rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2014-03-29 09:56 pm

Okay

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Re: GAME IDEAS

[personal profile] chronostatis 2014-03-31 08:56 pm (UTC)(link)
what if i made it a neutral place? where there are a lot of worlds, but no one can go back to any of them the moment they appear? the door closes and it cannot be opened for any certain amount of time?

i liked the idea of giving players places to explore more than one small city.

Re: GAME IDEAS

[personal profile] saiho 2014-03-31 09:06 pm (UTC)(link)
Giving players places to explore isn't bad, but aimless exploration in a large area is. Having only one world open for visiting at a time or making completing quests so players will have reasons to go places together the focus of the game would help a lot.

Did you have an idea for what kind of plot or premise you want for this game?

Re: GAME IDEAS

[personal profile] chronostatis 2014-03-31 09:16 pm (UTC)(link)
i didn't have the plot yet, but i'd love to work on one. i was thinking something like a jamjar with events that happen inbetween. some events would happen in town, some events would force players to go to other places or experience things. i was thinking of using a type of control device to keep characters in check or want to refuse to do things.

the idea would be on the outside like slice of life, but somewhat horror-like in a way? for example, Character A refuses to participate causes a lot of problems for other people. now, because of this problem, Character A would be locked in a situation where he/she is forced to have to depend on someone.

i'd like to effectively find CR for people who have trouble finding CR in other games.

Re: GAME IDEAS

[personal profile] saiho 2014-03-31 09:47 pm (UTC)(link)
From what you're saying basing the game off the clans from TA would probably be your best bet. Start people off in clans of 5-10 with each clan being assigned a city to watch over and protect. You can mix it with the l'cie concept from XIII with protecting their respective city being each clan's focus so if they don't they'll gradually start to turn into a cie'th. Then have a lot of events that require clans to work together or against each other on top of every day happenings in cities clans can react to and NPC for themselves (rash of robberies in Treno, forest fires around Rocket Town, spring festival in Tycoon).

If a clan doesn't end up being a good fit for someone they can either get two CRmates and start their own clan or petition the Goddess and get reassigned to another clan that fits them better if that's what the player wants OOCly.

Re: GAME IDEAS

[personal profile] chronostatis 2014-03-31 09:54 pm (UTC)(link)
i've never heard of TA? i still want most of the town/city stuff to be relatively slice of life for the most part. i like the idea of using the clans, but i'd be afraid that people who are slow taggers would make it very hard for people who tag normally.

i don't want a bunch of hand-waving.

Re: GAME IDEAS

[personal profile] saiho 2014-03-31 10:03 pm (UTC)(link)
Tactics Advanced, it's one of the Final Fantasy games. As far as matching up players' paces that's why you would want clans to run bigger rather than smaller to keep more of a mix in so people have some automatic CR from the start with a high chance of at least a few of them being similar pace.

I don't really know what to tell you about hand waving. That largely depends on who apps into your game. You can try instituting a rule that no event is considered cleared until those participating submit a finished thread, but that's the only thing I can think of that would really discourage people from hand waving.

Re: GAME IDEAS

[personal profile] chronostatis 2014-03-31 10:06 pm (UTC)(link)
oh, i didn't play through that one. no, i mean, 10 people sounds like a lot of characters to be in one thread trying to do something. i'd prefer to keep it around 4-5.

i don't expect all threads to be completed 100%, but 90% of the way there is more than enough. i know players hand wave some stuff, which is normal, but not everything.

Re: GAME IDEAS

[personal profile] saiho 2014-03-31 10:15 pm (UTC)(link)
Typically you probably wouldn't have an entire clan roundrobbining one thread unless you set up game events to be best played that way. 4-5 is a good number to start with and see how it works out.

It really depends on the players you get. Acceptability of hand waving is something that's more defined by the player base than anything the mod or the game does.

Anyway from what it sounds like you want to do with this game a set up like this might be the best way to keep things organized and people on task instead of spread out all over. Someone else might have a better idea though. Good luck with your game!

eta: not sure where you would find anyone to help mod though unfortunately sorry
Edited 2014-03-31 22:16 (UTC)

Re: GAME IDEAS

[personal profile] chronostatis 2014-03-31 10:08 pm (UTC)(link)
oh, i didn't play through that one. no, i mean, 10 people sounds like a lot of characters to be in one thread trying to do something. i'd prefer to keep it around 4-5.

i don't expect all threads to be completed 100%, but 90% of the way there is more than enough. i know players hand wave some stuff, which is normal, but not everything.

if i did this idea, i'd need more than myself as a mod. i've learned that when you have 1 mod for everything it becomes overbearing. i was graphics mod, app mod, head mod and also did all of the events.

+1

(Anonymous) 2014-03-31 11:22 pm (UTC)(link)
Drive-by anon offering her two cents. Having one world open at a time, with quests to complete on them to motivate travel, will help your players keep things moving.