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If Forumites Were Stuck In An RPG is a Bay 12 roleplaying game descended from If Bay Forum Were A Mountain Hall.

The game follows the adventures of Bay 12 Forumites dumped inside a vaguely roguelike RPG world, wondering how they got there and armed with only their everyday clothes, the most weaponizable object in their homes, and class abilities granted by mysterious wrist computers. Every time a door is opened, the dungeon expands, and a new, often bizarre challenge awaits within the next room.

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The link to the first thread is here. It dwindled out, received a reboot with two threads, before that too was abandoned in 2015.


If Forumites Were Stuck In An RPG contains examples of:

  • Advancing Wall of Doom: Stay in any non-hub room for too long and an evil wind will tear you to shreds. BlitzDungeoneer finds this out the hard way.
  • Anachronism Stew: The setting contains classical fantasy elements, a gas station bathroom, a hallway ripped from an FTL-capable starship, and a cratered field reminiscent of the Somme. Consistency was clearly not on the mind of whoever created this world.
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  • Gender Bender: Following their unfortunate demise, Zanzetkuken came back as a woman.
  • Giant Spiders: A great deal of them attack the second group upon forming, while they're also ubiquitous in the hub as encounters.
  • Healing Potion: A valuable commodity. One has been found by the main group so far, though the reliability of potions between users is unknown.
  • Hub City: There's a colony of players (technically NPCs, people from the real world though not representing real people) in the center of the Overworld dome, where most stay for safety.
  • Katanas Are Just Better: Discussed. The main blacksmith within the starting hub town specializes in crafting European sword designs, decrying the majority of "curved swords" as poorly made wall hangers, since most of the blades that end up in the hands of players are exactly that.
  • Level Grinding: Propman denies doing this in order to get ahead of the rest of the group. In reality however, doing such a thing is rather difficult, as dungeon rooms get harder the further they are from the base spawn room, while overworld encounters, which remain fairly manageable so long as you don't stray near the edges of the map, only produce low amounts of experience and are generally inefficient.
  • Mecha-Mooks: A couple of them manage to slice off Hugo's fingers in a boiler room. Later on, a group of automations representing characters from the player's past incomplete roleplays and stories attack the party in the halls of truth.
  • Mooks: A bunch of faceless robber-like beings serve as reoccurring antagonists in the otherwise randomized and varied fauna of the dungeonscape. It turns out they're all working for someone who wants the recent arrivals dealt with.
  • Nice Hat: Propman's tricorne, either jokingly or seriously implied to be the only thing keeping his head relatively level in the chaos of the dungeons.
  • Noodle Implement: SB's 'fox-bot' (no, not that one). Only Kevak knows what's up with him.
  • Our Werewolves Are Different: Hugo becomes one after being mauled by a group of them in a room. They're also what manage to kill Zanzetkuken in the same scene.
  • The Overworld: The 8km Hub dome, the Snowglobe, and the Cat-overrun City represent these areas, and are prone to Random Encounters.
  • Patchwork Map: The dungeon's layout makes little logical sense, with three prominent overworld areas being a grassland, a frozen tundra, and an abandoned metropolis within close proximity, only a few rooms separating them.
  • Random Encounters: A feature of overworld maps, making them dangerous to navigate alone unprepared. Things encountered include wolves, jack-o-lanterns that breathe fire, and vermin wielding pitchforks.
  • Resources Management Gameplay: On one hand, while guns are highly lethal to a good deal of enemies in the game, ammunition is understandably a scarce commodity, making using them at times secondary to fighting with a letter opener, or a book. Food is likewise confined to either specific rooms (one of which was flooded by late-game monsters), or hubs.
  • The Syndicate: Two-Shoe Louie runs the casino within the hub, and gets his resources by somehow controlling NPCs, with his influence apparently spanning deep within the dungeon. He doesn't like other people messing with his dungeons.
  • Teach Me How To Fight: After fleeing from Hugo's initial transformation, failing to keep up with the group on multiple occasions and tripping on a lever, as well as nearly getting hunted down by the entity that killed Blitz, Propman decides to first strengthen himself by completing the puzzles in rooms revealed by said lever alone, and then seeks training under a swordsman of the hub after being suggested to by the local blacksmith.
  • Time Travel: Hugo and Arcvasi pop in from the future in multiple instances. Unwanted guests arrive with them.

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