rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2016-07-14 01:59 pm

Gotta catch 'em all

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AU Game Idea

(Anonymous) 2016-07-15 04:59 am (UTC)(link)
An AU game set in a school setting (but that is not ran as a "school game" if that makes sense) where characters play potential Chosen Ones gathered to be educated and prepared with the end goal of having their memories replaced (though they aren't aware of that part) and sending them out into the world to fulfill various prophecies in the surrounding lands.

The direction of the plot and even the nature of the game would be largely determined by the actions of the players and characters. If people were very into the school and the status quo events would be assignments or missions by the teachers, or they could go against the status quo and learn about the nature of the school and its purpose. And of course, various shades of grey in between.

Because the school is trying fulfill ALL kinds of prophecy, there will be students being prepared for villain roles and supporting roles as well as heroic ones.

Re: AU Game Idea

(Anonymous) 2016-07-17 09:55 pm (UTC)(link)
I would play in that

Re: AU Game Idea

(Anonymous) 2016-07-26 01:31 pm (UTC)(link)
reminds me a bit of 'the school for good and evil'! while i never got into the book, i did like the premise of it, so i'd definitely give this a shot, anon


(Anonymous) 2016-07-17 07:13 pm (UTC)(link)
A game set in the land of Foon from Hello from the Magic Tavern.

Players arrive in Hogsface through a portal from behind whatever the equivalent of the local Burger King is. Minimal NPC presence, mostly player plots and dealing with the weirdness of Foon. Native OCs welcomed and encouraged.

Runs the risk of the creators finding it though.


(Anonymous) 2016-07-21 01:30 pm (UTC)(link)
Imagine trying to run a Mittens game in-game.

I wouldn't worry about Arnie, Adal and Matt finding out about it, though, they'd probably be really tickled like the nerds they are.


(Anonymous) 2016-07-21 06:32 pm (UTC)(link)
oh my god an in-game round of Mittens would be the height of insanity.

I'm mostly concerned because of that one SCP incident years back, ya know?

Also nice to see someone else who knows the show!


(Anonymous) 2016-07-21 06:43 pm (UTC)(link)
Haha yeah but the scp guy was a total tool. These guys seem pretty chill.

Yeah, I love it, it's the first thing I listen to Monday mornings!


(Anonymous) 2016-07-21 07:26 pm (UTC)(link)
That is true. And the wiki exists to take care of most player questions. I just found myself wondering if a network would be appropriate but then I realized "wait, duh, already exists in universe."

You and me both! It makes Mondays so much better.


(Anonymous) 2016-07-20 06:12 am (UTC)(link)
So I know the last few attempts haven't really gone anywhere, but is there still a market for an M/M game? I've been working on one over the last week or so and I just want to gauge interest.


(Anonymous) 2016-07-20 02:01 pm (UTC)(link)
i'd play in one as long as it wasn't too SOL


(Anonymous) 2016-07-31 09:03 am (UTC)(link)
seconding anon above

world exploration in a sandbox?

(Anonymous) 2016-07-20 06:13 pm (UTC)(link)
A friend and I want to get back into world building but in a less formal environment than a game, so I was wondering if there would be any interest in a sandbox-like comm based on world exploration? A new world would go up monthly, with twice weekly prompts/events to facilitate interaction (so about 8 prompts per world), and it would be open to everyone. Prompts would be open for interpretation, some would be stock prompts ("go explore this place, here are weird things that might happen") and others would be world-specific (though I lack an example of that) and would range from serious to light-hearted.

(I feel like I'm missing something important about the idea/structure, so fleshing that would be nice.)

If there is interest, what types of worlds would people like to see? What types of prompts or events? What's a better description for it than a sandbox? Or is sandbox apt? Should it just be completely open or something else?

Re: world exploration in a sandbox?

(Anonymous) 2016-07-20 08:13 pm (UTC)(link)
This sound pretty cool.

The first world to pop into my head was one where a society is plagued by monsters. The people are working on technology that'd allow them to get out of there somehow, but they'd had to constantly relocate due to monster attacks. That'd give players a lot of direction - characters can kill or try to pacify the monsters, work with the people to discuss their home worlds or help with their tech/food deficiency/whatever or organize parties to scavenge the people's previous settlements, etc.. And the assholes could try to tame the monsters or maybe even take them along, so on.

A question I have is...will what happens in a world carry onto the next? Say some character's poisoned by a monster and they're feeling crappier by the hour. If there's no healer around and the next world is a zombie apocalypse they're kinda shit outta luck.

Re: world exploration in a sandbox?

(Anonymous) 2016-07-21 09:23 pm (UTC)(link)
That's a good idea for a world. Mind if I use the base concept, anon?

I hadn't considered whether things would carry on. I guess my philosophy about it would be that it's up to the individual player if they want it to carry over. So it doesn't have to, but if someone wants to have effects carry over, they're free to do that. I'd do my best to make sure anything they needed would be available (making sure they have access to medicine, using your example). And ideally there would be a range of world types/settings, so hopefully a monster hunt wouldn't be directly followed up a zombie apocalypse.

That question does bring up another point for me, that I hadn't considered, about character development. It's easiest to have character development happen in a game (or a psl) and there's usually a trajectory for development and growth happens; it's harder to achieve that with memes. Not sure how growth would happen in a sandbox setting with no formal rules. Maybe something else left up to the players?


(Anonymous) 2016-07-21 10:33 pm (UTC)(link)
Yeah, go ahead.

Leaving that up to the players is sensible - tailor their experience, etc..

Well, there will still be sequential worlds and encounters/chats happening in those worlds. I imagine development would happen most between the character on the, uh, sandbox train - someone may like someone at first, then a certain world/circumstance brings out a side of them the other person hates and woe and drama abound.

Re: world exploration in a sandbox?

(Anonymous) 2016-07-27 08:46 am (UTC)(link)
i'd be interested, but i'm less worried about what worlds i'd like to see (i can work with anything, especially if it's rotating!) and other details. who is involved, what style, how much player involvement and leg room, how active other players are and if they're proactive (it's never failed that i'm stuck carrying threads even in games that have been mission/adventure-based and they knew what they were getting into), what kind of missions and world-building would be involved, so on.

honestly almost anything that is exploration and not the same old same old is my jam so i'd probably be into it, but i'm really careful about what i commit to just so i don't flake out.

relationships as a game mechanic

(Anonymous) 2016-07-28 09:23 pm (UTC)(link)
there's been some talk about games that focus on ships and emotional bonds and whatnot lately, so i wondered if having a particular stat or game mechanic or even an ac element based on relationship dynamics would be useful in such a thing.

relationships could have levels (level 1 is a casual acquaintance, level 5 is your bff/archnemesis/significant other, etc.) that could be raised by continued interaction. different levels get different points (which can then be used to buy rewards of some type). this way you could theoretically get the same number of points from a social butterfly character with a lot of shallow relationships and a more introverted character with a couple of very deep relationships.

building new cr could grant an additional boon, so that players are encouraged to keep tagging around instead of sticking to their clique for the whole game. players would need to provide examples of character interaction in order to get reward points.

the only thing i'm not sure of is what happens when someone's cr inevitably drops, or when two players don't feel their characters' relationship is at the same level.


Re: relationships as a game mechanic

(Anonymous) 2016-07-28 10:44 pm (UTC)(link)
it does sound interesting and a good incentive for people to go for crosscanon cr. there definitely could be an issue of people feeling their characters' relationship is on differing levels, like you said. but in general i think it does sound pretty cool.

Re: relationships as a game mechanic

(Anonymous) 2016-07-29 04:28 pm (UTC)(link)
i think that sounds awesome, i'd play there in a heartbeat

Re: relationships as a game mechanic

(Anonymous) 2016-07-29 10:14 pm (UTC)(link)
I've been looking for something like this... where relationships directly affect the game and character mechanics, but those relationships aren’t necessarily romantic.

One thought is that thread lengths may need to be a factor in calculating AC/rewards, to encourage conversation and character development.

(Anonymous) 2016-08-01 12:46 am (UTC)(link)
I really like this idea!!!