rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2016-01-05 03:19 pm

Found the token ace

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Sandboxy MMO nexus game

(Anonymous) 2016-01-06 06:20 pm (UTC)(link)
Hi guys!

I'm the person who came here a while ago with the idea about a Greed Island-based game -- I've been writing up and revising a bunch of stuff and I think it might work better (and be much more appealing to non-HxH fans) as a more generalized original MMO style setting.

That said, here are some of the elements I'm pretty sure it's going to include:

- Nexus style sandbox: no major overarching plot, although there might be event chains and there will be quests available for characters to play out. The quests available would change every month, and might involve serious/action stuff like hunting down bandits or monsters as well as funny/cracky stuff like volunteering as a guinea pig for a mad scientist (for a set of weird temporary effects) or classic Obnoxious Fetch Quests. Characters get a "teleport ring" that can transport them to the game and back to their home world.

- No CRAU: the nexus style doesn't play well with CRAU unless we're going to open ongoing game crossovers with every game someone apps a CRAU from, and ... you see the problem there.

- Limited setting: island split into regions corresponding with different standard fantasy tropes (the "magic" region, the "wilderness ranger" region, the "physical fighter" region, etc.) with some kind of in-game transportation or teleportation mechanism to allow characters to easily interact.

- No network: a snail mail system run via IC inboxes, notice boards in each town, all other interaction is in person

- No humanization (optional size-down for characters who are normally 60 feet tall), powers capped to weed out the "I CAN BLOW UP THE WHOLE PLANET!!" stuff but otherwise not nerfed

- Quick resurrection every time with no death penalties, except that all of your clothing, armor, weapons, and anything else you were carrying will remain with your dead body (which withers down to a skeleton instantly, WoW style) and you have to loot your own corpse to get your stuff back... sometimes under the nose of the big scary thing that killed you, whoops. I know the "no permadeath" element is controversial, but I feel like in an ICly voluntary game with no IC real-world rewards, very few characters would be willing to run any risks if they know death is real and permanent. OOCly, having no permadeath or death penalties also encourages people to throw their characters into risky situations or get into fights with other characters.

- PVP elements: you can snipe and steal shit from other players because the items stick with the body.

- Freedom for characters to make big impacts on the game world: blowing up parts of cities, killing NPCs, etc.

- Some fun, cracky stuff: characters who die wake up wearing Bermuda shorts and ugly Hawaiian shirts, special holiday quests and decorations, cute humanoid animal NPCs, and so on.

(Commentary on the above ideas is highly welcome!)

Here are some things I still need feedback on, because I could go either way but have no idea how they might play to the DWRP community in general:

- How detailed should classes be? Should it be left to a handwavey "you can learn to do stuff like this in these particular places" or should there be a specific hard-wired list of classes with different abilities and bonuses available as levels go up? Or something in between?

- How detailed should leveling-up be? I was considering a Ryslig-style system where everyone gets a level up for meeting AC, and bonus level ups for higher amounts of AC, but that would require the more detailed class system and could bake in some annoying "you have to be in the game X number of months before you can do anything cool" issues.

- Should AU and canon OC characters (I'm not talking "Harry Potter's long lost twin sister Demonia Starlight Raven Potter" here; I'm talking more "OCs made based on WoW or tabletop settings") be allowed?

- Should there be some kind of IC reward system, and how detailed should it be?

- Should all the quests be things that players can actually play out step by step with a mod working as "GM" (playing the monsters, providing NPC dialogue and random events), should easy quests be left up to the players with the epic ones requiring step by step playing out with a mod GM, or should they all be left up to the players? Should mod GMing be an option for quests that are left up to players?

- Anything else you can think of you'd want to see or especially want not to see in a game like this?

Re: Sandboxy MMO nexus game

(Anonymous) 2016-01-12 06:13 pm (UTC)(link)
tbh when you pitched it before as a greed island-based game, the appeal for me was the fact it was based on a specific canon. you definitely seem to have a lot of good ideas here, but as someone who was excited by the gi idea, a more generic mmo setting just doesn't appeal to me personally. i do wish you luck with the game you want to make, though.

Re: Sandboxy MMO nexus game

(Anonymous) 2016-01-12 07:38 pm (UTC)(link)
That's fair, and thank you for the comment!

I'm sorry that the generic mmo idea doesn't appeal as much to you; hopefully someone else picks up the canon-based one. GI really is a great setting, it just didn't lend itself to the kinds of things I found myself wanting to do.