rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2011-12-21 10:31 am

001

Rundown: [community profile] rpanons is an anonymous community for role-play related topics. This place serves as a forum for game discussions, canon discussions, RP solicitations (ATP, game ads, open memes), and advice. The occasional off topic comment is inevitable, but please keep heated social and political topics to their respective communities. Posting them here will only get them frozen.

Rules:

Do not post pornographic or shocking images.
Do not share private entries, plurks, chat logs, etc.
Do not use this community as your social/political/hatespeech soapbox.


Concerns?


Navigate:

LATEST PAGE | GAME DISCUSSIONS | CANON DISCUSSIONS

OPEN MEMES | ATP/ENABLE ME | GAME ADVERTISEMENTS

USERNAME SUGGESTIONS | GAME IDEAS | CHARACTER ADVICE | DW GAME DIRECTORY

HARVEST MOON/RUNE FACTORY INSPIRED RP

(Anonymous) 2011-12-23 10:10 pm (UTC)(link)
Okay I've thought some of this through and this is the gist: Like in Rune Factory, there is a War going on in the background. That is not the focus and people definitely won't be going off to war! But it is a plot point for why some characters are brought to this world-- the War has descended into hardcore magical warfare, causing monsters to run rampant across the country side and people be strangely pulled from their worlds (often with any special skills or powers sapped from them, due to the magical nature of the War.)

You character finds themselves awoken by a Harvest Goddess, whose land and powers have suffered due to the new amount of monsters running rampant, and the village she had been patron of a is husk of what it used to be. You are one of many pulled to this world, and she was able to exert enough energy to save you from the Monsters and have her village offer you safe haven, but she cannot send you back or restore your powers... or at least, not yet. She is currently expending much of her energy protecting what village she has left and opening a route to a Fort Town across the mountains every Saturday to sell/restock supplies without the trouble of monsters, but with your help if the area is cultivated and the monsters tamed she will be able to do much more for you; for instance, if you give her offerings, she can restore a bit of your powers or (if you're a normal,) give you a blessing, or even speed up the time it takes for your crops to grow, etcetera. As a Harvest Goddess it should be no surprise she also governs fertility, so she can get involved in affairs of love as well! In fact, she gives you a heart pendant as a token for her apprciation and your loss, and depending on what colour it turns when you are around a certain person, it tells you the level of affection they have for you.

As for the villagee and its inhabitants, and how your character will be getting involved in cultivation-- in the beginning there are only ten people left in the village! A lot of the villagers have moved away to the Fort Town for safety, abandoning their houses and livelihood. The Fort Town itself is over-crowded and no longer accepts any new people moving into it, but does open its gates for trade with the village every Saturday (but if you stay on any longer the guards will kick you out and you'd be abandoned in a monster filed wilderness. They know if you don't belong. They ask for ID.) Each starting NPC is in charge of a certain village cultivation area which does ultimately tie back to the Harvest. For instance, the shop needs to keep, sell, and buy stock. The Hunters Guild both needs t guard the town and go hunting for monster meat. The Ranchers instead try to tame monsters, and then there is the local communal Farm (with a small patch of private land) which the Mayor oversees and pays people for the amount of effort they put into cultivating it! As the Village grows more affluent, more NPCs will move in and offer more jobs/cultivation (and can be "apped" by players to fill certain niches.) Heck, if your character does well enough, an NPC may decide that they want to handf their business over to them and move off to greener pastures! There are only SOME NPCs which are off limits, such as Goddesses and Witches unless given mod permission.

Anyway, there will also be a "day" system where players determine the flow of time by themselves in a linear fashion, just so to speed the game up a little if it needs to be, or slow it down when it needs to be-- e.g. Someone posts during the Afternoon of Day 1, the next post would need to be AFTER that time period unless it is being backdated (but this is rare and should be avoided,) and become something like Afternoon of Day 2 or something. There will, of course, also be a local calander made up in the Traditional Harvest Moon Way. 1 month = one season, with all the festivals involved too.

Thoughts!! Give me them!!

Re: HARVEST MOON/RUNE FACTORY INSPIRED RP

(Anonymous) 2011-12-23 10:28 pm (UTC)(link)
I'm a bit hesitant on the day system, it seems like it'll unnecessarily complicate things and penalize people who can't be on the computer a lot, but otherwise it sounds awesome.

Re: HARVEST MOON/RUNE FACTORY INSPIRED RP

(Anonymous) 2011-12-23 10:36 pm (UTC)(link)
Yeah, kinks definitely need to be ironed out and that is a worry! But on the other hand, I'm a little worried about the time going too slow, considering this is a game about... farms...

da

(Anonymous) 2011-12-23 10:46 pm (UTC)(link)
With events and plot, I think it would likely work fine. I, like the anon above, have some issues with the day system as described. I would much prefer some guidelines set out by mods rather than asking the playerbase to moderate themselves to seemingly limit the number of posts made in a day just to keep the game well paced.

OP

(Anonymous) 2011-12-23 10:58 pm (UTC)(link)
Hmm. Going back to HM there is primarily 3 important times during the day-- Morning, Afternoon, and Night. Following that format, it'd be nice to have each "day" have a post for each of those times, which might be a way to regulate/limit it...? And give the illusion of time passing. Each post can of course be used by other players for "mingling" or doing errands, or what have you. Of course, if you'd just prefer a straight up post whenever you want system, I might consider it!

(Anonymous) 2011-12-23 11:03 pm (UTC)(link)
I can get the idea of using morning/afternoon/night - you could do it that way. However, I kind of like the idea that someone can post something, for example, on the morning of day 12, and so can two other people, if they had something else planned. OOCly you could designate a certain number of RL days to one game day, kind of like Exit Void does.

(Anonymous) 2011-12-23 11:05 pm (UTC)(link)
Yeah, it's a bit dodgy saying there can only be ONE post during the morning, huh? So I'll definitely think over that suggestion, and have a look at Exit Void's system as well!

Re: HARVEST MOON/RUNE FACTORY INSPIRED RP

(Anonymous) 2011-12-23 10:58 pm (UTC)(link)
I don't think it'll be so bad as long as you have a set of objectives for people to accomplish beyond a vague 'go farm'. One thing a game I was involved with did was a mission board...like the requests of RF3 and the latest HM game, and something like that could help in both whipping up activity and giving characters IC motivation to do stuff.

Re: HARVEST MOON/RUNE FACTORY INSPIRED RP

(Anonymous) 2011-12-23 11:02 pm (UTC)(link)
Yeah, that's definitely being considered too! I can't believe I forgot to mention it, thanks. :D There will be a bunch of NPC missions to start with, but player characters can post their own too.

Re: HARVEST MOON/RUNE FACTORY INSPIRED RP

(Anonymous) 2011-12-23 11:11 pm (UTC)(link)
So yeah. You have IC missions, which would get stuff rolling. You could also have X number of minor festivals/competitions per month which each have a different theme which would involve different types of characters: a fighting festival for the people who're fond of punching things, a cooking/art/crafting festival, a farming festival. Mix it up a bit so that everyone has something to do. And then throw in some big events to keep things rolling.

The downside to weird RP-to-RL day systems, I found, is that while the RP days tend to be VERY action packed it takes forever to actually accomplish things in the long run. (This varies on the ratio, 1-4 isn't as bad as 1-7, in which after a year you barely passed two months in-game.)

Re: HARVEST MOON/RUNE FACTORY INSPIRED RP

(Anonymous) 2011-12-24 05:19 am (UTC)(link)
This is not the OP, but I thought I would throw something in from my view on the day system. I believe that if it were to be adjusted to real time--that 1 IRL day = 1 IC day--it would actually penalize the player even more. The good thing about a day system is that an IC day could potentially span 2-3 RL days. After all, players could post at the same time of day, as long as it's taking place in different locations, and it'd be fine. That, and player could still get away with tagging around once or twice every few days and STILL be around enough in-game. If you're worried that 2-3 IC days pass through in 1 IRL day, that would certainly not be the case. I know a couple games that use a day system and they do just fine, if that was also a concern.

Re: HARVEST MOON/RUNE FACTORY INSPIRED RP

(Anonymous) 2011-12-27 03:14 pm (UTC)(link)
Despite the kinks mentioned already I REALLY want this to happen.