rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2016-09-11 03:17 am

A neglected litterbox

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Sky Exploration

(Anonymous) 2016-09-12 12:34 am (UTC)(link)
Hello anon! I'm the anon working on a sky island survival and exploration game, featuring such themes as sun, sky, sustainability, flight, far too much plantlife, and a world pretending it's totally recovered from its apocalypse and there's nothing strange going on at all. The original post is here: http://rpanons.dreamwidth.org/67387.html?thread=212922427#cmt212922427

I am now looking for people willing to help me work through it and help mod the game, but I would like to state outright that I wish to mod anonymously. Ideally I would like a total team of three. If you're interested, please let me know a little about yourself, why you're interested, and about any past mod experience by PMing me at [personal profile] sockstars!

I may later also look for people willing to play short-term characters to demonstrate that permadeath is a thing, as there are dangerous locations within the setting (there are two significant ones I have in mind for the early stage).

Currently I am looking at the structure and timeline, as there is a survival element to the game even if it is a light one. I want to allow characters time to understand and establish their home base before they get the ability to fly. A big part of the premise for me is the fact the characters will not initially be given any direction or help, and will need to establish their home by themselves, emphasising the survival element. Right now the plan is for the 'settling in' stage to last for two to three activity periods before the flying machines and network variation get figured out, and then exploring the nearby islands over the next few. As stated in the original post, while the world's natives will eventually make an appearance, I intend to have it be a while before characters learn that they aren't alone.

I'm also thinking of ways to incorporate 'discoveries' as a game feature, wherein characters can make minor discoveries about the world in order to provide players with prompts, the setting with more resources, and some clues for future developments. My current plan is to have a pre-existing list of things to find on a given island/series of islands and distribute them through RNG during the main monthly plotting post. Right now the idea is to categorise discoveries based on characters' priorities (right now I'm categorising them as home, hunting, gathering, exploration, and mysteries). When a player signs up for the RNG, they specify their character's current priorities, and if a discovery is made it will relate to that priority. That way, a character who wants to focus on building and maintaining the home base may find an interesting kind of clay to work with, while a character interested in mysteries is more likely to find the remnants of a mural to study. What a character does with a minor discovery is up to the player.

There would also be major discoveries that would have to be discovered in teams, such as significant new areas and some event triggers.

For now, I think that's roughly it for things I'm willing to share at this point, save for one more thing:

I suck at titles.

Do feel free to propose any ideas you might have for a title, anons! We have floating islands, discoveries to make, flying to do, lots of sunshine and crystals and sunshine-powered crystals, periods of ominous mist (that 'mysteriously' coincide with the app period), and a setting where nobody actually knows what's going on and just need to make the best of what they've got. Someone must have some ideas?

Re: Sky Exploration

(Anonymous) 2016-09-12 04:19 am (UTC)(link)
I'm so pumped for this nonny, I'm really happy you're giving this a go.

I'll admit to having some modding experience but I'm not sure I'm ready to hop back on the horse for that. I am willing to play some short term NPCs if you need that.

I like the structure you have set up, I think it'll be good especially as the first few rounds of apps roll in and everyone is pretty much in the same boat for a while.

re: network, I'm honestly really sick of games that shoe-horn in networks when it's not really applicable to the setting. That said, a solar punk kind of universe I can see having some kind of long-distance communication available, but just throwing out an idea of maybe keeping the network light somehow to encourage more face-to-face interaction and in-person exploration. I really like the way utopique does it with their "vaguely Victorian technology" http://unproofed.dreamwidth.org/954.html where everyone gets communicators but they're limited to IC inbox use only (which count for AC). There's no no internet or IC journaling system which wouldn't feel quite right in a solar punk sky exploration kind of game, imo.

Maybe as the characters progress through the survival-exploration part in the beginning they can figure out a way to facilitate long-distance communication through a plot reward of some kind. Maybe there's a certain kind of crystal that dampens solar energy and it needs to be broken, or turned into a signal beacon of some kind but it's being guarded by a monster on another floating island. Do the quest and long-distance communication is usable in that area. Maybe these can be done in group sign-ups? As characters travel around they can open up more and more long-range communication beacons. Just gives something players and characters to work for if effective communication is their "priority".

I SUCK AT TITLES TOO... I wish I could help there!


(Anonymous) 2016-09-12 04:24 am (UTC)(link)
wait I thought of some names/titles but I'm blatantly ripping them off from a video game.

Coronia, Moire, Solare, Soleil, if any of those float your solar boat (heh heh)


(Anonymous) 2016-09-12 04:52 am (UTC)(link)
Honestly, I dislike networks. The reason I plan on including something akin to a network is due to the need for some long-distance communication, but I don't plan on having a full-blown network as part of the setting. It doesn't fit.

The variation I was considering would be more like a radio, and have minimal portability to begin with.


(Anonymous) - 2016-09-12 04:58 (UTC) - Expand

Re: OP

(Anonymous) - 2016-09-15 17:03 (UTC) - Expand

(no subject)

(Anonymous) - 2016-09-16 03:26 (UTC) - Expand

Re: Sky Exploration

(Anonymous) 2016-09-14 04:52 pm (UTC)(link)
drive-by anon-- I've not modded in dwrp, but have run RPs in a lot of other contexts:

the crystals idea is pretty intriguing as an element, even with the radios OP mentioned, because it's inherently a plot/setting hook to explore how crystal-tech works. In general, the idea of discovering and repowering ancient tech could fit really, really well into a setting that is "definitely no apocalypse here, everything is Fine."

(plus, whatever flavor of tech you chose could potentially be an additional source of name inspirations)

some name ideas, working off the solarpunk theme since I think this setting demands an elegant, mysterious name: Hurasu (Babylonian name for gold), any of the various ancient terms for "Wind" and wind gods; I'm also into other anon's "Corona" suggestion or some variation thereof (the fact that "Corona" also suggests a crown could maybe do cool stuff with whatever you have in mind, thematically, for the former civilization).

Re: Sky Exploration

(Anonymous) - 2016-09-15 00:21 (UTC) - Expand

Re: Sky Exploration

(Anonymous) 2016-09-12 04:29 am (UTC)(link)
the only title i've thought up is the amazingly-inventive Skyways.

Re: Sky Exploration

(Anonymous) 2016-09-14 08:27 am (UTC)(link)
For some reason I instinctively tack on "University" to that. Don't ask me why. It feels like it's missing something and University sounds right!

Re: Sky Exploration

(Anonymous) - 2016-09-15 02:47 (UTC) - Expand
eosphoros: (Default)


[personal profile] eosphoros 2016-09-15 01:25 am (UTC)(link)
Hello again, anons. Just to let you know, I've created the comms (there is no info up there yet, just so you're aware) and I have an interest check and discussion plurk up. As I can't run the game solo, I would appreciate it if interested people would spread it around!

[plurk.com profile] eosgardens

Harvest Moon/Opt Out Memory loss game

(Anonymous) 2016-09-12 09:47 pm (UTC)(link)
I still really want a Harvest Moon/Rune Factory/Story of the Seasons inspired game. The characters there could either find themselves sans memories, with fake memories or with original memories/are just retired depending on the player's whims.

There would be various events, inspired by the original games and be mostly SoL. The main goal would be to reinvigorate the town with fresh life.

Re: Harvest Moon/Opt Out Memory loss game

(Anonymous) 2016-09-13 03:30 am (UTC)(link)
I'd be all about a HM type of game done well. Jobs, seasonal events and celebrations and such.

Would those who lose their memories/have fake memories be able to regain those as the town is reinvigorated?

Re: Harvest Moon/Opt Out Memory loss game

(Anonymous) 2016-09-24 04:57 am (UTC)(link)
Personally I'd rather have an AU than a memory loss option, but I would be all over a Harvest Moon game, especially if you bring in some sort of game mechanics.

Re: Harvest Moon/Opt Out Memory loss game

(Anonymous) 2016-09-24 03:29 pm (UTC)(link)
I haven't played harvest moon but I've played stardew valley. Any chance that the latter will have themes in this game?


(Anonymous) 2016-09-13 06:56 pm (UTC)(link)
With Witches!

I talked about this idea a few months ago, but then I thought the Fantasy Game niche might have been filled. Looks like it's opening up again with some games closing, etc.

The pitch:

You are summoned by one of three witches to fight for them. Each witch represents times of the year and period of life, etc. The summoning messes you up, and you don't remember who you are!

As you fight for them, you start to remember. Will who you have become match up with who you once were?

On to mechanics!

Each witch will have a base, spread out on the map. You won't be forced to necessarily fight other familiars, but fighting them will be rewarded!

There will be a death system, and death will also be rewarded in a way -- you will unlock death-based classes! So dying isn't all bad!

Classes can be player picked or mod picked if you can't decide, and determine your powers. There will be a power loss and regain mechanic, and the class you pick (based off some classic video game/D&D type classes) determines how you rank up.

Memories -- I'm undecided on how to handle regains. I want them to be to some degree at player discretion, so if people don't want to regain fast they don't have to but if they want to... they aren't too blocked? Maybe a cap on how many per month? Maybe a cost?

I intend to run an AC rewards system too, based on points, and that will be how people gain class powers and fun things.

There will also be events that are not-fighty, such as racing to items to benefit your witch etc! There will be a plot of sorts, which is why the once harmonious witches have fallen into squabble, but I intend it to gently unfold rather than be heavy handed and constant.

The witch you are assigned to will determine a few things, but nothing so game changing as to make one obviously more preferable than the other. I think I might leave it open to player preference then just handle it if one gets over-subscribed by asking potential applicants if they'd consider another witch or closing applications for that witch?

What do we think, anons! Any questions? Obvious flaws? I intend it all to be fun and a little fairytale, myth-ish in tone but -- like with all fairytales -- a few dark turns!


(Anonymous) 2016-09-13 07:55 pm (UTC)(link)
is this like the three fates witches? maiden, matron, and crone? just curious about that aspect.


(Anonymous) - 2016-09-13 20:00 (UTC) - Expand


(Anonymous) - 2016-09-14 04:39 (UTC) - Expand


(Anonymous) 2016-09-15 03:12 am (UTC)(link)
this sounds really interesting! i've never had any interest in memory loss games before at all, but this sounds like something i'd be interested in trying out.


(Anonymous) - 2016-09-15 08:12 (UTC) - Expand

OC only Steampunk Sky Pirates Game

(Anonymous) 2016-09-19 01:49 am (UTC)(link)
(SORRY TO THE ABOVE ANON WITH THE SKY EXPLORATION GAME, I AIN'T TRYING TO JACK YOUR SHIT. This is hopefully different enough nobody is going to come for me.)

I guess I'll jump into it?

Why OC only: I want to give it a shot. I don't know of many OC only games within the DWRP community, and I think something a little different might be a lot of fun, even if this experiment doesn't take off. Pre-made OCs (that are AUed/tweaked to be native to the setting) are perfectly fine, but characters made expressly for this game/setting are (hopefully) going to be the bread and butter.

Why steampunk?: Cuz it's cool!!! Steam-powered airships, steam-powered trains, autos, war machinery, submarines, EVERYTHING. Leather holsters and big, brassy guns for everyone. Wind-up/clockwork animals for pets and for labor. If you aren't familiar, steampunk is (loosely) based on 19th century technology that's been given a futuristic edge - there's plenty of art out there if you want to google. Initial setting would be within an airship, but the intended destination is a city, so lots of world-building opportunity awaits!

Sky pirates?: Yes.

I THINK what I want to do is open with a limited number of slots (to start with), depending on how much interest this gets. (I think I'll be safe setting the limit at 15-20, with a 1 character per player limit? Open to thoughts on this!)

Imagine: an Earth-like planet, ravaged by an ongoing world war. Two powerful armies are throwing mud at each other, making a mess of things for everyone, including the neutral nations in between. Starting out, all characters will be aboard the "independent" airship INSERTNAMEHERE, either as refugees who have paid for safe travel out of a warzone, or as the crew who is smuggling them over.

I have a rough plot lined out in my head for probably 4 months (??) of play, but I don't think it would be hard to stretch it out or condense it down. A lot of this is a wait-and-see-how-it-goes situation. ¯\_(ツ)_/¯

I'd really like some input for how people think it should work when doling out roles. What to do if certain positions become sought after - like idk, maybe six people want to be the cabin boy, but there can only be one! My thoughts are that I would put up a list of available positions (maybe with some rough 'requirements' for those positions, like an age range or required skills or whatever?) and let people reserve & challenge for those roles.

Captain (4 reserve slots) (25-99 years old)
Quartermaster (will be chosen from the above 4 reserves)
Cook (3 reserve slots) (gotta be good at cooking)
Surgeon (3 reserve slots) (gotta be good at surgeoning) (gotta be trained/educated)
Basic Ass Pirate (10 reserve slots)
Refugee (10 reserve slots)
Etc (some reserve slots)

I would also require everyone have a backup choice for the characters! Voluntary revisions for people who didn't get the slot they wanted would be fine (making a cook into lookout might require some tweaks? idk) but with a small crew, ~position~ won't really limit available CR, so I'm hoping to avoid too much drama. /fingers crossed


(Anonymous) 2016-09-19 03:03 pm (UTC)(link)
is a cool concept, you've got me interested

however i'm liable to flake if school is 1% harder than it is now

you'll probably want to make sure this sort of thing goes around OC circles tho, i'm sure people would want to try it, at the very least


(Anonymous) - 2016-09-20 23:41 (UTC) - Expand

Re: OC only Steampunk Sky Pirates Game

(Anonymous) 2016-09-20 08:01 am (UTC)(link)
i'd be very much interested, i miss oc-only games. would you plan to only have it running for a short time, like the four months you have plotted, or longer?

Re: OC only Steampunk Sky Pirates Game

(Anonymous) - 2016-09-20 23:46 (UTC) - Expand

Re: OC only Steampunk Sky Pirates Game

(Anonymous) - 2016-09-21 13:36 (UTC) - Expand

Re: OC only Steampunk Sky Pirates Game

(Anonymous) 2016-09-20 05:42 pm (UTC)(link)
my thoughts are that it sounds fucking awesome and I'm so here for this

Re: OC only Steampunk Sky Pirates Game

(Anonymous) - 2016-09-20 23:55 (UTC) - Expand
atlasmods: (Default)

[The Atlas] space exploration/survival game based off of NMS

[personal profile] atlasmods 2016-09-19 11:51 am (UTC)(link)
Anon from this thread, now here with a journal and more concrete information proper. Currently we're looking for feedback and people to help mod the game!

To quote the premise:

It starts with darkness. Endless, peaceful. Then comes the beeping. Suddenly there's pressure all around, choking you; the need to breathe grabs hold and drags you from that calming dark and into the waking world: a metal prison filled with the hiss of rapidly-expelling gas, and a synthesized voice which reports,

SUIT PERFORMANCE AT: 5%...10%...20%

Air rushes to your lungs and the black spots fade from the edges of your vision. The front of your prison opens and as your eyes clear, you find yourself someplace different. Alien. Above you is a sky and stars you don't recognize. Before you, the surface of a planet of which you have no memory. The only help you can find comes in the form of a single holographic message from a screen on your wrist:


The Atlas is a dynamic (location-changing) pan-fandom RP inspired by No Man's Sky & Warframe, set in the vast expanse of space. It focuses on survival and exploration with characters waking up in stasis pods with no clue as to how they got there. They are left only a single message to start and guide them on their journey: Find The Atlas. Characters must decide if they wish to seek the Atlas to discover who or what it truly is, or eke out a new life for themselves among the stars as they encounter challenges both good and bad, aliens species which can offer aid and insight into the mythos of the galaxy, and the mystery of why and how they came to be in this strange universe.

Players' actions will have a direct impact on the plot and will affect the game as a whole.

Most of the game info is set and ready to go, so all that's left is to gauge interest and hopefully get one or two more people willing to help us run things! And of course, feedback! We have a game plurk at [plurk.com profile] theatlasmods for discussions & spreading the word. If all goes well the game should launch within the next 2 months.

Re: [The Atlas] space exploration/survival game based off of NMS

(Anonymous) 2016-09-19 09:34 pm (UTC)(link)
This is looking really good! Thanks for all your hard work, anonymod.

Two things. Firstly, I feel like 10 is a little big for a cast cap; personally, I put it at 5, which is frankly the maximum number I could handle when I played in big casts--10 people from the same canon takes up a huge chunk of CR. That said, I know YMMV, and it's your game.

Second, have you considered a player or character cap for the game? I feel like controlling the game's growth could be beneficial in what amounts to a treacherous co-op environment. Of course, it'll depend on what you and your co-mods are comfortable with.

(Anonymous) 2016-09-19 10:26 pm (UTC)(link)
this looks really good! just make sure you don't end up copying NMS on the execution and I would happily play here. :)

Re: [The Atlas] space exploration/survival game based off of NMS

(Anonymous) 2016-09-20 02:46 am (UTC)(link)
I'm drooling over this especially as a NMS player

Digimon Frontier game?

(Anonymous) 2016-09-25 03:38 am (UTC)(link)
https://en.wikipedia.org/wiki/Digimon_Frontier (For anyone who doesn't know what it is)

I have a basic idea for a game using the Frontier "gimmick" of the characters become the digimon, gather data to fix the digital, elemental spirits to unlock higher evolution etc etc. Since I noticed with the previous digimon games on LJ/DW that folks tended to completely forget about the digimon partners, and tended to all settle into stupid SoL let's hole up in a city and live life normally.

Basic plot is well, characters arrive, get digivice from helpful digimon (or maybe not so helpful?) and pretty much told "Fix this world, or find more power. Just gtfo out of my house". So like, freedom for players to actually do shit, find shit and not feel like they have to be camped out in one central area? I don't plan on the digital world being stupidly huge because that would just be confusing and hard, and I kind of want it to be a game with a stated end goal. Which is either find all the Spirits or fix the busted up world, I haven't settled on which.

But uhm, beyond that anytime I've mentioned this idea to friends I get "But but what about canon digimon characters?!" and "But if no central city place how will characters work together?!" and I'm just like, how about no to canon digimon characters and I dunno? Actually have the characters make an effort to meet in fucking person.

... Also a name for it. I'm stumped on that because I want to avoid anything close to or similar to Terminal Tokyo or Digital Dive, so no using Terminal or Digital makes that part kind of hard.