing for the old, low pressure games of LJ talking. Let me know what you think?

Re: Crack game

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+1

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ASOIAF AU/OC Game

(Anonymous) 2016-04-22 05:01 pm (UTC)(link)
Organic events, loose 'kingdom in turmoil' plot that players can get involved with or ignore. Nontraditional app system which helps reward players for collaborating to make backstories and get integrated with each other and the game right off the bat.

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High-Fantasy MMO Sex Game

(Anonymous) 2016-04-23 12:27 am (UTC)(link)
A.K.A 'Sword Art Online But With Fucking'

• Characters are in a high fantasy MMO-like world.
• Characters are adventurers tasked with defeating boss monsters.
• Characters are assigned one of several different classes based on player preference and aptitude.
• To participate in the game players must form a sexual bond with another adventurer to become their partner, combining their classes to defeat the monsters.
• Player-driven plot system - monthly or bi-monthly events will happen, but players will be rewarded for exploring on their own.
• Overarching plot to restore peace to the kingdom. Alternative overarching plots may be considered.
• Characters can multiclass with a gathering/crafting profession for those who like their sex games with a side of domestic fluffiness.

Up for discussion:

• Will characters be trapped in a game a la SAO? Or will this just be a regular jamjar?
• Should characters be OU or Canon AU? Would both be acceptable?
• What classes should be available?
• Whatever else you feel needs discussing.

(no subject)

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CLASS SUGGESTIONS

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OTHER SUGGESTIONS

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fantasock: (Benra)

Fantasy Game - Mythical Creatures/Dragons: Take 3

[personal profile] fantasock 2016-04-23 12:42 pm (UTC)(link)
Hello anons. I took some time aside to work out some of the problems pointed out to me for certain game mechanics, and I have been working out the kinks. So here we go again

Game Type:
Fantasy-Adventure with SoL elements
Bring your character in from canon
Non-Earth setting. The land of Osaaru is home to what we would call mythical creatures. These creatures are not seen as monsters by the people who inhabit the lands, but are worked with or avoided depending on the traits and habits of the creatures themselves. Essentially they are just viewed as we view animals, albeit with some being considered far more dangerous.

Game Setting/Overview:
The main settings of the game is a city influenced by this image, rebuilt by the remaining survivors of a decimated civilization. The planet beyond the city is covered in ruins of cities and structures, destroyed by a war between the Great Beasts several centuries in the past and inhabited by creatures or small groups of survivors

Prior to the war, the intelligent races had tamed many of the creatures on their planet for use in daily life, wars, conquest and companionship. Many 'dangerous' mythical creatures were hunted and killed to near extinction for the 'betterment and safety' of the sentient civilized species, leaving an over population of the more docile creatures unchecked and causing an upset in the balance of magic in the world.

This imbalance caused a war between the Great Beasts, that set man against beast until the bonds of the past were broken. The creatures fled to the wild places of the planet, while the surviving races retreated into the ruins of their cities. Most of the surviving races died out from famine and disease or at the magic, tooth and claw of bitter and angry creatures.

The Great Beasts are non-traditional 'God-like' entities. Each is considered a protector or guardian of their realm. While characters can fall in or out of their good graces depending on their actions and choices in game, the Great Beasts are mainly concerned with keeping the characters they have brought to their planet alive and working toward their goals.

Characters are brought to one of the last surviving cities on the planet in a time where the surviving races have dwindled to such a small number that they barely manage to fill half the city, and struggle to defend themselves from the ever rising number of dangerous magical creatures at odds with them. According to the people of the city, the characters were 'created' by the Great Beasts and are referred to as Scions. Their purpose is allegedly to help defend and rebuild the world before the last of civilization is wiped out. The natural citizens of the world will view these characters as saviors and consider them allies to be respected and assisted in what ways they are capable of.

The intelligent, city dwelling races include the Touched (humanoid creatures with beast blood in their veins. They share some minor, visible attributes of the beast whose blood they carry.) and the Remnants (visually similar to humans, with an affinity to different elemental forms of magic). Wandering survivors of both races known as Waste-walkers and Beast Hunters exist beyond the city walls and live by the codes of kill or be killed and survival of the quickest and strongest.

There are five revered Great Beasts. They are said to represent Mortality, Order, Knowledge, Time and Chaos. They are represented by Behemoth versions of creatures that live on the planet. A Phoenix, a Stone Giant, a Griffin, a Serpent, and a Chimera.

Characters will retain their memories, but be driven by a 'call' from the egg of a dragon they were tethered to by Mouros the Great Serpent when they first woke up on the planet. While characters are brought to the city by the Great Phoenix, Benra; the eggs are brought by the Great Serpent, Mouros. Despite this, the dragons are not connected to specific Great Beasts. Each dragon has a unique ability that it will share with the character through their bond with it. The dragons represent an aspect of the character's 'soul' and can draw influence from any form of fictional dragon. While the dragons and their partners can share a strong and empathic link, the dragons do not speak (telepathically or otherwise) and are not considered to be fully sentient creatures of their own right. An example of the sort of mentality a dragon might have is Toothless from HTTYD.

The true purpose for the arrival/creation of the characters and dragons alike is the awakening of the sixth Great Beast. While Benra represents the Sun and the cycle of life, Bahemait is the Great Beast of Destruction and represents the end of that cycle and the death of the sun. Bahemait is a Behemoth of a Dragon, who is believed to be able to block out the sun when it spreads its wings. While Mouros and Benra are summoning people and dragons to fight for them and help unite the humanoid races with the beasts again, Bahemait amasses the wild creatures to its side and causes unrest within the planet itself, causing disasters and destruction. Bahemait is kept dormant by magic, a resource that has dwindled in creatures and humanoids alike. For this reason the scions are given magic of their own by the Great Beasts

For purposes of the game, all dragons must be sized down/up to a specific size range (They can be as small as a house cat, or as big as a dinosaur). The mods will assign the dragon and character an ability, though there will be a section for players to offer reasons for ability type preferences. Abilities will come from a broad category (Air, Earth, Fire, Water, Darkness, Light, Electricity, Energy, Ice and Psionic)

Game Size: Small-Medium (Less than 150 Characters)

IC:OOC ratio: 1:1, every day is not important.

Plots/Plot Elements:
Raise and tame a dragon to become your connection to the Great Beasts and companion on the planet.
Restore balance to the scales (Fight Beast Hunters, Search for Clues on the wars that came before, learn more about the land, beasts and Great Beasts who rule over it. Harness and strengthen your newfound magic through ruins, relics and your dragon.

Over-arching plot: A balance must be created between the Great Beasts and the races and beasts of the worlds. Without it, the Great Beasts will fall into war with one another once again, and release destruction upon the entire planet.

AC: Monthly Check-In, Link a thread or two to prove you are still actively playing, with a reward system for activity that includes access to unique quests, items from home, special/hard to find items, stronger magical abilities and other things. Consistently linking to very little thread activity without any reward activity over several AC periods may cause a mod inquiry into your activity.

Network: The network in place is run by magic rather than technology. Characters can communicate with one another through a magical device they gain from the city. They have several options for characters who are more comfortable with different things, so there will be magical mirrors, scrying orbs, books with a mirror within them, wrist bands with a miniature scrying orb, etc. The connecting component will be that the network requires the use of magic and a reflective surface to communicate. Communicating on a larger scale takes more magical energy, whereas communicating with a handful or less people would take less energy to maintain.

Other:
Monthly or Bi-Monthly OOC Post for discussing game events, ongoing things with player characters and the city/world, and a 'bulletin board' for posting wanted world interactions/quests/character interactions.

Heavy reliance on the OOC community for plotting, with a reward perk for being active in the plotting post. A special section of AC rewards can be obtained for players who plot out interactions in these posts and follow through with a thread.

Depending on the plot, side plots can last 1-3 weeks and occur around 3 weeks after the last plot. Most will be loose, player-driven plots.

Over-arching plots will be more involved and last longer to give people time to work on them. These will not be on the same timeline, meaning a side plot can happen during an over-arching plot.

Death results in some time out of game and resurrection by one of the Great Beasts of mod team's choosing based on how and why the character died. This can either come with a boon (if you did something that pleased the Great Beast, regardless of 'good or bad') or a blight (if bringing the character back is a nuisance, or they did not earn favor with any of the Great Beasts)

I kept this element because I find this one of the most interesting ways to handle character deaths

Characters will retain their canon memories, but will join the game with a false memory. The false memory, placed there by Benra, is of the shadow of a massive creature blocking out the sun (or skyline, or similar entity) and a feeling of loss. To the best of the character's knowledge and information given to them, their home has been destroyed and they have been reborn to the planet out of the Ashes of the Great Phoenix. It is possible that if they help the Great Beasts put a stop to Benra, the Great Phoenix will restore the destroyed planets and allow them to rise from their ashes.

Original Characters from Original worlds and Canon characters may be apped into the game. Original Characters and Alternate Universe Characters from the game universe or a canon universe may not. Giant or Miniature characters will be re-sized following the same standards of scale as the dragon size scale. Non-humanoid characters, sentient dragons, mythical and animal characters will be appable, but may enter the game with notes from the mods and/or questions on how players will deal with possible difficulties in playing them in this setting.

The game setting will have looming elements of dread as far as uncertain futures and pasts, but will leave plenty of room for adventure/exploration, dark fantasy, light fantasy, magic, SoL, monster fighting and dragon racing funtimes.

As always, I welcome your comments and thoughts.

The previous thread is here if you would like to read more on what was discussed before.

As far as prior discussion topics, things that have been changed are as follows:
Character death results in the death of a character's dragon as well. Whether a character's death results in their dragon dying, or the player decides to participate in some kind of plot that ends in the dragon's death, the dragons are not able to be recreated in the same way characters can be. Characters would be given the dragon's egg, reconstructed, and have to raise the dragon again to re-acquire their magic.

My hope is that this makes Character Death less appealing (This is not a horror game, after all, and death should not be too frequent) and that it also gives players a chance to 'reset' their dragons if they later find themselves not liking where they have taken things without having to reset their whole character.

A dropped character's dragon dies permanently and any new versions of that character will be given a different dragon. There will be an optional opt-in for players apping in a previously dropped character where their dragon isn't strongly linked to them and will be more of a challenge in all respects.

Canon Updates will be allowed and will work as follows:

Canon Updates may only occur Two Weeks after the new canon point has occurred in whatever media your character was taken from. Characters canon update through the figurative Bite of Mouros. During their canon update, characters are out of commission for a week and will be unable to participate in IC posts/plots that take place during that time.

The Game World Details of updating:
Benra resurrects characters from the ends of their lives, but brings them to Osaaru at a point that it believes them to be of the most use to helping restore the balance of this world before it too is destroyed. Although characters are brought to Osaaru with the memories of a specific point in their lives, the rest of their lives still exist within them but are suppressed and locked away. When a character is canon updated, they are said to be suffering the Bite of Mouros.

Mouros locks their physical form away in a chrysalis of deep blue gems while it sends them back to their own world and time. The character's dragon goes into hibernation during this time and both fall under the protection of Mouros. Physical and mental changes take place during the week of the character's canon updating, and when they come back the chrysalis shatters into fine dust, and the character and their dragon wake up.

Canon Powers and Abilities: Will be kept intact. The Great Beasts need all the magic they can get.

Re: Fantasy Game - Mythical Creatures/Dragons: Take 3

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Some Potential Game Names

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Updates!

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Update - TDM the First

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thishappysock: (Default)

a retro-futuristic horror game set in the 1950s/60s with torture, brainwashing, and a ton of drugs

[personal profile] thishappysock 2016-04-24 12:28 am (UTC)(link)
Hey, anons! I'm in the midst of developing a new horror game and I'd love to get some feedback from you guys; and, ideally, enlist the help of some brave souls who'd be up for helping me get it off the ground.

Just like the header says, this game is planned to be a psychological/survival horror game set in a retro-futuristic town in the late 1950s. The premise is simple: characters awaken in this town and are told that they've always lived there and that they'll be well taken care of, and all they're expected to do in return is take their "medicine" — a literal happy pill called Joy that sedates anyone who takes it while making them perpetually and brainlessly happy at the cost of their memories, free-will and sanity. Anyone who doesn't take their Joy will find their lives in constant danger by the townspeople and their mysterious rulers, who are more than happy to keep their prisoners in line with brutal force. The focus will be on the characters' attempts to conform in this new society while trying to solve the greater mystery behind the town which will hopefully lead to a way back home.

A good chunk of it is inspired by the still-in-development game We Happy Few, but it also pays homage to many other period appropriate speculative and horror fiction such as The Prisoner, The Stepford Wives, and The Twilight Zone. And, of course, some of its themes owe themselves to our dearly departed Mayfield.

Let's break this shit down:

Basics

• Panfandom! As of right now, appable characters will be canon characters, canon AUS and OCs.
• Network based. All characters will be given a snazzy piece of retro-tech that will allow them communicate with their neighbors through video, audio and text posts. There will also be a log community for face-to-face meetings.
• Smallish to medium size. There will be a cap of 60 characters (subject to change) allowed into the game at any given time. I'm thinking of implementing an app queue similar to Futurology's, but as with everything here, it's open to discussion.
• A regain/reward system based on mission completion. All characters will come in depowered and humanized, but will have opportunities to earn their abilities back.
• Plot-based with NPCs that will interact directly with characters. The game is set to be medium-term and will have a story that will be written to last for two years (subject to change, of course!). Characters will be able to have a direct impact on the plot. The story has a broad outline, but you get to choose where it goes.

Setting
The specifics of where and when the game takes place are purposely blurred. Cultural trends, attitudes and fashions have a definite American and British feel to them, and the time period could be anywhere from the late 1950s (at the earliest) to the early 1960s (latest). Through exploration and clue-gathering, characters will discover that the world they're in is an alternate version of Earth in which history took a dramatic turn during World War 2, and the town is only indicative of the larger problem the world in its current cultural climate is facing. The Atomic Age and the Cold War are in full swing; a third world war is pretty much a certainty at this point and it's only a matter of time before tensions completely boil over. As such, the game's atmosphere can best be described as dystopic.

Characters wake up in the town completely depowered; if they weren't already human, they'll be humanized. All of the townspeople they talk to will give them the same story: they've always lived in this town and any memories of their old homeworld are nonsensical, silly dreams. They are then expected to fall in line with the rest of the townsfolk by living mundane, ordinary lives under the oppressive rule of the local government, who will do whatever it takes to preserve their secrets. This amounts to torturing, brainwashing and drugging anyone who tries to rebel.

Yep, drugging. The typical method the town uses to keep its population under control is through a wonder drug called Joy, a powerful sedative that suppresses negative thoughts, memories and emotions in anyone who takes it, essentially turning them into a cheerful zombie. Everywhere a character goes, they'll find propaganda and advertisements urging them to take their daily dose of Joy. The town's water and much of the food is contaminated with the drug, though characters will have the option to get around this by finding ways to purify the water or finding supplies of non-spiked food.

Characters will not only have to deal with the deranged rulers of the town and their enforcers, but also the townspeople who have been reduced to little more than happy, psychotic zombies due to years of dependence on Joy. If they have any reason to suspect that a character is "different", they will attempt to alert the authorities — and that's if they don't try to take the law into their own hands by attacking the character in a homicidal rage.

Long story short, characters must pretend to conform on the surface if they want to survive. If they try to openly rebel, they will be punished; if not through Joy, then through psychological and physical torture.

Regains
Characters will begin the game with no powers, weapons or belongings from home. However, they have the chance to regain them along with replacements in the form of fabulous town-exclusive weapons and treasures. The only downside? They're going to have to work to get them and they might not like the price that has to be paid.

Here's the rough system I have so far: at the beginning of every month following AC, characters will be given the opportunity to communicate with a plot important NPC allied directly with the town who will offer characters the chance to claim valuable items. All they have to do is make their request ("I want my sword back/I want to be able to fly again, etc.") and they'll be given a quest in return. Upon completion of the quest, they'll be rewarded with their request.

Town-issued quests are generally safe and do not involve any physical harm, but they will always require a character to do something that will benefit the town at the cost of the fellow PCs. An example of this would be the following: Kawaii McAnimefucker makes a request for his spellbook from home, which contains a variety of offensive magic spells. The NPC gives him the following quest in return: Kawaii has to open a lemonade stand on his street and offer his neighbors/fellow prisoners lemonade, free of charge! The catch is, Kawaii has to make this lemonade himself, and seeing as how the water in the town is spiked and all the fruit at the store is contaminated, it's a certainty that any lemonade he makes will be drugged with Joy. He cannot purify the water or fruit he uses beforehand; if he does, he gets nothing. After Kawaii is done drugging his friends, he receives his prize: a child's coloring book with crayons that has the ability to brutally incapacitate he focuses on by way of drawing injuries on the people depicted in the book.

Eventually, friendly NPCs dedicated to helping the characters will be introduced. Characters will ALSO have the ability to request items from them at the same time every month, giving players two options for how to receive their regains. These friendly NPCs will offer a chance for characters to regain their original weapons and powers. However, these quests are geared much more towards players who wish to take the town down and will accordingly present risks that might harm them or compromise their mental well-being. Example: Susan Capeshit wants her super strength back. She contacts the friendly NPC who gives her the following quest: Susan must sneak into the supermarket after it closes and destroy each and every bit of contaminated food in the store. If she completes her mission without a hitch, she will be arrested the next day and taken in for mental conditioning, which will involve psychological torture in which she will be forced to relive an awful memory for the next 24 hours. Upon her release, she will magically regain her super strength.

The intention behind this system is to not only allow characters interesting ways to interact with the setting and their fellow players, but also to give them an incentive to work for their rewards and really think about the consequences behind their actions. How much do they want their fancy Keyblade/Persona/sword back? Is it worth facing torture for, or betraying your friends over?

Activity Check
Monthly with a total of 20 comments that must be checked in. 10 of them must come from a network thread and the other 10 must come from an action/prose log.

Again, this is all very rough and I'm looking for criticism to refine it as much as possible, especially the regain system. Let's all make a great game together!
Edited 2016-04-24 00:38 (UTC)

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Cyberpunk Angels and Demons Game

(Anonymous) 2016-04-25 01:40 am (UTC)(link)
This is an early draft and interest check.

Game type
Cyberpunk fantasy with some sol
Canon characters only (maybe OCs)

Game Setting
The game would take place on a planet in the center of all the known multiverse with large cyberpunk influence (https://i.ytimg.com/vi/ldcvoR3O1Dk/maxresdefault.jpg). After a great war between 13 angels and demons millions of years ago tore the universe into billions of multiverse pockets, the force of the final conflict was so great it scattered the souls of the warriors into those multiverses into pieces. The soul pieces then lived out another life in that multiverse.

The story would begin just as the souls were called back to the planet. The world would have a mixture of aliens, not just humans, and cyberpunk technology. Players would be able to influence the world to either side with the angels or demons in the upcoming wars. Different cities would have different requests and technology. Player plots would be highly encouraged.

Each side would also have a home. The angels' would be in the clouds as a floating city, the demons would have an underground city near the world's core.

Characters arriving would show up in their respective homes. We don't want a set rule that good characters need to be angels and villains demons. Characters could find out they were actually part of a demon and having them slowly become corrupted, or villains could find out they were part of an angel and begin a path towards redemption will remembering all they did in their other life. You could also just keep the status quo with your character, but we figured giving the possibility of corruption or redemption for characters would be interesting for players to toy with.

In short, we want a dark cyberpunk technological world to crash with demons and angels and let players fight each other in a large world playground.

Network
All characters have a built in cybernetic communicator that is directly wired to their brain. New functions would be given during the game as patches and upgrades.

Powers
All characters would start out as either a basic angel or demon including halos, horns and wings, and have the possibility to move up the hierarchy based on quests, time in the game, going beyond the main activity required each month, etc. Ranks would have increased powers and physical appearance (Archangels would have four wings, Principalities would have six, Powers would have their sphere powers increased and so on. Nothing set in stone yet. Demons would have the same ranks, but based on the positions in hell like Archduchess/Archduke, Mayor, Prince/Princess, Lord)

Powers would be based on their original angel/demon patron. We haven't picked all of them yet, but as examples characters that have a piece of Gabriel's soul could have powers based on life, Nuriel would have powers based on fire, Beelzebub's soul pieces could control insects and poisons, Asmodeus have powers based sexual desires and lust. We'd add powers not traditionally associated with the angels and demons to even it out.

Characters who already have powers would get to keep most of them (anything not game-breaking). Characters who have no powers would gain additional angel/demon powers to compensate. We'd like to let players have fun without feeling too restricted.

We'd also allow a lot of creativity for players designing their character's wings or overall looks. All of these would be allowed:
https://41.media.tumblr.com/73abfbb0c7293e721beaada5410cfb5d/tumblr_njfoa1BQpc1rbq23ko1_500.jpg
https://s-media-cache-ak0.pinimg.com/236x/6a/f6/d7/6af6d799881059d8ce505471a14b509b.jpg
https://s-media-cache-ak0.pinimg.com/736x/2f/57/ef/2f57ef0425a13b5df7f5971f810ee8e9.jpg
https://mir-s3-cdn-cf.behance.net/project_modules/max_1200/7f550616642091.5636aec94631b.jpg
http://coolvibe.com/wp-content/uploads/2013/08/Sci-fi-Art-Ridwan-Chandra-Choa-Angels-of-War.jpg
http://orig01.deviantart.net/d7da/f/2014/232/2/5/cyberpunk_wrath_by_meyeranek-d7vypjm.jpg

We're also thinking about a sort of refusion system where characters that have pieces from the same angel or demon souls could join together for short periods of time for additional powers and appearance.

Characters would all get a demonic/holy weapon. It would be tailored to the characters and we'd encourage players to get as creative as they'd want. No limits (giant gun? holy car? demonic sword?) Characters could also install more cybernetics on themselves and become more cyborg than human.

Non-human characters
We would like these to be acceptable, but characters too large will need to be sized down to fit with the other characters. AI characters or those without a physical form would get a cyborg body. Robots would be fine.

Game size
We're not sure how many people we can handle, but lately very few games end up growing big enough to be large enough to worry. If we'd somehow get big, we'd either cap it at 100 characters, or making the application process a lot harder than other games. We could do both as well.

Game speed
The aimed tagging speed would be medium - fast, with a 30 post count per month in at least three logs/posts.

HMD
Mandatory HMD, especially since characters could be redeemed or corrupted and that may change their personalities over time.

Thoughts? Suggestions? Interested at all?

Re: Cyberpunk Angels and Demons Game

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arx: (Default)

Destiny Game (Sci-Fi Magic combat & exploration game)

[personal profile] arx 2016-04-26 11:39 am (UTC)(link)
Destiny the DWRP. The idea is to take the Destiny world and make it playable via DWRP methods, open to Destiny players or non-players alike. While combat will be the core of the game, as characters have essentially landed in the middle of a war, emphasis will be on exploration and progression through the world. The goal is to keep the general atmosphere and play-style of Destiny as closely as possible without making it too tabletop "keep track of stats" style.

From reading discussions previously in the Destiny canon thread, I know that there's a lot of conflicting opinions about what should and shouldn't be the case should a Destiny DWRP be made. I've reviewed those discussions, my own knowledge about the game, and tried to come up with something which should be functional and sustainable as a DWRP, stay true enough to Destiny, and, most importantly, be fun.

I'm posting here for thoughts, suggestions and advice, as well as to gauge interest both on a player and a mod level. I'm on my own right now, and there's no way I could mod this alone!

Premise: The basic setting of Destiny is a light vs darkness sci-fi magic set up in the far future of our home galaxy. The DWRP game premise would begin that something in the battle to push the darkness back and reclaim the worlds of the Golden Age has gone terribly, terribly wrong. The Traveler has expended what little regained power it had to reset things back to a point (pre-video game) where they can be fixed, sending ghosts out to recruit as many suitable guardians as quickly as possible from across the multiverse. Characters wake up in the Tower having been approached to help the fight; however, they can't remember this, or anything of their former lives.

Despite this, the mission is clear: suit up, train up, and venture out into the galaxy to fight the encroaching forces of darkness across multiple worlds. And make sure that it's done right, this time.


Game stuff:

Setting: The world of Destiny. Starting from the Tower, the Hall of Guardians stood in the last human city on Earth, characters will be able to explore the known game areas of Old Russia, the Moon, Venus, Mars, and The Reef. Unlike the game (and its necessary respawn mechs), they will be able to properly clear and reclaim these areas. To keep things interesting for Destiny players and newbies alike, some areas may also be expanded, with other cities on Earth available or further areas on the other planets.

Gameplay/Plot: Progression through the game plot will be mostly mission based, taking advantage of the sandbox-style of the setting, with character's involvement in exploration of the world unfolding the plot as they go. Larger events can and will happen, but will be triggered off this more individual progression. Plot will borrow from and echo the story of Destiny, but take twists and changes as well as entirely new elements tying into character's presence in the world. General game progression will be staggered across the areas (Earth-Moon-Venus-Mars) so that skipping to Mars before much of the Moon has been touched will be incredibly dangerous for characters, but missions on the Moon will remain relevant even if Mars is getting like familiar territory.

Consequences of missions will also be entirely open to character choice. While a mission may be assigned to retrieve a piece of technology, a character managing this successfully, failing, choosing to destroy it, or giving it to a totally different NPC could all make radical changes to game plot. While assigned/optional missions will be available, probably refreshed monthly depending on progression, players will also be able to take proactive paths such as choosing to have their character lead a mission to reclaim a certain area, or attempt to hunt down a particular enemy NPC, etc.

The sandbox setting will also allow for characters to take up focusses suited to them or their players, such as taking an interest in engineering sparrows and ships, studying Crypto-Archeology, or intense training in their given class. While exploration and combat will still be the driving force for the plot, taking more individual paths can and will have just as much impact on the game.

Lastly, there will be more social-type events like festivals, crucible challenges and sparrow racing.



Destiny stuff:

Classes: The three Destiny classes of Titan, Hunter and Warlock will remain intact, and players will be asked to pick the most suitable one for their character as part of the app. This will affect what powers are made available for them to learn, but also NPC attitudes towards them, what missions/quests may come their way, and the results of certain combat situations (going into a heavy-hitter fight with a warlock-warlock-hunter combo, where a titan to tank for you would have made all the difference).

Races: The Destiny species will be intact through the native NPCs, but not for player characters. They will remain whatever species they were previously to being brought into the game.

Light: Light level will be treated as the EXP level of the game. If a character tries to explore an area of a level above their light level, they may find the enemies there simply too tough to handle. Accordingly, a character's light level (and general achievements) will be known through the gamescape, meaning NPCs will approach or support characters with higher levels on certain missions/quests while giving those with lower levels something easier to do.

Light levels will be increased through collecting light points. These will be given for basic AC as well as given as a reward for missions/quests. This means a character's light level should increase, on a basic, simply through length of time in game, but larger increases will be gained through active game participation.

Gear Drops: Gear such as armor and weapons will be given as mission/quest rewards, as well as available for characters to discover on exploration of areas or defeat of particular enemies. They will have an independent light level which is only taken as additional to a character's light level during a combat situation. Engrams will also be available in order to keep Crypto-Archeology relevant.

NPCS: More than a few will be borrowed from Destiny itself, with some new faces appearing here and there. There will also be a general NPC population of other guardians, residents of the last city and the Reef, and of course the enemy NPC races.

Ghosts: All characters will have a ghost, a piece of sentient tech from the Traveler itself which serves as a constant companion. They're a bit like magical AIs, with a bunch of technical abilities and some magical abilities. Players will be free to develop their ghost's personality and relationship with their character as distinct.



DWRP stuff:

Memloss: Yes, but it won't be permanent. Characters will retain a general idea of who they are and can regain more memories through plot progression and increasing their Light level.

Why Memloss at all: 1) it's in keeping with how characters wake up in Destiny itself, 2) it's tied to the game plot I have in mind.

Powerloss: Yes, but again, not permanent. In-game powers relevant to their given class will be available for characters to learn and gain through increasing their Light level, and players will be asked to tier their character’s canon abilities when they app so that these can be regained through the same mech. Hugely destructive or universe warping powers may be lost permanently, but this may also be a consideration for character suitability in the first place.

Why Powerloss at all: As the game will be built with not only combat but the achievement of character levelling at the core, this is to even the playing field. Tying canon powers to light levels will also make it easier for mods and players to figure out where one power or another should fall against an enemy combatant, and hopefully prevent chances of godmoding or OP play.

Character Suitability: This will be a section on the app, and necessary to uphold the basic premise of character arrival in the game. As the whole idea is that these characters have been directly approached and asked to help, they will need to have the basic prerequisites to be a decent guardian: experience or potential towards combat prowess and at least some glimmer of light inside them (sorry about that Kylo Ren). Underage characters, non-humanoid characters, characters unsuited to or likely to refuse to engage in physical combat, and out-and-out evil sorts just wouldn’t have been considered, and as such won't be accepted to the game.

Network: Yes. Communication will be available built in to all guardian armor and helmets, as well as other devices for more casual/"at home" use. All media types. Character inboxes will be requisite.

AC: Monthly check-in with a points based system tiered across network, log and inbox comments and posts. Emphasis will be on the rewards given for getting points, but if you fail to achieve ten points for two months in a row (without hiatus), you're out. If you fail to check-in entirely on any one month (without hiatus), you're out.

Also considering having a request for a brief summary of character activity as part of AC just to make it easier to keep up with what everyone is doing.

Canon Updates: No.

Canon Item Requests: No.

IC: OOC Ratio: 1:1 unless it becomes necessary to expand it.

Game Cap: 60 to start with the possibility of increase depending on how manageable things end up being.

Characters Accepted: Canon, Canon AUs (different versions of the same characters from different canons) and OCs. Native OCs will be allowed once a population of outsider characters has been established.

Humanization: No on a general "make another species human" level. Non-humanoid characters and characters larger than 8ft will not be accepted. However, characters dead and undead in their canons will be revived for recruitment, so humanization for ghosts, vampires and zombies is technically a yes, though they'll permanently lose any abilities or powers tied to being a ghost/vampire/zombie.

Death: Not permanent as long as another guardian is around to revive you. Ghosts won't have enough juice to do it on their own and will need help from at least one other. Recovery time will also be necessary after revival and for general injuries. Healing will be accelerated, but not to the level of hiding behind a rock and waiting for your bar to replenish like in the game!

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Re: GAME IDEAS

(Anonymous) 2016-05-02 01:13 pm (UTC)(link)
"In a dystopian near future, single people, according to the laws of The City, are taken to The Hotel, where they are obliged to find a romantic partner in forty-five days or are transformed into beasts and sent off into The Woods."


this is a movie summary (for a movie i haven't watched), but i'm tempted to turn it into a game because it sounds like something from dwrp.

Re: GAME IDEAS

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Re: GAME IDEAS

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Re: GAME IDEAS

(Anonymous) - 2016-05-03 15:03 (UTC) - Expand

Re: GAME IDEAS

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