socksuke_uchiha: (deflower me)
socksuke_uchiha ([personal profile] socksuke_uchiha) wrote in [community profile] rpanons2016-12-28 01:56 pm

Chicken tendies

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magitarians: (Default)

Frieden - A Political & Romance AU Game

[personal profile] magitarians 2016-12-28 07:35 pm (UTC)(link)
Just prefacing this by saying the original idea was not mine, I borrowed from the owner and added a few tweaks.

So I've been working on an AU (19th century fantasy Europe) game idea for awhile now and I think I'm ready to release it to the public for critique! You can check this journal for full details, but tl;dr it's a blend of political intrigue and romance set in an autocratic empire with lots of room for both war and shippy/smutty shenanigans. I've got the major parts outlined though I'm still working on the world and NPC info to make everything feel complete.

I'm just wondering what else you guys would like to see, if anything's unclear, etc. This as much your game as it is mine and I'm going to be relying on players a lot throughout the course of it, so any feedback at all would be helpful! Let me know what you think.

P.S. Hi to the anon that got cut off last post!! We're excited by your interest and hope you give us a shot somewhere down the road.

(Anonymous) 2016-12-28 10:49 pm (UTC)(link)
you've definitely got my interest!
magitarians: (Default)

[personal profile] magitarians 2016-12-29 12:20 am (UTC)(link)
Happy to hear it, anon! Stay tuned for more updates.

Re: Frieden - A Political & Romance AU Game

(Anonymous) 2016-12-28 11:26 pm (UTC)(link)
First of all, I really love the concept here! You've clearly put a lot of work, and I super enjoy the radio aspect as well as using trains for transportation. That makes things a lot easier, especially the trains, and kudos to you for using certain levels of tech that make for some easy adjustment.

I do have some outstanding questions though, many based from my own past experience with games where problems can spring up in the political sphere!

1. How will information be sent out? Information hoarding and not having everyone on the same page can be a pro and a con in these kinds of games, and can lead to people being plot hogs and the like. Is there any kind of infrastructure in place to ensure an even keel?

2. How frequently will NPCs be used, and how will they be used? Is there going to be a great emphasis on individual CR with the NPCs, or will they be used sparingly/only to assign certain things and then remain remote? If the former, then how will you ensure a certain level of equality in everyone getting CR?

3. Will relationship level activity be required for AC?

4. Is this game intended to be a limited run, or open ended? Are there going to be monthly events, or no?

5. Is there going to be a cap for number of characters in game, even just to get your feet on the ground and figure out the mechanics?

The world looks super fun, and I'm definitely interested to see more. If you'd rather me ask questions elsewhere, or PM you, don't hesitate to let me know! I'm just excited.
magitarians: (Default)

[personal profile] magitarians 2016-12-29 12:31 am (UTC)(link)
Hi, anon, thanks so much for your feedback! Your answers, in order:

1. The bulk of information will primarily be distributed through NPC radio broadcasts, which I'm thinking will occur on a biweekly basis, though this is subject to change. Anyone with a radio (so basically everyone) can tune in and get that info.

More select information will be available through the magestone network and NPC encounters, but ideally this would involve larger groups rather than one person to prevent the info hoarding issue you brought up (I'm well-aware of the travails of games like Eachdraidh and seek to avoid this here). It's impossible to keep everything absolutely equal across the board but we will strive to make it fair and accessible.

2. NPCs will play a fairly large role in the game, but I'm going to be avoiding them doling out special treatment. PCs can certainly work their way up to friendly terms with them but things like personal gifts, missions, etc. will not be happening. Information is the most valuable resource they will dole out and as mentioned distributing it to larger groups over one or two people at a time is the goal.

3. Nope. You can completely ignore the relationship/magestone aspect of the game if you so choose, so play how you want.

4. I am keeping it open-ended for now. Definitely shooting for at least two years and yes to monthly events; probably one broader event or goal per month with a few mini-missions mixed in.

5. No cap for now. It's AU so I figured it's niche enough to not require it but I will adjust this as need be.

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Re: Frieden - A Political & Romance AU Game

(Anonymous) 2016-12-29 01:55 am (UTC)(link)
this sounds like a fun setting, but I have to admit, I'm really confused why the and romance bit is being pushed so hard? is this meant to be a shipping game? if not, I would honestly nix that part entirely and just let people ship if they want to ship. if it is supposed to be one, it needs to be a little more clear it's meant for shipping and not intrigue.
magitarians: (Default)

[personal profile] magitarians 2016-12-29 01:59 am (UTC)(link)
A major theme of the game is cooperation, working together, and getting to know others in an effort to bring about change in the world. This is also tied into the magestone element, which can only be strengthened through emotional bonding.

So yes, shipping is meant to be a big part of it! I'm not sure how else to stress this outside of stronger wording in the FAQ, though.

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Re: Frieden - A Political & Romance AU Game

(Anonymous) 2016-12-29 02:30 am (UTC)(link)
why not what it says on the tin, shipping and intrigue? it can be both.

Re: Frieden - A Political & Romance AU Game

(Anonymous) 2016-12-29 02:23 pm (UTC)(link)
Personally, I'm with the other anons who were a bit thrown by the 'and romance' aspect of this game.

I can see you have stated it is meant to be a shipping game, but that aspect seems... not to fit? It seems added on, not properly integrated into the plot. An after thought. Like the world was all built then you got some super glue and added 'also intimacy to level up'.

You might want to see if you can interweave it a little better, or see if you can make it seem more natural.

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magitarians: (Default)

[personal profile] magitarians 2016-12-29 09:44 pm (UTC)(link)
Big update! I added a general timeline of events to better define the world's history (and smooth out the integration of bonding elements), added more NPCs as well as many more world locations. Hopefully everything feels more fleshed out and accessible now.

We also now have a Plurk over at [ profile] magitarians. Help spread the word!

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Re: Frieden - A Political & Romance AU Game

(Anonymous) 2017-01-07 11:38 pm (UTC)(link)
will you be posting your test drive soon?

(i saw jan 6 on enablemeplz.)

game idea: post religious world

(Anonymous) 2016-12-29 01:44 am (UTC)(link)
I have the vague shape of a game I'd like to run, although not entirely solidified, and would like some thoughts before I hammer out the details.

Setting: Fantasy world, primarily a blend of medieval and Victorian, with minimalistic technology. It would be set in a post religious society, where the "Great Heroes" discovered that the main figure of the world's theology wasn't a god, but a monster that could control the flow of time. Some years later, the world is divided into several factions and on the brink of war. Separatists have abandoned the world religion and turn instead to science for answers, Conservationists accept their god was false but maintain that the old teachings should remain at the moral center of the world, Purists believe the war was a hoax and still worship the old god. Some temples have been converted into hospitals or libraries, some remain as historical landmarks, some are still religious centres.

When characters come in, the world's time flow is in a state of flux, causing paradoxes and natural catastrophes, and meanwhile, a mysterious group known as the Cultists are trying to bring the time monster back to life. New arrivals get sucked into the time vortex by pure accident, and are initially asked to join the military to help correct the time anomalies and stop the cultists so they can return home. They are allowed to reject their contract and try to either live normal lives in the world, or join/create other factions.

My idea is to have a fairly open world focused on interacting with the setting, with the ultimate goal being discovering more of the world's history and lore. Independent plots would be encouraged. There would be little events to help shape the world. As an example, an angry mob resentful of the old religion wants to burn a temple down, scholars want to prevent it for the preservation of history, and characters could assist either side. The outcome affects the area's political balance. Larger events could include battles between militarized factions.

In any case, there's a lot of details to hash out, but I'd like some feedback as just a general premise and whether or not this sort of thing would interest anyone.

Re: game idea: post religious world

(Anonymous) 2016-12-29 04:49 am (UTC)(link)
As long as I can play like AoE's monk and WOLOLO'd the fuck out of people, I'm in.

(Anonymous) 2016-12-29 05:22 am (UTC)(link)
this sounds really cool, nonnie! my biggest suggestion is to find another way to refer to the premise than "post religious" though because that brings to mind something very different from what you mean by it

it sounds more political/faction scifi/fantasy-ish? i'm sorry i don't have better suggestions, the idea of the false god being a monster and the fall out from that is awesome and should be the main draw, but there has to be a better way to express that


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Re: game idea: post religious world

(Anonymous) 2016-12-29 04:01 pm (UTC)(link)
I agree call it something other than "post religious".

I personally think it all sounds very cool and would definitely dip my toes into a game with this premise


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(Anonymous) 2016-12-30 12:34 pm (UTC)(link)
I'm thinking about a game designed like westworld. instead of robots/androids, the characters brought in would be divided into the positions of hosts and guests.

host characters (the characters who would populate the park) would have their memories overwritten upon entry to give them backstory in the setting of the park to fit whatever role they're in.

guest characters would enter with their memories intact.

there would obviously be space for regaining memories and for guest characters to fall into the role of hosts.

because it's a theme park, it wouldn't have to stick to a single theme/setting for the entire duration of the game. but that would be more up to the players.


(Anonymous) 2016-12-30 04:04 pm (UTC)(link)
i just finished binge watching westworld and all i could think was that it would make a great setting for an rp

i would definitely be interested
worldtech: (Default)

westworld idea

[personal profile] worldtech 2016-12-31 02:53 pm (UTC)(link)
I was loosely working on a Westworld based idea and struggling with it. The problem was I want to have half the characters being secretly robots and pull a robot insurrection overarching metaplot where the world breaks down and the boundaries between parks is broken - cue Roman invasion, velociraptor attacks etc. - only I was working on the idea alone and Christmas happened, plus the game idea got so big I think it needs a few people to mod it.

I generally speaking dislike AUing characters and really wanted a game that wasn't, given that most games are AUs atm, but it being optional AUing seems like a compromise I could work with if you could help me work the secretly robots angle in somewhere. I want a monthly plot, player plot encouraged jamjar-with-a-habitrail sort of game with an active network, and the chance for any host or guest character to take on the role of characters in the setting, i.e. they can be voted in or rewritten into the role of town mayor/sheriff/doctor, for example. I'd like to have secret theme park running overlords/scientists interfering, maybe some status change tech stuff going wrong here and there, exploration-discovery or contraband item rewards for extra AC, and possibly an in game bounty hunting concept. Maybe rewriting your brain temporarily to fill out a new storyline is an in game punishment for those characters who want to blow things up/kill people/escape? idk

If that sounds like something you'd be interested in, please pm this journal! I have a lot of ideas, obviously, but I think a wild west setting with a techy metaplot might actually draw some interest, and if I did it alone it would probably suck.

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Sense8 Game

(Anonymous) 2016-12-30 11:36 pm (UTC)(link)
after watching the netflix special and having a renewed interested, i have been thinking about a game based on the concept of this series, except making it panfandom. Characters would be separated into their own Sensate cluster (For information on what a Sensate is: and new characters to be swapped in if a character drops.

I'm not entirely sure what the game would be fully about, so this is just a general interest check as well as a sounding board for bouncing ideas.

Re: Sense8 Game

(Anonymous) 2016-12-31 01:38 am (UTC)(link)
I would join that so fast

Re: Sense8 Game

(Anonymous) 2016-12-31 02:49 am (UTC)(link)
there's a game at the moment that has a similar premise as part of the core set up that's doing quite well so it's definitely something that people can and want to rp. keeping it small so people oocly communicate as much as they'll need to for the ic communication seems key.

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Re: Sense8 Game

(Anonymous) 2016-12-31 06:53 pm (UTC)(link)
i'd be interested! maybe team-based missions sort of deal? though i guess that runs the risk of a team of flakes/one player ruining it for seven others.

it'd be cool if 'network' threads were just between the eight players in the sensate cluster, and if you wanted to contact people outside of the group you have to either be in-person or use a bulletin board or something.

Re: Sense8 Game

(Anonymous) 2016-12-31 10:52 pm (UTC)(link)
This sounds so cool. I love the idea of getting 'born' into clusters and stuff.

Re: Sense8 Game

(Anonymous) 2017-01-12 12:10 am (UTC)(link)
I'd love this, but with less focus on missions. That's ultimately what kept me from station 72.