[D] How you like me now?
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Temporary Change: To reduce the strain on Dreamwidth's servers new entries will go up when a post reaches 3,000. Please refrain from spamming so we can stretch these entries for a little longer. We don't need several threads soliciting photo evidence of body parts, and we already know that we only care about yaoi. Failure to comply will only result in deletions and butthurt. "People may notice site slowdown/cache error pages. We're working on fixing. You can help: finish posts at 3k comments, not 5k or more." - Dreamwidth@Twitter
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(Anonymous) 2012-11-18 07:12 pm (UTC)(link)Yeah, I don't like fully AU games myself. They just feel awkward, to me. However, keeping it open to both the AU characters and the OU characters should work out fine.
As for the VR thing... Well, I guess I can poll players about it when I actually get some. I'm not too hot on the idea, personally, but if other people are, I'll find a way to implement it. I think my real concern is the possibility for canon puncturing. "Oh, you're dressed as a character from that Trideo game I was playing! How cute." ...Not that we actually see a lot of that in DWRP.
I'm still toying with the tech levels, though a happy medium between Macross or Galactica and Star Trek might be best. No transporters, but replicators based on 3D printer tech, personal starfighters/mobile suits, etc. Would it be better to explain how the tech works for all of the genius-types, or could I get away with a handwave and "It's Buck Rogers shit."
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(Anonymous) 2012-11-18 07:30 pm (UTC)(link)Yeah, if I were to app here (which would be likely!) I wouldn't do the VR thing myself; what I was thinking was that it might be a happy medium for people who want the canon history but don't want their characters to have to do the 'WHERE AM I, HOW DO I GET HOME' spiel. Having them belong in the world but with the addition of their canon memories was a sort of compromise idea.
Personal starfighters and mecha would be absolutely amazing. As for the rest, I think you'd have to strike a balance between 'your characters have to do something to be accepted and comfortable' and 'everything is provided for you, lalala'. Like, is food provided by Star Trek replicators, or grown in hydroponics labs on some of the decks? Are there AI's running things on the ship/fleet, or are they illegal/not yet developed? For stuff like fuel and communications, you can probably just handwave, but people are going to want to know how things like supplies and comforts/entertainment are provided aboard. If it's a giant colony fleet of thousands or millions, they'll need a lot more supplies than a single ship of only a few hundred people, after all.
Also, is magic a complete unknown to this universe? If canon characters are coming in with weird powers, are they going to be thought of as aliens or psychics (and if so, are they going to be shunned or admired), or are the natives just going to shrug and not really care? Presuming the characters keep their powers, of course.
I'm probably thinking about this too hard.
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(Anonymous) 2012-11-18 07:54 pm (UTC)(link)The fleet would, understandably, I think, have their own mecha and starfighters. Starfighters for dogfights, speed, and taking out other ships, mecha for close combat, repelling intruders, construction/repairs, etc. I like the idea of people farming and having gardens, so the replicators might make some simple tools and machines just fine, but the resources are limited and the replicated food is mostly blandly-flavored protein gruel. Thus, the need for farming, growing animals, trading for food at various neutral outposts, etc. And this way, we get to have people cook, clean, etc.
On the replicator limits, replicated items are almost always inferior to the real thing (Food is bland, materials aren't as flexible or tough, clothes wear out more easily), but replicated goods are very quick and can do the job in a pinch. They break down garbage and waste on the ship in order to build up their atomic bases that they use to make items.
There are limited AIs that can assist in specific tasks, but the colonists are wary of fully-sentient AIs due to... I dunno, maybe there were rogue AIs in the past. They know about robots and may even still have a few, but they're of limited intelligence and bound by Asimov-like Laws to prevent rebellion. More like dogs that know how to fix a meal or repair a car than an R2 unit.
I'm still toying with the population, but the more I think about it, the more I like the idea of it being a colony fleet rather than a singular colony ship. Perhaps a ship there just for farming and labor, a few military vessels, a factory ship, and one for the general population to live in.
As for magic... Well, I think that if the colony's been out there a bit, they might have seen some things they just can't explain. Some will blow it off as sufficiently advanced science, others will call it psionics, another group might consider them mutants, and more might think that there are actual gods and magic floating about the universe. Maybe they don't all agree on it and have different views? Eh. It'll be something for me to sit down and think out.
I like the idea of the characters keeping their powers. I might ask/come up with a reason for some folks to tone it down if their characters are too ungodly powerful, but I don't think we're going to have any planet-crackers app in. I like to think that most people can govern themselves and not wave their power peen around, anyway.
No, no. This is the kind of thing I was thinking of exactly.
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(Anonymous) 2012-11-18 09:30 pm (UTC)(link)I think that's a good idea with the food, etc; it'll stop people from just having their characters sit back and do nothing while everything's supplied for them. Perhaps if they just stay as a passenger, they get bare minimum in terms of replicated food and a dorm room, and get more luxuries/better rooms the harder they work? If you're having all those various types of ships (perhaps scout, cargo and mining ships as well?), that means there's a massive selection of potential jobs/training, which I love.
The magic I don't have much to add to; that all seems sensible and could work for potential plots/events as well.
Another thing to consider is medical augmentation technology. Is adapting your body banned/impossible, or can it be done? There might be people with their DNA altered to live on planets with different atmospheres/gravities, or just with things like their senses/physical abilities improved, if it's allowed. In that case, there might be required enhancements for certain things, like having surgery for perfect vision before you could pilot a mecha. (Now I really am thinking about this too much.)
The main problem I can foresee is communication. Firstly, languages - is the main language English, for example, or something native to that world? Will characters perhaps have the language uploaded into their head (which opens the possibility for other training to be uploaded?) or will they have some kind of implant translating for them? You'd also have to have a fleet-wide network if people are going to be split over different ships; probably most of the communications would end up on a network, unless a lot of people stuck to one ship. (It would be a lot of fun to split the fleet up and have them have to try and get back together.)
Also, why ARE they looking for a habitable world? Was their homeworld/s overcrowded? Were they exiled, or just split off from their homes because of some kind of political/religious schism? Maybe their worlds were destroyed or going to be? If they left because they were threatened by someone or something, that could be a major plot possibility, especially if they're being chased or followed.
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(Anonymous) 2012-11-18 09:58 pm (UTC)(link)Medical augmentation technology... I'd say cybernetic and biological enhancements are probably a thing, but they have to consider resources, time, and compatibility with people. Maybe the entire population is lightly enhanced in some way or another, maybe some of them are outright aliens. Actually, I find myself liking the idea that a good chunk of the population isn't quite human. Whether they've got non-human ancestors, or they're aliens themselves. Honestly, that's something I want to sit down and think about, come up with an answer after I've considered everything.
Language-wise, I'm considering two major possibilities. One is that they've been taught while they sleep, kind of like how some people used to suggest playing things in a foreign language while you sleep, so your brain always has that input? I dunno what it's called. But I figure that they could probably be taught a few languages that way. Or we could handwave it with some kind of universal translator. But I like the idea that there's a Galactic Trade Language that most everyone knows, and that would handle communications with aliens that aren't from the convoy.
I'm currently wavering between their planet was overcrowded/they're trying to spread out an empire. I might claim that their navigational systems got trashed somehow, so that's why they ended up in hostile territory. They're repaired now, but their star charts don't match up with their surroundings, and they don't want to take a risk of ending up shunting into a star.
One thing I'd like to avoid is a feeling of "We were misunderstood!" or general angst amongst the colonists. They might be depressed over their mission, but I'd kind of like the feel of the NPCs to be a general feeling of excitement over exploration/looking forward to finally settling down and having a new planet. Maybe they have that because they've been in the fleet for a few generations, which could lead to the players having to help out with repairs and adapting alien tech to their ships?
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(Anonymous) 2012-11-18 10:27 pm (UTC)(link)It would be good if not all the crew were humans, especially if you have non-humans characters apping in. If they're already used to making equipment for non-humanoid beings aboard the ship and living around them, it would certainly make it easier.
Sleep-learning and a standard language sounds perfectly workable, and would probably be better than messing around with different languages. There might be some isolationist species that wouldn't agree to losing their own language, but a galactic standard one is logical.
For the 'spreading an empire' idea, that could be a problem if you get characters apped who are uncomfortable with imperialism (even if they're not conquering already-inhabited planets). If the characters don't like the empire, they might kick want to leave the ship and eke out a living elsewhere, which doesn't give them IC reasons to stay. Overcrowding sounds like the best bet (which is a pity because I love the empire-spreading idea).
That last part sounds really good! Also if a lot of the crew/passengers were in a cryogenic sleep, you could have those who've been living on the ship for generations and those who've only just woken up. That could give an explanation for more parts of the ship coming 'online' as the game develops and gets more options of locations and things to do.
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(Anonymous) 2012-11-20 11:19 pm (UTC)(link)I'll have to settle down and think up some various alien races, then. Question is, do I go for rubber foreheads like Star Trek, or full on rubber suits and CG like Star Wars or Ultraman? :|a
Yeah, the empire thing was something that I thought of earlier, though I was also thinking of some players I know who are avidly against imperialism. Right now I'm just kind of messing with ideas and deciding what would be cool and what wouldn't be.
I'm not sure I want to 'unlock' parts of the fleet or the ships as the game develops, though characters might gain clearance to go there as they
level upgain experience and trust. (A guy shows up, you're not likely to hand him a space wrench and send him to work on your space power generator on the first day, y'know?) It's just something else for me to sit down and work on, though.no subject
(Anonymous) 2012-11-21 09:01 pm (UTC)(link)Hmm. Depends. If you're going for totally non-humanoid aliens, you'd have to consider how that'll affect how the ship is run and how the human culture will be affected (less likely to be xenophobic, etc) whereas hStar Trek aliens would probably be easier to manage but might give the game less of a sci-fi focus feel and more of a 'hey this game just happens to be set in spaaaace but that's not important' vibe. IN CONCLUSION, I'd say probably mostly Star Trek aliens but with a few CG-style ones dotted around for authenticity, perhaps? Gargleblasted, for example, is set on a spacestation but... the space aspect seems to have very little meaning to it, which seems wasted.
Yeah, I meant 'unlock' as in maybe if someone gave a suggestion for some change/new area on the ship which you decided to implement, you'd have an explanation of 'the people who run it have just woken up' rather than 'it was there all along but none of you knew about it!'. But gaining clearance sounds great, I've never understood how NPCs in-game can just throw trust and secret information at strangers from another world. Starting with menial jobs or making them go through security checks first is a lot better.
I'll probably have more questions/suggestions soon but my brain needs food before it can function properly.
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(Anonymous) 2012-11-21 10:10 pm (UTC)(link)This is a colonization fleet, after all. They're not going to get far on the whole 'colony' thing if they don't have a lot of people.
Well, if the PCs end up being really, really handy, or save a lot of lives, then that group of them might be trusted with stuff more easily, but yeah. It might irritate some players at first, but... Well, the colony might be hurting for numbers, but they're not hurting badly enough that they'll reveal the secrets of their Q-Drive right off the bat, y'know?
The aliens should be easy to design. I know an artist or two I might be able to commission for help on that. I can work on a purely text basis until then. The FTL stuff, I'm working on now, but I might not finish it until after I actually unlock the game; I doubt the characters are going to need to think on that right off the bat. Weapons and defense tech, I'm still messing with, but I've got a general idea of where I want the medical technologies to be at.
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(Anonymous) 2012-11-21 10:36 pm (UTC)(link)It sounds like you've pretty much got it figured out! And if you've got an artist you're able to commission, that's even better. Could you also handle things like layout/graphic design or would you have to get someone else to do that?
As for FTL tech, I completely agree. You'd probably want the characters to get used to the ships for a while anyway before you had an event where they get to a planet/space-station, if only to give them a reason not to jump ship at the earliest opportunity.
I also completely forgot - any ideas for a name yet?
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(Anonymous) 2012-11-21 10:54 pm (UTC)(link)I'm on fairly good terms with one or two artists, so I should be able to snag some commissions from them. Maybe one or two a month, my income is limited and my bills come first. Ship layout, page layout and graphic design... Well, uh. Nope. I got nothing there. One of my friends was big into it, created some pretty awesome custom DW layouts, but I haven't talked to her in a few months, so. As for ship and city layout, I'm going to have to just bullshit that. I'm terrible with maps.
I'm drawing blanks on names. I'd like to name it after the fleet itself, but I keep coming back around to something involving Orion. And then I realize that I'm only pegging on that because I read Atomic Robo recently. That, and Masters of Orion, but I don't wanna steal that name.
Actually, thanks to the accusation down there, I'm half tempted to call it Transmigration 7 as a jokeno subject
(Anonymous) 2012-11-21 11:15 pm (UTC)(link)for page layout, as long as it's functional and decent-looking, i doubt people will care if a standard DW-layout is used, at least to start. it'll need a banner of course, but profile-coding is easy to find. do you want something with original artwork as a banner? if you're okay with credit-sourced, non-original artwork, i have a good selection of fonts and i've made a couple of banners for games before; if you can't get an actual artist on the case, i wouldn't mind having a go myself.
ship and city layout, i... am actually fairly good at if you want a logical breakdown of what would go where when it comes to actual layouts, and amateur sketching. for making maps actually look attractive and professional, i'm absolute crap, so no help there.
Transmigration 9.5: Revenge of the Spawn of the Fleetif you call it 'space cowboys' you could bring in the cowboy bebop crowd. KIDDING. but seriously, whether it just has a cool name based on the fleet or something with actual meaning (like a synonym for journey or something), i don't think it really matters. well, it needs to not sound awful, obviously, but still. any other planets/deities/cool-sounding foreign words that catch your fancy? as long as it's not the eris fleet...
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(Anonymous) 2012-11-22 08:45 pm (UTC)(link)I know someone who's done great work on communities before, and is probably gonna help me if I ask nicely. I don't remember if she does banners, though, so I may need to take a rain check until I get all that figured out?
I've got a basic idea of how I want the ships and such to look, but honestly? A general layout is probably all I'd really need.
Transmigration 10: The Entanglement of the Cowboy Bebop WarsEris fleet?
I'm considering just saying that the capital ship escorting the fleet is an Orion-class ship and calling the fleet (and the game itself) the Crux Fleet, since they'd be heading for the Scutum-Crux Arm. And, let's face it, no one would join a game called Scutum Fleet. We'd end up as Scrotum Fleet within a week.
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(Anonymous) 2012-11-22 09:08 pm (UTC)(link)Transdigimongration 42: Lyrical Magical Madoka versus the Bebop Cowboys - The Musical!Eris as in the goddess of discord and strife, which would probably be a bad omen to have a fleet named after. And to be honest, my immediate thought on 'Scutum' was 'Scrotum' (followed by Sputum), so I think it would be far less than a week before it got called that.
Crux Fleet sounds good, though! I'd never actually heard of the Scutum-Crux Arm before now (thanks, Wikipedia). The more you know!
I think I've pretty much exhausted my meager uses now, but good luck with it! I'll be impatiently waiting for the comm and reserves to open
so I can snag a mechafor however long it takes. :)no subject
(Anonymous) 2012-11-20 04:35 pm (UTC)(link)da
(Anonymous) 2012-11-20 05:47 pm (UTC)(link)no subject
(Anonymous) 2012-11-20 11:05 pm (UTC)(link)Thing is, Stacy was a converted prison ship that was being used for Nefarious Purposes by the 'benevolent' aliens that built her, and would have ended up with the multiverse destroyed and a grand battle to restore everything.
My thing is a fleet of colony and medical ships that are pretty much benevolent. They're not as advanced as Stacy, no insta-cloning body parts and machines that read your mind. There's no real mystery as to what they're doing. They're not even traveling from dimension to dimension, just other planets and solar systems.
So... I'm not really getting the T9 vibes here? I mean, the feel's different, the setting's different, the entire goal is different. Is there something I should be doing to avoid the whole "This is the other Trans 9 knockoff" thing?
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(Anonymous) 2012-11-21 02:35 am (UTC)(link)no subject
(Anonymous) 2012-11-21 04:56 pm (UTC)(link)no subject
(Anonymous) 2012-11-21 09:35 pm (UTC)(link)da
(Anonymous) 2012-11-21 09:42 pm (UTC)(link)Re: da
(Anonymous) 2012-11-21 09:53 pm (UTC)(link)...I'll have to think on that. That can make apps a lot harder to judge. However, this game is set up about right so that it would be very easily possible for such things.
I'm not saying I will or I won't right now, I'm just thinking on it. It might come down to whatever my co-mods think, if I get any.