rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2016-06-13 06:38 pm

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Shin Megami Tensei game - plot/survival/adventure

(Anonymous) 2016-06-19 04:58 am (UTC)(link)
This is a project I'm already working on, but I thought I'd run it by the anoncomm to see how it flies.

It would be a stand-alone RP using the demons and mechanics from the SMT games (mostly from the ones under the numbered Shin Megami Tensei title rather than Persona). Anyone would be able to enjoy it, whether they're a fan of any of the games/series in the franchise or not.

Emphasis would be put on recruiting, raising, and fusing demons but characters could still choose not to participate in that. Choosing not to have a character gain any levels earns them a certain amount of default protection from demons that they lose should they decide to gain strength on their own. A character can raise demons without raising their own level. Character levels and the ability to make contracts with higher level demons are earned by passing activity, with level growth for individual demons earned through extra activity so that it's possible for someone to raise any demon they want to max level and have it still be useful (unlike in many of the games). Participating in plot events can also result in level bonuses.

Demons would be earned through capture, fusion, and from special events. New demons and/or areas for the characters to explore will be revealed on a monthly basis. Characters and demons can know only a limited number of skills at any one time, and each character is also limited in how many demons they can call upon. However, once someone has made a pact with a demon they can recall a stored image of them from their demonic compendium at their default level. There will also be a shrine system where characters can turn in a leveled demon once a week for a reward.

It will require a lot of note keeping, but anyone who enjoys playing SMT games is probably used to that anyway. In the end, I think it could be a very enjoyable experience.

The setting is a deserted city in a post-apocalyptic world (as many SMT games make use of) and the plot will involve discovering where they are, who or what brought them there, and for what purpose.

Thoughts?

+1

(Anonymous) 2016-06-19 07:51 am (UTC)(link)
Sounds interesting! Count me in.

+1

(Anonymous) 2016-06-19 05:32 pm (UTC)(link)
Hell yes SMT. I'd love to hear more about the world and/or the plot if you have any more drawn up! I'm also interested in helping if you're looking!

As for thoughts, I like the use of activity to reward players with demon growth, but a concern would be new players standing little chance against players who have been in the game a long time and have raised a strong team. This is assuming attacking each other is permitted, which I hope is the case because I love the alignment system in SMT and this sounds like a game where villains can shine as much as heroes.

The shrine system sounds interesting, but what kind of rewards would they be? I feel that if my activity goes towards strengthening and fusion demons to create stronger and stronger ones, I'd be reluctant to turn them in unless rewards weighs equally to the time and effort I put into leveling the demons.

Also, demon, skills, summoning mechanics and the like will have to be written VERY clearly and concisely since there is a lot of things that can confuse players who are unfamiliar with the non-Persona games.

(Anonymous) 2016-06-19 06:04 pm (UTC)(link)
Right now the system I have worked out for leveling/summoning characters/demons is rather simplified (comparatively speaking), so hopefully all players should be able to understand it.

PVP isn't an intended focus of the game, but I understand that it might come up so I'll be working on something to balance that out and make it more fair. As it is, the demon summoning system will work a bit like SMT: Imagine in that each character can have only one demon summoned at a time.

The shrine system was something I thought up after recalling my brief time spent in Route 29. Players would get a pokemon to level 100 and sometimes just retire them and not use them anymore. With the shrine, even if someone already had the max level demons they wanted, they could continue to level others and turn them in for things like extra character levels (which will take much longer to gain than demon levels, since demons are the focus) or skill gems that would allow them to give a skill to a demon it wouldn't normally be able to get without fusion. Useful items for customization. Rewards will be based on how many times a demon's level was raised through activity rather than on the level of the demon itself (so that people don't just continue to catch the highest level demons, raise them once and then turn them in for max rewards, because that's lame).

op again

(Anonymous) 2016-06-19 10:26 pm (UTC)(link)
Sorry, trying to squeeze a lot of info into a quick summary means it sometimes comes out as a whole lot of blah.

There will be a demon banking system put into place that will allow people to store extra demons they don't want to get rid of but don't want active at the moment. Only the ten active demons will be able to gain levels during AC but you can store as many as you want in your personal bank (as long as you keep the same amount of information logged for them as you do your active ones). That means no worrying about having to get rid of some you like to make room for others, or being out of space if a surprise event happens.

Through this method, you can throw some extra demons into your active group before AC if your main party happens to be small but you think you've been really active. After they're leveled you can store them away to build up later, or cash them in as they are. Kind of like a weird way to manage bonus points.

It'll be written much better in the FAQ, but I hope this makes sense.

As for the world and plot - bits of each will be revealed as the game progresses. When everyone originally arrives, they'll be in a small, partly ruined town filled with friendly but wary civilians and armed guards at the perimeter. An electronic barrier will keep anyone from going further. As the months go on, that barrier will move further and further away from the town, opening up new areas to explore before eventually disappearing altogether. Terminals discovered in new areas will allow for instant transportation between them so that people don't feel obligated to stay close to the main town.

I'll most likely be looking for a helper mod or two in the future (depending on how well the game goes over) but right now I'm still too deep in the game building process. I'll try to post updates!

Re: Shin Megami Tensei game - plot/survival/adventure

(Anonymous) 2016-06-21 11:48 am (UTC)(link)
Your emphasis on adapting video game combat mechanics without really giving much info/thought on the setting or plot makes me feel like there'd be a lot of powergaming

Re: Shin Megami Tensei game - plot/survival/adventure

(Anonymous) 2016-06-21 02:09 pm (UTC)(link)
You're absolutely right. In fact, after I went through all that stuff if my previous explanation I ended up getting rid of the shrine system completely, making the whole leveling system more streamlined and easy to understand so that it would be easier to focus on more important things.

The reason I haven't mentioned much of the plot is that the whole thing is really still in its early stages and I still have some holes to fill. Make no mistake, though. A good plot and emphasis on character/setting development is very important to me. Posting this here has already made me aware of many of the faults I need to focus on.

Re: Shin Megami Tensei game - plot/survival/adventure

(Anonymous) 2016-06-24 07:45 pm (UTC)(link)
My biggest suggestion: look at Destiny Strings and look at what worked and what didn't work. It was a Persona-based game, but they're connected/Persona's a spin-off of the other.