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Dark Souls: The RP

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NickTheSwing Since: Aug, 2009
#1: Apr 2nd 2014 at 10:15:30 PM

I have been stricken by an idea for an RP set following the game Dark Souls II, and set in a similar Dark Fantasy World. I'd really like to make a unique world for this RP, and so for this task I'd like to ask the Tropers versed in this particular world for help how to translate such a game into an RP here.

I don't want to derive too much from the games themselves, and insofar, my ideas are:

  • The Valley of Defilement Area is going to be called the Swamp of Outcasts, and will be in a place that was once a forested place, but was devastated by wars, disease, and a Wannabe Seath The Scaleless setting up shop nearby in the Tower of Asmoday.
    • Speaking of the Tower of Asmoday, set in the middle of a surprisingly normal seeming town that is downright cheery despite the horrible wasteland that surrounds it, though it has its own little secrets. At the centre of this town is the Tower of Asmoday, where Dreadwyrm Scithe lives. The Tower is filled with his "creations", namely things that represent attempts to create a "Grand Soul".
  • There will be a castle area called Boundevalle Castle, where people are menaced by the Fallen Knights of the Nightmares King, including Fallen Hero Perses, who will challenge RP'ers here in a similar manner to a horribly difficult Atlus boss.
  • There will be a recurring theme of Self-Fulfilling Prophecy and a deconstruction of prophecies and the notion of destiny. Also, an examination of what "sin" is, and who decides what a sin is and for what reasons.
  • There will be an area that is set up in a series of fallen trees, in what was once a dense forest, where there are lots of spider creatures, and a central temple area where a villainous-ish character sets up events in the surrounding areas.
  • A recurring, Pursuer-esque "villain" who is after the Roleplayers. He's sympathetic, but he's still out to kill you brutally, with a pair of Curse-Afflicting Tron Lined Lances. Damage him enough, and his Centurion Helm breaks, revealing...
  • The RPG would begin in the Asylum of Thaine, wherein those afflicted with the Darksign are gathered in an attempt to understand them, an effort enabled by Scithe and the "Old King" and the "Young Princes".
  • Communicate with Arminia the Maiden to learn your direction and what you're supposed to do. She has a connection to Old King Mastema, but what is it...?
  • Hierarchy of the Kingdom:
    • Old King Mastema
    • Prince Olvan
    • Prince Kinsbel
    • Prince Ashlon
    • Prince Kaloss
    • Princess Gwayna
    • Archmage of the Court
    • Almedia Stonecrafter, Sister of the Dead Queen: Though she has been exiled from the castle for reasons unknown, Almedia is still influential even though she is held within the Black Spire of Punishments, a strange area filled with odd monsters.
  • Worship of the Goddess of Sin has flourished, though there are other Gods mentioned. Including one who is said to dwell in the "Land of Ashes" beneath the Kingdom, called Archdragon Kreunheld.
  • Soul Remembrances: A specific kind of spell designed by the Archmage of the Court to call upon old Souls and imbue them into others. What could this mean...?
  • A merchant and Enigmatic Minion to a certain character, named Shouren, will show up. He'll always have unique stuff to buy!
  • Covenants are included, and yes, there are a few ones of my own design, including the Chaos Caster Covenant, the Balancers, and the Knights of the Abyss.

edited 2nd Apr '14 10:17:10 PM by NickTheSwing

DeusDenuo Since: Nov, 2010 Relationship Status: Gonna take a lot to drag me away from you
#2: Apr 4th 2014 at 12:56:53 PM

So what appeal will this hold to someone who's never heard of Dark Souls before? (And I don't mean this in any insulting way - I really am just asking.)

NickTheSwing Since: Aug, 2009
#3: Apr 4th 2014 at 4:19:25 PM

It will be an RP conducted in an entirely different way than other RP's on this site.

Your character will die - and come right back. Find out what works and what is a good route to take to your goals, work up a strategy against enemies, and advance onward.

There'll be a much more free exploration of the setting. One player might decide to explore the low level area, while another may chance his luck venturing into deeper and darker terrains for better stuff.

The only thing you need to worry about are the varying monsters of this world, controlled by your sadistic GM.

edited 4th Apr '14 4:20:12 PM by NickTheSwing

DeusDenuo Since: Nov, 2010 Relationship Status: Gonna take a lot to drag me away from you
#4: Apr 7th 2014 at 9:20:28 AM

Interesting. It does sound a bit like Paranoia as a dungeon crawl, though.

edited 7th Apr '14 9:21:16 AM by DeusDenuo

NickTheSwing Since: Aug, 2009
#5: Apr 7th 2014 at 3:40:24 PM

[up] What do you mean by that? I've never heard of that.

Is that a bad thing?

doorhandle Gork Side 4 Life from Space Australia! Since: Oct, 2010
#6: Apr 9th 2014 at 4:46:06 AM

[up]

Yes and no. It's good because Paranoia is a very well-loved game, and it's bad because it's a comedy game and that's not really the tone you're looking for.

Personally though, aside from it's place on the idealism/cynicism scale ( very dark) and emphasis on dying multiple times and yet still playing (in Paranoia you get a 6-pack of clones to start and can get more) I don't see much connection.

If you want to make the game run like dark souls, here are some things to consider:

  • Dark souls is not random at all; you always do/take a consistent amount of damage each attack, and always do so in a set manner. Looking for tells with your opponent is important. Good luck working that last bit into the system though.
  • Furthermore everything generally respawns in the same spot: both to allow constantly dying to work in your favor as it allows you to memorise their position.
  • As with any RPG it's a resource-management game on some level: while you regain most of your resources when you rest, getting to the next bonfire without using them up can be... challenging. Spells are Vancian in nature.
  • If it's a tabletop/Pb P RPG, most of the skill-based part in the gameplay is lost, so the game aspects of memorisation, planning (at least for the second time round) and patience must be played up.
  • Damage/risk is similarly high: even to the best warrior in the land, a lone zombie is a threat if you let your guard down.
  • Again damage is high, but the street cuts both ways (if you're up to par.) Staying alive is mostly a matter of avoidance, either though parrying, dodging, blocking, or blistering offence. With bossers it's a matter of you and the boss dancing back and forth, trying to find a time when you;re open and can strike without fear of being hit yourself.
  • Poise should be a part of the rules: it make armour with it's somewhat-piddly defence more interesting.
  • Plunging attacks, back-stabs,shoving people off cliffs and parry-counters should also be a part of the system, as they reward both planning and avoidance. And are also fun. tongue
  • Finally, advancement in the game is mostly gear-based: ultimately, leveling up is mostly so you can use the stronger items more effectively.

edited 9th Apr '14 5:09:25 AM by doorhandle

NickTheSwing Since: Aug, 2009
#7: Apr 9th 2014 at 2:47:08 PM

Point 4 is definitely one of my aims - players must play damn smart to survive some of the bosses I have planned.

I agree on the latter points, and they will be implemented - I did like poise and other such things.

The skill points such as Parries, Counters, Backstabs and such will also be implemented.

There will also be some enemies on the map that you cannot defeat from the get go quite so easily. There will be a Ground Dragon for instance who will bake you alive if you run in to try to attack it head on. Look at the rest of the area to see how to pass him by.

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