socksuke_uchiha ([personal profile] socksuke_uchiha) wrote in [community profile] rpanons2017-03-29 07:33 am

We mustn't offend the all powerful NPCs!

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[personal profile] beneathusallmods 2017-03-30 07:26 pm (UTC)(link)

Okay. I've got a game name, a mod journal, and communities. Barebones, but I'd love to continue discussing the mechanics of the game. I want to continue to operate without a main network community, at least in the beginning, but I think I will make a community for players to create a permanent post for their character's contact posts in lieu of requiring them to have one on their own journals. That way, given the AU nature of panfandom characters, if they have their journal in more than one game with more than one contact post, they don't have to worry about keeping it sorted out.

I do want to encourage interactions between characters, however, without using that wide network feature; this may be difficult to accomplish without starting characters out in a more jamjar setting. I'm looking for some ideas on how to execute that. One thought I had was, since they're going to be AU'd or OCs (pending, might do memloss eventually but for now I'm running with the former), that they receive a mysterious invitation from some organization or other to meet in X place, at X time, for X reason, to promote a mingling opportunity for new characters. But for now, that's all I've got.

It's going to take a good long time to type up everything that needs to be typed up as far as the information on all the different species and sects of the differing supernaturals, but having a journal feels like a good first step and it motivates me to get the ball rolling.


(Anonymous) 2017-03-30 08:20 pm (UTC)(link)
I'm really interested in this and glad you're still working on it!

though imo the contact post thing sounds unnecessarily complicated for something which is rarely an issue. If you want a permanent reference in the game info somewhere, having them listed next to character info on the taken list is usually adequate?


(Anonymous) 2017-03-30 08:34 pm (UTC)(link)
Let's see. If I was running this I can see a couple of different ways of handling it.

1. Create a couple of organizations (not factions) and give players the opportunity to join them, either in their backstory or through the course of the game. I'd give these organizations a purpose, one which would naturally cause them to interact with the other organizations. As an example, Organization A exorcises ghosts. Organization B happens to own a bunch of haunted properties which need ghosts dealt with on a regular basis. Characters can mingle with each other as co-workers, and they can mingle with each other in regards to business.

2. Force characters to come up with a reason for their character to be in Chicago, let's say. This takes place in Chicago. If Cloud Strife really wants to be living in LA, fine, but then it's his damn problem when it comes to mingling with others.

Then have the opening log be literally some form of [you're in a cafe and then suddenly a giant dragon crash lands from the sky what do]

Because nothing gets people working together like shit unexpectedly being real.


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(Anonymous) 2017-03-30 09:22 pm (UTC)(link)
Just a quick caution from someone who is completely canonblind to White Wolf, while it's great that you love your setting and source, be careful about overloading players with lore. I know it seems tempting to lay out everything in an effort to help players fit into the world as well as to make it authentic to what you're adapting... but remember to adapt. Abridging is a necessity when you're bringing something this lore heavy to DWRP.

Gloss over some specific events, tweak settings if you need them to be more flexible, simplify mechanics as much as possible because tabletop is way more mechanics heavy than what this particular medium is used to or needs. I know there's the stigma that DWRPers don't read or are too lazy to engage with heavier lore/worldbuilding, but keep in mind that any non-OC players (who are still the majority) are already dealing with the lore of their canon, even in an AU. Piling even more lore on will have a progressively discouraging effect.

That being said, you could always gradually introduce more things as the game and players settle in and get established. Think about mechanics and plots for doing that, and I think it will help the game thrive better than an infodump at the start.


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(Anonymous) 2017-03-30 10:48 pm (UTC)(link)
In a rush so nothing to contribute right now except you are my new god.


(Anonymous) 2017-03-31 09:10 am (UTC)(link)
I too am very interested in this concept and would be willing to help! My knowledge of Mage: the Ascension and Werewolf: the Ascension, but I'm very knowledgable about Vampire: the Masquerade.

If you do want to use a network, there is precedent: the SchreckNet ( is a deep web-esque network similar to Tor built by the Nosferatu for the purposes of information sharing. Depending on the plot, it could conceivable be used (or compromised) by the other clans/players.

While I agree with other anons above that this should be friendly to canon-blind folks, I know for sure that multiple fans of the White Wolf universe (myself included) will likely join this game and make a character that is grounded in lore, possibly even based off of characters we might have actually made in a tabletop game. It's a very, very thin line to walk between "canon-blind friendly" and "too dumbed down for fans of the series," but if you can pull it off, I can safely say that this game will be one of the most exciting games for me in years.

As for introductions... is the Masquerade going to be a thing in this verse? Because depending on how you're gonna set up the city, if it's under Camarilla control, depending on how much of a dick the Prince is, a mingle log for the recently Embraced might not end well.


(Anonymous) 2017-03-31 04:29 pm (UTC)(link)
if you build it

we will come

(Anonymous) 2017-04-03 11:47 am (UTC)(link)
No Mage: the Ascension? Is that from concern over power scope or another reason?


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Island of Dr. Moreau

(Anonymous) 2017-03-31 12:31 am (UTC)(link)
So about 10 years ago I think, there was an RP game on Gaia Online with the premise of people getting kidnapped and taken to an island where they would be experimented on, periodically given 'shots' that would slowly turn them into animals (or even animals combined to make approximations of mythological creatures, or even plants). The art was fantastic and it was such a cool premise, for some reason I never had the opportunity to join. I'd love to do a game like that here. By the way, what would be the etiquette about straight-out 'borrowing' an idea like this? I wouldn't even know how or who to give credit to, but I'd love to because its such a great idea.

For this game here however I think it could work out well as a short-term game, with each 'Session' lasting a month, and at the beginning of each week the characters would get their 'shots' and have the freedom to do with that as they will, for a total of 4 'treatments' until complete transformation. So after that, the round of the game will end, and a new cast can app (maybe a 2-week or 1-month in-between period) but also the completely transformed characters are free to stick around the island.

Or conversely this could be a long-term game with each treatment lasting a month, for a 6-month period, or something completely open-ended.

Also there could be events like, characters opt-in for a treatment to go wrong so they get a mutated version of an animal, or a mish-mashed chimera, or so forth.

Re: Island of Dr. Moreau

(Anonymous) 2017-04-01 12:31 am (UTC)(link)
credit h.g. wells tbh

exploration/sort of fantasy game with heavy emphasis on CR

(Anonymous) 2017-04-02 12:30 am (UTC)(link)
Continued from here

Honestly I'm so into this idea that if someone sniped it I'd be happy to see it getting off the ground. In fact, here it is again to see if it's something people would even be interested in. I'm more than happy to just write plot and background info and see an ad pop up using it to promote the game.

Or if I can get my shit together, I could get people in on it.

Have at it, anons.


(Anonymous) 2017-04-03 01:41 am (UTC)(link)
An idea I keep having but never doing anything with: Game with two separate factions, one magical and one high-tech. Characters with powers are recruited by the former, characters without by the latter, and each side is told the other side is pure evil (and probably planning to destroy the PCs' homeworlds, to give them incentive), and are trained to fight a war that's really just a result of these two countries, or planets, or whatever having a massive grudge against each other.

Intra-faction CR would be the norm, but there would be opportunities for mingling (without the NPCs' knowledge) and for desertion.


(Anonymous) 2017-04-03 02:31 am (UTC)(link)
i would be super into this and would 100% app to it. please make this.


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Heralds of Valdemar

(Anonymous) 2017-04-03 12:08 pm (UTC)(link)
So I've been kicking this around for a little while and it's time for some community feedback.

Game based off of the Heralds of Valdemar book series by Mercedes Lackey. For those not familiar, it's a pretty standard high-fantasy setting, centered on the nation of Valdemar and its guardians, the Heralds. Heralds are psychically gifted people specially chosen by magic creatures that take the form of pure white horses, and turn the talents of those gifted folks toward protecting the realm from various dangers.

Game would be OC friendly and would call for writing fandom characters into the setting.

Basic plot outline: as sometimes happens, there are suddenly a lot more Companions being born and going out to Choose. This is usually a sign that shit is going to go down within the next few years. Characters app in as students in one of the 4 collegia - Heralds, Bards, Healers, or Artificers. Plot will be missions, events within the collegia or the city, and possibly an escalation to all-out war on the border.

There would be a very basic stats system covering the gifts, along the lines of a total number of points that can be allotted between abilities. You can be a little good at a lot of things or hella good at one or two. Nobody gets to have massive fuckoff Vanyel powers.

1) Does this sound fun?
2) Would people rather see the game set pre-Mage Storms (no real magic) or post (real magic, but the structure is gone and no one's very good)?
3) Obviously this is a rough outline - feedback welcomed!

Re: Heralds of Valdemar

(Anonymous) 2017-04-03 01:16 pm (UTC)(link)
this is one of my favorite series and i personally would love to see something based off it.

question would be how would you handle the companions. they're completely different personalities and anyone with a companion would either have to play two characters, or team up with someone who 'chose' them. herald trainees would obvs have to be chosen, so i'd be curious how you'd work that.

1) yes
2) i personally would rather see it post mage storms, as that opens up a wide range of abilities and adds a faction (herald mages) that can be potentially utilized.

i'd love to see more on this, and if you wind up discussing it somewhere other than rpa, i'd love to chat there as well. fave idea.

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Re: Heralds of Valdemar

(Anonymous) 2017-04-03 03:32 pm (UTC)(link)
This sounds really cool and I'd be interested! I'd vote post Mage Storms as well, and I like the idea of Herald trainees NPCing their own Companion, since otherwise you'd end up with some people having extremely limited CR if they're playing a Companion, and lots of multi player action threads (which slow things down a lot.) Maybe acceptance emails for Heralds could include a quick personality summary for their Companion, or something like that?


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Re: Heralds of Valdemar

(Anonymous) 2017-04-03 04:57 pm (UTC)(link)
It's been ages since I read the series but I'd love a game based off it, please do this, anon! I'll be back later to see if I can add any suggestions to the pile. :)

Re: Heralds of Valdemar

(Anonymous) 2017-04-03 08:05 pm (UTC)(link)
/heavy breathing

1. YES
2. I'd say pre-Mage Storms, or if you want magic, maybe go way back to before Vanyel summoned the vrondi.
3. I almost forgot the artificers. That's not really feedback, but a comment on my faulty memory. Ahem.

A Nice Sci-Fi Exploration/Mission Game

(Anonymous) 2017-04-05 01:43 am (UTC)(link)
I'm a different anon than the one who asked about what people would like to see in a sci-fi game, I've been batting around some ideas, and most of what was in that thread was stuff I already had planned. I did want to get more feedback on the issue of "solving the jamjar" though.

I like the idea of characters coming willingly, and it fits in with the plot. There's room in the overall metaplot as well to have multiple ways of bringing in characters, and multiple entry methods is something I've personally always wanted in a game. To save a little time in explaining the whole plot, assume for this that there's A Cause that's at least a little compelling. Thing along the lines of Space Greenpeace, something positive and enriching, rather than a war. All of the below are ways that characters could come in:

- Living characters with dimensional travel abilities/within their canon can sign up to join The Cause. They can, in theory, return whenever they choose to.

- Living characters without dimensional travel abilities can stumble on a wormhole. While the wormhole is still open, they can choose to join up.

- Living characters without dimensional travel abilities can stumble on a wormhole, but it may close before they can make their choice. Joining The Cause will be their best chance at finding one back, though it's no sure thing.

- Dead characters have the option of being "spiritually" caught in a wormhole, and reconstituted into a "clone" body. Because magiscience. They do not have the option of returning home.

There would be a section on the app to explain the character's presence in game. Dropped characters would be transferred to another ship working for the same cause, rather than actually leaving the universe itself. Canon updates, and dropped characters being reapped could be attributed to spacetime anomalies with a dash of multiverse theory.

I think between those options, it misses characters with dimensional travel abilities who wouldn't want to stay, or who would just up and decide to go home, but I think there are relatively few enough characters with those abilities that it could just be worked out on a case by case basis. I would be open to letting players propose their own options and solutions as well, so long as it fit with the plot and tone.

Thoughts? Too complicated? Too wishy-washy?

Re: A Nice Sci-Fi Exploration/Mission Game

(Anonymous) 2017-04-05 02:11 am (UTC)(link)
At first glance my eyes glazed over.

Some of this can't be answered without knowing what your setting is or what people are signing up for. Besides 'space Greenpeace.' There's still a difference between a legit organization and something a little shadier. Not only that, but...

- Living characters without dimensional travel abilities can stumble on a wormhole. While the wormhole is still open, they can choose to join up.

- Living characters without dimensional travel abilities can stumble on a wormhole, but it may close before they can make their choice. Joining The Cause will be their best chance at finding one back, though it's no sure thing.

So how long is the wormhole open? How much time do they have to learn the situation and agree to this? Can they go between their home and the wormhole before deciding? It's like...if I called you up right now, revealed I'm an eccentric billionaire, and offered to fly you to Asia for a trip you'd still probably want some time to verify who the fuck I am and what's going on. Is the wormhole open long enough to accomplish this? If not, then why would someone who has a life and a home back on Planet XYZ willing to give it up to serve as part of Space Greenpeace?

Furthermore, re: the first, it sounds like they're agreeing to be stuck in the jamjar for some indefinite length of time, perhaps forever, foregoing the chance of returning home to see their family and friends again. Even if someone offered me my dream job in, say, Norway, with the condition of accepting the job being that I never get to see my hometown or my friends and family again (unless they came with me) I'd still have to do a lot of thinking about it. That's kind of a big deal.

Not only that, but a lot of characters are from canons in which suspicious people can zap around with portals, so they'd also probably have some questions about validity. Why should they trust some random people who popped in with a wormhole? This also doesn't account for the people who have canons in which shit gets real. Even if Jyn Erso were reconstructed with a clone body and told she could never go home, I'm still pretty sure she wouldn't settle down and go, ":> I shall trust in the Rebellion to finish what I have started and I shall settle down."


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horizon zero dawn-based game (spoilers)

(Anonymous) 2017-04-05 07:16 pm (UTC)(link)
bearing with me, here, but a game set in horizon: zero dawn's setting, a bit tweaked.

it'd be post game, with aloy on her own so she wouldn't be a major NPC. it would be panfandom/power loss with setting aus, with an actual explanation for such (hence tweaking).

the idea is hades claimed he had the only records of information, but what if eleuthia, the program that made the vat seeding clones, had some fandom-based information accidentally cached in her?

so you would get clones that think they are fandom characters, but its all false memories (although from a play point, they look and are like the fandom character), though this would not be initially known. setting aus would be either blank, unfandom imprinted clones or people who were born and raised in the setting naturally.

the plot i'd want to run is people figuring out eleuthia has that old info and NPCs wanting it, on top of haphaestus activating other cauldrons and people having to de-activate those to stop machines. maybe hades, sylens and aloy showing up later for a more dire plot.

i'd definitely want to run it with a plan to end it after the plot is resolved and run its course.

i have a few ideas for rewards, monsters/monster takedown rewards, possibly an IC skill system but for a short game, i might just toss the idea of a skill system and stick to rewards based on the setting.

i'm also considering outside of all the canon tribes, having an NPC who is from a fake future canon, running their own kind of tribe. Which would open up the idea of OCs as well.


that greek gods faction game from last post

(Anonymous) 2017-04-06 11:48 pm (UTC)(link)

Is this still going to happen? :< This thing was all I wanted from a game these days


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Something Something The Backwater Gospel

(Anonymous) 2017-04-10 05:38 pm (UTC)(link)
So way back when in 2011 when this animated short () came out, (CONTENT WARNING FOR VIOLENCE AND GORE), I had vague ideas of making a game based on the premise. It never went anywhere because I have 0 modding experience, and it was a pretty tricky concept to try and translate into RP. I stumbled on the video again recently and all the new/old ideas started flowing again and I figured I could at least toss some thoughts up on here. I've got two lines of thought here, and would be interested in anything else y'all can come up with.

SCENARIO ONE: Au game. Characters are all residents of Backwater/some other area from a similarly Old Western-y place (possibly post-apocalyptic? there's room for world building here). The events of the short have not yet happened, the priest and a handful of other people would be npc'd. For this version, I was thinking it would NOT be perma-death. Rather dead characters would come back again, but significantly different each time they died. There'd be different sorts of traits you could gain/lose upon death and the more times you died the more Ghostly and Hollow your character would get. Possibly the plot could revolve around finding some way to reverse these effects. Characters who died would also be sort of conscripted into furthering the Undertaker's agenda somehow, but I hadn't actually nailed down....what that would be.

SCENARIO TWO: More typical horror type jamjar. Displeased that this entire town failed the test so badly, Mysterious Forces decide to reboot and try again. Characters wake up having been suddenly displaced into a creepy half wrecked Backwater, and likely heavily de-powered (possible exceptions being anybody with angelic/demonic kinds of powers). Again, some npcs would be scattered about and die one at a time to set the pattern of Undertaker = inevitable death, and when player characters started to die it would actually be final. The problem with this one is that I have no idea how to make that into a real plot of any sort, much less something that could be sustainable or even unfold over a decent length of RP time.

So what elements sound cool? Is there any way to make this thing work? I'd love any kind of feedback.

OOF im an idiot, here's the video

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cdc reboot?

(Anonymous) 2017-04-16 06:17 pm (UTC)(link)
old news by now but i've been nostalgic recently. anybody thinking of rebooting the concept? maybe something like a spiritual cdc successor.

futuro is pretty great, but i've been missing the edgy vibe that comes with destroying planets and mass genocide.

Re: cdc reboot?

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