rpanonyoda (
rpanonyoda) wrote in
rpanons2018-08-15 07:14 pm
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dehumanize yourself and face the bloodshed
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Re: cursed ✹ a fantasy action consequence game ✹
(Anonymous) 2018-08-29 04:58 pm (UTC)(link)Also despite being the namesake of the game, the idea of "curse words" is poorly explained in both the summary and the FAQ. What are they exactly? What do they do? Do the different words mean different things? Why do they happen?
You talk about the doors a lot, but they do very little to explain the premise and are confusing from the outside.
+1
(Anonymous) 2018-08-29 05:07 pm (UTC)(link)no subject
da
(Anonymous) 2018-08-30 01:54 pm (UTC)(link)- more information on cursed vs. unswayed and why you'd pick one side or another. for example, what does the curse word DO?
- explanation of flavor text and world specific items! what's meeting of the Moon? what exactly is a Kinu?
- what all can characters do in a day to day situation?
- it's fantasy based, but what's the level of fantasy? are we talking more Diana Wynne Jones or Game of Thrones? fantasy is such a huge genre, that you'll want to use precise examples and definitions otherwise someone's going to shove a car in the middle of the Shire.
- hints of the ongoing plot. you say that the characters are brought to make decisions for the three cities. so will this be faction based? politics based? basically, what's to stop characters from digging in their heels and not doing anything.
also, here's some questions that you'll inevitably get and might want to go ahead and edit in:
- 'characters don't come in with any item': my person needs their asthma inhaler/soul gem/fancy magical headset to survive, what about that?
- 'some powers are nerfed': my character eats souls/drinks blood/feeds off ambient magic, what about that?
- questions about the devices: are they tech, are they magic, can they be hacked, etc.
- what about CRAUs, apping two characters from the same canon, or apping duplicates of the same character.
+1
(Anonymous) 2018-08-30 03:21 pm (UTC)(link)Also, definitely seconding the desire to know what KIND of decisions will be made, and what kind of plots to expect. I've been going into a lot of detail will my comments on this because I think this is a good idea, it just needs fleshing out.
And, again, the big one of "what's making the characters want to cooperate?" Since dropping mechanics involve the conjurers just sending people home, it means that the locals are actively holding the player characters prisoner. They COULD send them home, but they won't. Three years is a long time to demand out of people.
It's kind of initially setting the cities up as the player's enemy, so unless being in opposition to their captors is the point, you'll probably want to mitigate that.
no subject
That’s understandable and we will flesh that section out more fully. We’re trying to get as much input on it as possible before finalizing decisions but the basics should be there, which we will add. The curse words will be kept private and given out during acceptances. Players will be allowed to reroll one time if they don’t like their word. The effects of their word or curse will be decided by the player and there will be a workshop to help with that post apps and prior to playing in the game. Effects, for example, may be mild or extreme: the word Ephemeral. The effects could be that the character is forgettable, fleeting. Or that they become that way to themselves. Interpretation of the cursed word is going to be very open but the mods will help! The words occur because magic is imperfect.
The doors are part of the plot and have to do with how the magic works. It also directly relates to character deaths, which is explained further in that section. These are excellent questions and exactly what we need. We’ll compile everything to add it. Thank you!
no subject
(Anonymous) 2018-08-29 05:48 pm (UTC)(link)Also, you need to explain things like "what does the writing of the word look like?" because I guarantee you people will ask. They will also probably ask what colour it is/what language it is in. What happens if you cut off the arm bearing the curse mark? Players, if anything, are extremely thorough, and so you have to be too if you are going to introduce something like curses that everyone will fixate on.
Characters, in general, will be pissed that they are being forced to waste three years of their time doing something they didn't volunteer for. If you don't want to deal with people rebelling against the setting, have you considered offering some kind of payment for their services, even if they didn't agree to show up initially?
I did read the part about deaths, but you are essentially just explaining detailed chunks of a magical system with no surrounding context. Your got the doors and you have curse marks, but no explanation of how they fit together. Essentially, if you are going to build the setting off of super specific magical details, you really ought to explain these things from the get go.
Also, this is a nitpick, but the amount of times you emphasize that "choices have consequences" is a bit on the nose. If there is a reason that this culture is so obsessive over the concept of non-bias and consequences, you might want to give some generalized details of how it affects the NPCs behaviour.
no subject
no subject
(Anonymous) 2018-08-29 06:15 pm (UTC)(link)+1
(Anonymous) 2018-08-29 06:30 pm (UTC)(link)no subject