socksuke_uchiha ([personal profile] socksuke_uchiha) wrote in [community profile] rpanons2024-07-01 06:00 pm

Friends don't let friends TFLN

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(Anonymous) 2024-07-05 12:00 am (UTC)(link)
A post-apocalyptic city in ruins, geographically isolated, featuring a collaborative google map of various points of interest and established character bases such as that players can assume (within reasonable limitations) that any store/bank/restaurant/apartment building/ect on the map is in the setting, albeit in a ruined state. Say, perhaps that this takes place on the island of Manhattan, for example, or within any other convenient (or fictionalized) boundary.

There are no living people or animals in the city, but there is electricity and running water (at least at first) and a series of unexplainable instances of kaiju-style night-time destruction adds complexity to the elements of survival and collaboration when it alters the setting— destroying a medical lab and releasing a previously-contained virus that had been under study when the world ended, for example, or destroying various locations leading to a shortage of food, or ruining one or several player-character home bases. Eventually the livable space in the city could be reduced significantly, leading to conflicts over space, and fortification of various locations and "safe" travel zones.

The monster destruction would be obvious, but the monster itself elusive, with its attacks happening at night, or in ways that characters would find themselves dealing with the fallout too much to get a look at it. The monster itself could even be invisible, meaning that the only way to know an attack was coming would be to see its giant footprints approaching, or to witness a concave opening in the ocean as it surfaced to explore the land.

At some point, characters would be given various chances to attempt to combat the monster, which would adapt to their attacks, adding more complications. Attempts to contact the world outside their city would be met with strange responses that seemed nonsensical, and which denied the existence of any monster.

Endgame would involve dealing with the monster once and for all, of course, and potentially escaping the city, with explanations for how people ended up transported here from their home canons, and what the monster has to do with any of it (if anything)

(Anonymous) 2024-07-05 02:08 am (UTC)(link)
What is the monster ultimately a metaphor for

(Anonymous) 2024-07-05 02:41 pm (UTC)(link)
ur mom

(Anonymous) 2024-07-05 07:49 am (UTC)(link)
I would play in this in a heartbeat.

(Anonymous) 2024-07-05 09:53 am (UTC)(link)
So a short term thing?

(Anonymous) 2024-07-05 02:40 pm (UTC)(link)
Depending on what you mean by "short term".....Not necessarily!

Events like monster attacks, and fallout from those attacks, as well as opportunities to explore the changed setting, ect, each happening once a month would mean that the lifespan of the game would naturally be at least a year or two... or more, depending on how it goes. That might not be a long game by the standards of many, but I've noticed that a lot of game settings seem designed to just go on and on and on with no real direction or overarching plan. There's nothing wrong with that, people clearly have fun in those games but...

I mean how many times has a game gone into decline, or closed, because of stupid drama, rising apathy from the playerbase, moderator burnout, or some other unnatural death? I feel like there's value in having a planned ending with a specific set of circumstances that lead to it happening, even if it takes a long while to get there.

(Anonymous) 2024-07-05 03:33 pm (UTC)(link)
I’d be interested I just wasn’t sure how long it was looking to be - I don’t do well in like a few months long games so a year or two is more mid term to me that I’d find enjoyable.

(Anonymous) 2024-07-08 08:42 pm (UTC)(link)
yes please we need more games like this I would app

(Anonymous) 2024-07-08 09:11 pm (UTC)(link)
This sounds really fascinating and fun!

A question - how would you plan on working things like conflict over space? Is that something where you would be pretty hands-on with assigning PCs living space, and then destroying those living spaces and making them move in with others? Or would you leave it more in player hands whether they wanted to do with that?

(Anonymous) 2024-07-08 11:06 pm (UTC)(link)
Well, using the example of Manhattan that I gave above, I can see that the island has held stable at a population of roughly 1.6 million people for at least a decade. I'll grant that in a post-apocalypse type scenario, where food and other resources would largely arise from scavenging and limited farming, the setting likely could not reasonably sustain that many human lives for very long.

But given the space constraints involved in that many human habitations, it is reasonable to presume that, within any kind of character cap, there is no rational basis for any two players to come to irreconcilable differences over fictional livingspace. Now, humans are ridiculous, and will fight over anything, so I can already hear at least two of them getting ready to have the most petty internet argument imaginable...

...But I think that if two people want to fight that badly, there's nothing that I can do to stop them. Giving myself a whole lot of extra work trying to micromanage everybody's fictional apartment blocks won't really do much against the fundamental problem of human nature, and I don't intend to try.

So I think I would, in this scenario, expect people to lay public claim to their various spots on the abovementioned map, and only mediate any conflicts when and if they come up to the level of requiring it.

(Anonymous) 2024-07-09 09:01 am (UTC)(link)
reminds me of daisychain

(Anonymous) 2024-07-09 05:41 pm (UTC)(link)
CORRECT.

That is a good observation, you have identified the source. Nicely remembered.