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Do not post pornographic or shocking images.
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Do not use this community as your social/political/hatespeech soapbox.
Do not be redundant. One page does not need three or more threads on one topic/theme. Your unfunny, forced memes also fall under this rule.
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Do not treat this comm like your personal Plurk or Twitter. Off-topic happens, but it should be open for discussion and not just a play-by-play of your life. No one cares.
Shut up about Tumblr. If it's not a discussion about Tumblr RP it will be deleted.
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Fantasy War & Adventure Jamjar
(Anonymous) 2016-05-20 09:34 pm (UTC)(link)All it takes is one step...
Characters pull a Narnia and accidentally enter another world through an unlikely portal. An ancient ruin, an empty subway car, could be anything. They arrive at different kinds of areas, and characters in an app round would be randomly sorted into different smaller groups to help build unexpected cr while they try and figure out what happened.
The big problem?
The big problem is that the mythical forces that protect the world are dying, and their death causes temporal rifts. Different kingdoms of the world have different feelings about that, and characters can opt to try and kill these remaining forces to create more temporal tears to use to travel home, to defend them for magic and powers, or to get involved in all kinds of other ways.
Big themes?
Exploration, culture clashes, sacrifice, magic, and probably a lot more.
Mechanics?
Depends on interest! Def. low AC and OC friendly
Re: Fantasy War & Adventure Jamjar
(Anonymous) 2016-05-20 11:39 pm (UTC)(link)-You say an ancient ruin, subway car, etc. for entrances. I love the idea, but that makes me wonder how many provinces/nations/however you'd like to classify them there will be in this game. Will there be a firm limit? I'm currently in mind of the Fables comic series that had various lands that corresponded to specific storytelling traditions for the time being.
-Your big problem concept works well to explain the mechanics of how characters arrive. What makes me worry is sustainability - are you intending this to be a huge metaplot, or just a mechanic to encourage a variety of mod events and player plots? The metaplot v player plot balance is something I'd suggest thinking about, lest you run out of steam to keep running the game.
-You mention creating temporal rifts to get home. That's awesome, and I think offers a nice drop mechanic that implies a PC has finished what they need to do. My concern is that so many jamjar games cause characters to focus on"trying to get home" making it important that you need to ensure that how high the stakes are is made very clear right from the get go. What happens if a character decides to just focus on getting home? Why should PCs care about the mythical forces dying and the temporal rifts? What's the greater ramification for the PC's home?
You've got the start of something really awesome. Please, keep developing it, regardless of the success or failure of dragon game.
Re: Fantasy War & Adventure Jamjar
(Anonymous) 2016-05-24 04:18 pm (UTC)(link)above anon is right tho that a lot of work to brainstorm the real game structure and plot is needed but hell I'd be down for that kind of brainstorming. maybe not when this post is teetering toward captcha but I'm game.