rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2016-08-20 11:39 pm

Ticky tack clicky clack

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respawn, an rpg rp ?

(Anonymous) 2016-08-21 05:18 am (UTC)(link)
SO. this is a game idea i've been kicking around off an on for idk. about a year. slowly adding to it as it came to me and sharing with two or three friends.

Anyway, the point of this post is to see if anyone would be interested in it becoming a thing?

It's based off of tabletop and video game rpgs as far as mechanics go. There is a somewhat set plot progression broken up into 7 or 8 main quests, but no set timeline for completing the story plot. The setting so far is science-fantasy.

Players will get to choose one of 12 classes for your characters, each with their skill tree. I think most of the traditional RPG classes make an appearance.

Here is some of the information I've put together so far: http://respawnrpg.wixsite.com/respawn In the best way I could think to organize it. Keep in mind this is heavily WIP, all tentative and subject to change. Including premise/npcs/any of it really.

If there are people interested in the concept, I'm going to need TONS of help. If this goes anywhere I would really like a few mods to help flesh out ideas and help with the actual running of the game - which I have never done before.

So um. Submitted for the approval of the rpa society...

(Anonymous) 2016-08-22 01:57 pm (UTC)(link)
The premise looks interesting, but this is going to need some serious fleshing out before it's viable. I'm sure you have ideas in your head that you haven't yet translated into words, so I'd start there. The areas that need the most help are:

- NPCs: You have some character archetypes/titles listed, but only the Princess has any information available. Without knowing anything about the other players in this universe, I can't really help you out. Just a preliminary description for each one would be a good starting point.

- Locations: Same as above.

- Classes: A few of the classes read as redundant, at least from what I understand from the site. Sharpshooters and Strikers aren't distinct enough from each other to warrant a split, since they're both DPS classes that aren't bound to either magic or technology. Pilots and Engineers could also be rolled into one class, since they're both support classes that involve using technology to aid their allies. The class ratios are also somewhat unbalanced. If I'm reading this right (and I may not be), you have a 2:4:5:1 ratio of tanks:DPS:support:healers. You're good on tanks, overloaded with support, kind of short on DPS, and very short on direct healers. It might not be as big a deal once the game is populated with characters, but it's something you might want to keep an eye on.

[personal profile] respawnmod 2016-08-23 01:41 am (UTC)(link)
Thank you for your feedback! Working on this by myself has kinda turned into an echo-chamber of me just making lists of things, so I appreciate any response at all.

You're right! I do have lots and lots more ideas. I was hoping someone would offer to help so we could go through them and talk about if/how/when to implement some, especially when it comes to plot stuff. But eh, that may never happen so here goes. Same disclaimer above applies, everything is open to being changed or scrapped.

There will be 7 main quests leading up to a finale, probably a Boss Battle. Each main quest is tied to a classic RPG stat/attribute: Strength, Constitution, Cunning, Dexterity, Willpower, Charisma, Wisdom... (may swap wisdom out for magic idk). The main quests will each involve exploring and seeking out a scattered piece of architecture/monument, activating or unlocking its power, and meeting a mini boss. Each quest will test the attribute it applies to, and the reward will be an advantage the players can use for the final boss.

Not every quest or mini-boss battle will be focused solely on combat, in fact most of them won't.

Classes: You're absolutely right about Sharpshooters vs Strikers. I had different roles in mind for them, but didn't make it clear in the descriptions. So yeah, Strikers are a magic class, Sharpshooters are a rogue class. Balance is a thing I'm still working on. Just before this post went up I eliminated a melee class (Bruiser - and replaced it with Bard) because I wasn't sure if it overlapped too much with Knight and Berserker, but I may bring it back. My goal with choosing classes wasn't so much that the classes themselves were distributed evenly, but that there was a class for any type of character.

Only because this is a written rp, it's not going to work the same as a video game and I'm doing by best not to box the classes in where the skills can only be used in specific ways or scenarios. (which is why I still haven't filled in every class skill) There shouldn't be a limit to how many characters can be in a particular class, or a need for there to be an even number of characters in each class. So we may get a dozen MEDICs of all styles and only 3 Pilots, which is fine because we probably will need more healers. The build, so to speak, would depend on the character. For example, Thor could easily be a tank mage and still belong in the Striker class. But Ginny Weasley as a Striker would be more DPS, and Katara could lean support/crowd control.

Because this is writing and I'm trying not to make people feel trapped in their class or like there are some things their characters can't participate in, I want the class skills to be more concerned with what people can do, but not so much with how they get it done. (If that makes sense.) And a lot of them also relate to what resources the characters will have available.

Like Knights get mounts and armor, Sharpshooters get very accurate weapons, Pilots get vehicles, Engineers get tools and supplies, etc. And players can do with that what they will, but I'm really hoping to emphasize cooperation.

The way I had them categorized was:
- Warrior classes: Knight, Berserker, (Bruiser was tenuously swapped out for Beastmaster here)
- Mage classes: Striker, Psion, MEDIC! (tangentially)
- Rogue classes: Sharpshooter, Assassin, Pilot.
- Expert? classes: Scholar, Engineer, (Bard replaced Beastmaster here for now)

NPCs: The Princess is the only NPC that's going to be around at the beginning of the game. The rest won't appear until they're rescued/retrieved/"unlocked" by the players as the main quests progress. As for the others, their description/role is essentially what it says on the tin.
- The Merchant will provide materials and can fulfill requests for specific items, for example if a character wants something from their home world, for a fee.
- The Guardian is a warrior who may offer limited mentorship to the warrior classes and provide help with the quests regarding STR and CON.
- The Sorcerer is a mage, their stats are WIL and WIS (or MAG)
- The Hunter is a rogue, their stats are DEX and CHA.
- The Professor, Cunning.
Their appearances, personalities, or backstories haven't even been close to finalized.

Locations: ...I got nothing. Except for pages of visual references I keep switching out indecisively. If I had to commit to something, I'd say the characters arrive in an overgrown sci-fantasy equivalent to Washington D.C. but like the rest of the world it's warped and scattered (help find the pieces), and empty (only The Princess is left). Characters may have to make due with what abandoned buildings and structures are still around, but Navigation should prove difficult.

Another idea I was kicking around but haven't touched on yet was Specializations. Mainly to answer the question of "Will my character be depowered" with a... yes and no? Mostly no. Every player should have the option of creating a unique Specialization Tree for their character of 1 to 3 skills that cover their canon abilities.

Like saaayyy maybe as a silly example, Mario from Mario Bros is a Berserker for some reason. His Specialization Tree could be called Super Mario and his skills could be
- Jumpman, meaning he can jump super high/far and wound enemies by jumping on them;
- Power Up, meaning he can absorb abilities from various items he has access to and has these abilities for a limited time;
- and 1UP, meaning maybe he dies and can come back to life one time.
And Star Power isn't included in the specialization tree because it's OP.

Or maybe you play Quicksilver and only want one special skill - super speed. Fine.

The trade off is that if you arrive to the game with 3 skills in your specialization, you start at Level 3, but with 0 experience points. So you should have to earn around 600 xp before you can level up again and gain access to your class skills. You also forfeit the three strongest skills of your class, because 9 is the maximum level.

And yeah. I think that's most of it.
Edited 2016-08-23 01:44 (UTC)

[personal profile] respawnmod 2016-08-23 02:52 am (UTC)(link)
Examples of non-combat Side Quests will probably go something like...

- There's an [Artifact] that appeared in [Some Place], it probably holds a clue as to how to unlock the [Dexterity Monument] so we need to find and retrieve it. (So this quest is probably going to need at least a Scholar to track it down and decipher it, a Pilot to get you there, and a Knight to protect you from falling rocks so the Artifact gets back safely.)

- The Merchant requires [Specific Item] to [perform some function of business], if you can find or salvage the parts and build the [Specific Item] you will be rewarded handsomely and The Merchant can begin to import [type of thing]. (This quest can be completed by different combinations of classes: an Assassin to sneak into a sneaky place, maybe someone strong to break useless stuff into useful parts, an Engineer to put it together. Or: a Sharpshooter to keep eyes on the target and clear the path, a Psion to do the heavy lifting or teleport them out, maybe a Scholar to get it working.)

Personal quests will be more along the lines of...

- You managed to arrive without any means to communicate with everyone. (Not even a notepad and pencil, really?) Find an Engineer and ask them to make something for you.

- Congrats on the brand new armor/vehicle/toy, you're going to need it to last. Find an Assassin and have them help you test it for weaknesses.

And, you know. So on.
mysteriousheadmaster: (The Headmaster)

Observation Academy - (Relaxed Academy School JamJar Idea from Previous Post)

[personal profile] mysteriousheadmaster 2016-08-21 07:47 am (UTC)(link)
Hello again anons, what a fresh new post! We've been working hard on getting the game up, and now that we have communities and pages, we'd like your opinions and advice again.

To address what was spoken/suggested last time:
- For now we are keeping the principal/vice principal idea, but extended both terms to 3 months (there's a bit more information in the game information link below).
- There won't be too much 'crack' as we may have seemed to imply (but we did want to mention it because there will be some in the game to keep things light-hearted once in a while. We won't abuse this.)
- As much as the idea of AU was interesting, we wanted part of the fun to be how characters react and interact due to the fact they were taken from situations in their world.

The Links so Far
- The Premise and Introduction
- The Game and Application Rules
- The Game Information and Questions

- The halls of residence which has a bit of information about the dormitories.
- The (hopefully) future taken page
- An example of what the staff page will be like.
- The network including a (rather typical) post by the Headmaster

- Our To Do and Planned Date page

- If everything goes well and we see people interested, we're planning to post a test drive around August 28th.

Thank you all again for your help.
Edited 2016-08-21 21:46 (UTC)

Re: Observation Academy - (Relaxed Academy School JamJar Idea from Previous Post)

(Anonymous) 2016-08-23 01:31 pm (UTC)(link)
I like the idea, I've been looking for something more SOL and low key, and you guys seem adorably excited!

But there's quite a few spelling errors in the main pages that might turn people off, do you have someone who can help look through to catch the errors if they're not your strong points? Otherwise it looks cool! I'll be keeping an eye out for the TDM.
mysteriousheadmaster: (Robots)

[personal profile] mysteriousheadmaster 2016-08-28 12:07 am (UTC)(link)
Thank you so much! Unfortunately, one of the mods helping out was sick this week so we'll have to delay everything by a few weeks, but this does give us time to clean up our act. We should be good to go by next month!

Re: Observation Academy - (Relaxed Academy School JamJar Idea from Previous Post)

(Anonymous) 2016-08-30 10:39 pm (UTC)(link)
just wanna put my two cents in and say I'm excited for this game :) it looks like its gonna be fun

and I'm glad you're not going the AU route, if only because I prefer the jam jar aspect

space exploration/survival game based off of NMS

(Anonymous) 2016-08-21 12:46 pm (UTC)(link)
...with elements of Warframe, Soma, & Interstellar.

The idea is that characters would wake up in old, decrepit single-occupant escape module on an unknown planet with nothing but an exosuit and wrist communicator which displays only one message: "Find the Atlas."

Characters discover others like themselves in similar worn-down craft and must band together to survive the elements as well as figure out just who and what the "Atlas" is while slowly collecting pieces of the universal "lore" surrounding it. Some alien races believe the Atlas to be an inter-dimensional entity of vast knowledge, others think it bestows one with the chance to create or restore a planet of their very own, essentially making them a God.

While initially confined to a single planet, characters will eventually traverse the stars on their path to find the Atlas while encountering challenges both good and bad, aliens species which can offer aid and insight into the mythos of the galaxy, and the mystery of why and how they came to be in this strange universe.

-Characters all arrive via broken modules & must be recovered/found by other PCs (can be found in space drifting, on planet etc)
-Universal language of those touched by the Atlas which gives them distinguish in the galaxy (good/bad)
-Powers are not nerfed but instead regulated by exosuit which keeps characters alive: charge the suit, powers available etc
-Death is permanent (save for immortal characters)
-Travel the universe! See the cosmos!
-Get cool space exosuits and tech
-Discover new planets
-Players can choose to find the Atlas, search for their home world, or just hunker down among the stars
-Mixture of sandbox, and exploration/survival/plot
-Themes: Man vs Man, Man vs Nature


Re: space exploration/survival game based off of NMS

(Anonymous) 2016-08-22 02:45 am (UTC)(link)
this is really cool imo, but it would need to have some form of power nerfing, otherwise the 'survival'/banding together aspect won't mean much when some people can live without oxygen or fly into space on their own. what did you have in mind?

Re: space exploration/survival game based off of NMS

(Anonymous) 2016-08-22 03:30 am (UTC)(link)
The exosuit would be necessary for their survival in-game, and in order to use abilities or powers one would have to draw on the energy stored within it to activate them. So if they have no reserves powers can't be used, and if they run out they're incapacitated until someone recovers them or their suit recharges.

Getting off a planet by oneself would require more energy than the suit has.

Re: space exploration/survival game based off of NMS

(Anonymous) 2016-08-22 04:13 am (UTC)(link)
what's NMS

Re: space exploration/survival game based off of NMS

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Re: space exploration/survival game based off of NMS

(Anonymous) 2016-08-22 07:14 am (UTC)(link)
How are dropping/reapping handled with permadeath?

This sounds really cool, I have approximately a billion characters I'd love to throw at it.

Re: space exploration/survival game based off of NMS

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Re: space exploration/survival game based off of NMS

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Goblin Market

(Anonymous) 2016-08-23 06:12 am (UTC)(link)
Many worlds tell of a travelling market where anything can be had for a price. This is the origin of those stories, a marketplace with products and peoples from every world imagineable.

Characters could app in as one of three types: Visitors, who came deliberately as customers and can leave at will. Residents, who reside in the market either by choice or to pay a debt. Finally, the Lost who came unknowing and have to earn their way home.

There would be advantages and restrictions to each type.

Overall game would be character driven, with the consequences of player choices driving the direction of the plot. While there would be npcs at first to give structure the would NOT be invincible and may even die in an event should players choose to let them.

Characters would have the ability to make deals with the denizens and each other. Those deals and their prices could kicksyart many an event, and occasionally forces within the market may make a move as well.

Any and all feedback welcome! Is this even something that could work in the current RP climate?

Re: Goblin Market

(Anonymous) 2016-08-23 10:11 pm (UTC)(link)
I am here with bells on for this concept. I'm especially about those three types, they sound like a great amount of fun.

The one thing that I'll suggest is to try and keep NPC weight as light as possible, especially if you want *players* to influence the plot. And by that I mean really, really don't keep them around for more than a month or two, tops, or have them be one off characters. You risk falling into some traps that other games have gone down with, and that'd be a shame.

Also, is this an open ended game, or planned ending after X number of years?

Re: Goblin Market

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Re: Goblin Market

(Anonymous) 2016-09-07 08:27 pm (UTC)(link)
I know this is a bit late to the ball, but +1, I would be really interested in a game like this. I love the goblin market concept.


(Anonymous) 2016-08-25 12:21 am (UTC)(link)
Mods here! This past week we've been working on the application, finalising the classes available, and coming up with some really neat class combos!

Next we're going to be working out a system for drops and starting work on a test drive meme so that people can start getting a feel for the world.

As always, suggestions are welcome, especially for class combos! We really liked all the suggestions for cities, so more of those would be great, and we're especially interested to hear any ideas for dungeons/events!


(Anonymous) 2016-09-08 12:49 am (UTC)(link)
Is there a journal that we can follow? I don't want to miss anything on the off chance that I skimmed over your update posts by accident.

(Druid!anon here, still interested.)

(Anonymous) 2016-08-29 10:38 pm (UTC)(link)
You know what we need? Sky pirates.

Well, actually less 'sky pirates' and more 'sky explorers'. I'm thinking a bit of Skies of Arcadia with a bit of Laputa, and smidgens from JRPGs I've poked. I'm looking towards making a light-hearted exploration/survival game with a touch of the post-apocalyptic. Characters will be left stranded on the overgrown ruins of an ancient city in the sky for no apparent reason, with no helpful NPCs to explain anything and leaving them to deal with shit and survive on their own, stumbling into remnants of an advanced ancient civilisation as they do so.

Characters are restricted to one of the floating islands to begin with, but as they explore that one island and try to make a home out of it, they uncover surprisingly well-preserved 'ancient' technology that allows them to travel to other nearby islands for resources. However, the devices rely on something on the first island to keep them charged, and so travel is initially limited. Further exploration would be rewarded with more information about the world and its history, but the mysteries would never be truly solved.

Over time, more of the world will open up, and the world's natives will become aware of the player characters' presence. Responses will be mixed. Since this is JRPG inspired, you bet there's an evil empire somewhere wanting to conquer the shit out of everything, but there will also be traders, pirates, and curious sightseers. However, the natives are all very far away, much further than the characters' initial vehicles can travel, so it will be a while before characters even learn they're not alone.

I'm largely just loosely outlining an idea for the moment, but I think it's something I would like to play with.

(Anonymous) 2016-08-29 10:58 pm (UTC)(link)
oh god i need this in my life like burning

please make this happen


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(Anonymous) 2016-08-30 03:08 am (UTC)(link)
Huh, how would the natives work? NPCs, or would the game run for a few months as a jamjar and then allow AUs? Because the latter option would actually be really interesting... not to mention easier than trying to get a mod team that's willing to play huge cast of NPCs.

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(Anonymous) 2016-09-02 09:59 am (UTC)(link)
this sounds really cool, anon!

i read the thread about npcs and wondered if you'd considered letting players make up their "disposable" npcs. it's not the same level of commitment as a native character, since they can just be used for a month or so while the pcs are located on that chunk of land, but it also requires less mod input!

also, and this is just a personal preference, but i think it'd be really cool if you incorporated some solarpunk stuff into a game like this! it'd work really well with the whole ancient tech + sky travel thing and would make it a bit more different than your general 'boats that fly' sky pirate deal.

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(Anonymous) 2016-09-09 03:34 am (UTC)(link)
In the right place this time.

This sounds interesting! If you ever make this game, hit me up at [personal profile] yanyan. I'm willing to code the game whenever you're ready.

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(Anonymous) 2016-09-10 08:25 pm (UTC)(link)
Yes please, I love sky pirates/sky islands/sky etc. concepts and the basics you've got outlined sound really interesting. +1 for native NPCs, whether it's AU characters or straight up OCs, I'd definitely be interested in trying that out.

I do like that it will start out with minimal NPCs so that more focus is on relationships between characters. Keep us updated, anon!