socksuke_uchiha ([personal profile] socksuke_uchiha) wrote in [community profile] rpanons2021-04-29 11:12 am

sorry that people are sick of your majestic mcus

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Re: AU settings

(Anonymous) 2021-05-15 05:11 pm (UTC)(link)
canon aus (avatar au where your character is a bender in a nation, pokemon au where your character is a trainer/breeder/whatever, marvel au where your character is a super hero, warhammer au, star wars au, grishaverse au, etc)

generic aus (d&d inspired fantasy setting where you character can be a class/race/faction/whatever, mermaid au where your character is inspired by some particular sea-life and there's different mer-clans or whatever)

alternative/fantastical history aus (i love these in particular and never see them in dwrp; mid-late 1880s america where your character is a cowbow/outlaw/homesteader/business owner/refugee/whatever and they have to make their way but also maybe there's werewolves and cults and other spooky shit out on the frontier, 1600/1700s japan edo period with your character belonging to clans or is a samurai or whatever and there's political strife but also maybe oni and dragons and weird ki powers, etc).

all these things work ok for jamjars conceptually as well but i'm really tired of "contrived reason your character is pulled out their universe and may or may not have their powers and nothing they do impacts the setting anyway" and constantly fighting "my character just wants to go HOOOMMMEEEE". i really like thinking about a character's alternative life and how close can i get canon to be reflected in their new au background, and that most of the other characters are going to be on the same playing field, they've all lived and breathed in that setting and the things they do matter more.

Re: AU settings

(Anonymous) 2021-05-19 11:44 am (UTC)(link)
So my question as someone who has modded games before and would actually be super eager and interested in running/helping to run something like "1889 Cowboy AU Game", how would you facilitate player interaction and events/plots in a setting of that scope and size?

I imagine the players who are interested in this setting and app would find ways to do so, but I’ve found that the combination of no network + physically large setting can occasionally hinder those interactions

Da

(Anonymous) 2021-05-19 01:10 pm (UTC)(link)
Also a former mod and someone who has considered a game like this before.

In my wildest dreams a setting like this is really committed to small-town camaraderie and community-building OOC. Drive home to players that these characters have largely been together for their whole lives, give or take some movers, and that in some regards it’s been that way for generations. There’s also an understanding that you live and die together too. Frontier and ranch life is rife with shared survival struggles and that creates opportunities for bonding, sabotage and struggle. Having a singular (or just nearest) community hub where everyone has to go for shopping and social events helps. There’s no internet for socialization so there’s a robust list of monthly mini-events to get characters into town/at each other’s homes.

Also, the network is now a “scrapbook” for private and public correspondence — the Pony Express for handwritten letters, snippets from newspapers for public events, help wanted ads, bounty hunting posters, etc.

Re: AU settings

(Anonymous) 2021-05-19 03:14 pm (UTC)(link)
I've been in (and modded) a few open world AU/OC games. Even with a large game world, you can keep events and ongoing plot developments focused on a central location (like a frontier city) and characters will naturally gravitate towards it while still being able to play out threads that are set elsewhere. Give players an idea of how long it would take to reach other places so they can plan accordingly, and establish a few locations where characters could have casual interactions (like a popular saloon, or a train station). Letting players create locations and pick up NPCs can also help move plots along and make an open world setting feel bigger.

The last time I was in a game set in the 1800s, there were some steampunk/magical elements to gloss over logistical issues like transportation, communication, historical (in)accuracy, or why there were so many Japanese anime characters in a Victorian setting. I don't think networks are necessary, but in networkless games it came be fun to have a community message board or newspaper post. Instead of public blog posts and DMs, characters can reply to letters to the editor or classified ads or "anonymous" notes.

Re: AU settings

(Anonymous) 2021-05-19 09:08 pm (UTC)(link)
+1

emphasizing community will help characters come together, especially if you build up the local watering holes where characters are expected to meet and greet on a routine basis

the convenience of widely-broadcast messaging "system" can easily be supplemented by a messaging board system, written letters, newspaper ads, etc. maybe even a weekly radio news show or something that gives town updates.

i think mods and players get hung up on how it (traditional networks or lack thereof) "won't work as well" when really it can, it just works differently and in some cases may work better in the context of building up that game setting better

(Anonymous) 2021-05-21 09:22 am (UTC)(link)
red dead redemption setting please