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Multi-Paragraph Freefrom RP (Fantasy Signup/Initial Discussion)

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eX 94. Grandmaster of Shark Since: Jan, 2001
94. Grandmaster of Shark
#151: Jul 15th 2011 at 9:28:52 AM

I actually already have something in mind for that. We all meet in an Inn in the border baronies, all there for some personal business.

In Hagen's case, he is sent there for several reasons: 1. The Barony of Holtz is actually a border barony and officially, he is going to visit his family for the first time in years. 2. He is there to check the situation and to find out which Barons are loyal and which are going to rebel. 3. He is there to sent an nonofficial message to the barons: Your rebellion is so unimportant and so little of a threat, all I sent was a single, low ranking knight.

He hasn't been told the third reason of course, but he is bright enough to know it anyway.

edited 15th Jul '11 9:30:33 AM by eX

Alhazred23 Since: Jun, 2011
#152: Jul 15th 2011 at 9:47:15 AM

That works; it wouldn't be hard to position the other characters we know of in that environment, and find reasons for them to interact - though it's still a question of how many remain. At the moment, we seem to have a worldly knight, a ranger/berserker and a bard; not a bad start for an adventuring party, but if nobody else turns up again do you think we should look for more players?

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eX 94. Grandmaster of Shark Since: Jan, 2001
94. Grandmaster of Shark
#153: Jul 15th 2011 at 9:49:12 AM

Yes, but I think three is enough to get the game going. We might attract additional players when we impress the forum with our awesome role play tongue.

KarlKadaver Stupid Man Suit Wearer from Just offscreen... Since: Apr, 2011
Stupid Man Suit Wearer
#154: Jul 15th 2011 at 9:49:55 AM

@ eX - I second your idea for voting on the storyline and personal taboos.

Quick question directed at everyone: If we're going to take turns being the GM, do we still need a character limit? I know at this point, it doesn't seem like there will be too many of us to begin with, but I thought I'd bring it up anyway. Ahh, double-ninja'd.[up]

As for Zach's motivation for being wherever it is that the story begins, he's a Knight Errant (of sorts). He likely is where he's at because he heard about a job opportunity or something (I personally thought of him just having gotten off a job nearby and looking for more work...). If the sisters-looking-for-refuge duo is still around, they could've possibly hired him as an escort.

He's very flexible.

Why did my last two sentences sound like double entenres?

edited 15th Jul '11 9:53:05 AM by KarlKadaver

Give the world the best you have and you will get kicked in the teeth. Give the world the best you have anyway.
eX 94. Grandmaster of Shark Since: Jan, 2001
94. Grandmaster of Shark
#155: Jul 15th 2011 at 9:55:00 AM

So we'd have a mercenary who wants to be a knight and a knight who is rather disillusioned with it? I like it.

KarlKadaver Stupid Man Suit Wearer from Just offscreen... Since: Apr, 2011
Stupid Man Suit Wearer
#156: Jul 15th 2011 at 9:58:44 AM

It'll be pretty interesting to see those two interact.smile

Especially seeing how Zach still falls under the more Idealistic side of the Sliding Scale of Idealism Versus Cynicism.

edited 15th Jul '11 9:59:51 AM by KarlKadaver

Give the world the best you have and you will get kicked in the teeth. Give the world the best you have anyway.
eX 94. Grandmaster of Shark Since: Jan, 2001
94. Grandmaster of Shark
#157: Jul 15th 2011 at 10:00:55 AM

I guess at one point I should post the backstory of the order.

edited 15th Jul '11 10:01:08 AM by eX

Alhazred23 Since: Jun, 2011
#158: Jul 15th 2011 at 10:01:39 AM

We might also use something akin to a loose version of the 'spirit points' system in Tryptich and the FUDGE/FATE games, wherein everyone starts each 'arc' with a certain number of points that can be used to introduce or vote up/down plot twists and setting details.

I will have to think if i have any plot taboos other than the obvious ones (Mary Sue characters, etc.). It's pretty to easy to put Finn in an inn somewhere, since that's where she does most of her work, and she might even consider hiring a bodyguard if she's in an area that is profitable but slightly dangerous. It would just take some plot railroading to keep her engaged, as she is kind of a coward (though she has several useful skills that might make folks want to keep her around, being basically a 'nice' rogue/expert class.)

edited 15th Jul '11 10:02:42 AM by Alhazred23

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KarlKadaver Stupid Man Suit Wearer from Just offscreen... Since: Apr, 2011
Stupid Man Suit Wearer
#159: Jul 15th 2011 at 10:07:02 AM

I'll also have to think of some plot-taboo elements, beside the obvious one's like Alhazred said. I'm pretty easy-going. I guess the thing that bothers me the most is characters who are Chaotic Stupid or try too hard to be grimdark. It's one thing to have a Dark and Troubled Past, but it doesn't mean you have to be a jerk about it. /rant.

Give the world the best you have and you will get kicked in the teeth. Give the world the best you have anyway.
eX 94. Grandmaster of Shark Since: Jan, 2001
94. Grandmaster of Shark
#160: Jul 15th 2011 at 10:18:42 AM

We already have an established background, so we don't really need to place taboos about that (magic comes from soul crystals or fea blood and is rather rare, steam punk elements, etc.) Also, don't think we need them for obvious things, like "No Mary Sues", this should be a matter of course. Same for the usual online roleplaying stuff, no goddmodding and no ghosting.

If we go with a point system, the question is how you get them back.

edited 15th Jul '11 10:21:22 AM by eX

KarlKadaver Stupid Man Suit Wearer from Just offscreen... Since: Apr, 2011
Stupid Man Suit Wearer
#161: Jul 15th 2011 at 10:20:57 AM

Wouldn't they just reset at the end of an arc? But how do we decide that an arc has ended? I just suppose we'd vote on that, though.

Give the world the best you have and you will get kicked in the teeth. Give the world the best you have anyway.
eX 94. Grandmaster of Shark Since: Jan, 2001
94. Grandmaster of Shark
#162: Jul 15th 2011 at 10:22:00 AM

Should we also vote on the voting system? tongue. v: Pah, I say secret vote only!

Instead of points, we could go with a veto system, you can veto something once every arc.

edited 15th Jul '11 10:24:32 AM by eX

KarlKadaver Stupid Man Suit Wearer from Just offscreen... Since: Apr, 2011
Stupid Man Suit Wearer
#163: Jul 15th 2011 at 10:22:33 AM

[lol] I vote yes.

Give the world the best you have and you will get kicked in the teeth. Give the world the best you have anyway.
Alhazred23 Since: Jun, 2011
#164: Jul 15th 2011 at 10:28:20 AM

Hmm... well, in the FATE based/inspired games, when one of your character's defining aspects actually causes them significant plot or conflict-related problems, the GM usually gives you a point back - though in that system, you also spend points to invoke those defining aspects for mechanical effect. As we have no 'mechanical effect' here, as we can pretty much use our defining aspects whenever we want (as long as they're applicable and not overdone)... how about they refresh when we reach 'milestones,' such as a lull in the plot after a major event or when we accomplish big goals? Also, players might be able to get them back if the current GM decides that they have done some 'good' RP?

[up][up]Ninja'ed. Since we're doing freeform, simple is probably better. I can go for a voting system, blind or otherwise, with limited 'hard' veto ability granted to everyone.

Regarding soul crystals: aside from the fact that they contain once-living souls and let you do magic, should it be a mystery (perhaps for later exploration) regarding how they are formed or what defines the powers they grant?

edited 15th Jul '11 10:33:50 AM by Alhazred23

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KarlKadaver Stupid Man Suit Wearer from Just offscreen... Since: Apr, 2011
Stupid Man Suit Wearer
#165: Jul 15th 2011 at 10:42:14 AM

Re:Soul Crystals - I say that some characters can be savvy to that kind of information, but I don't beleve it would be common knowledge.

Re: FATE - I've never played it. How do we determine "defining aspects?"

Give the world the best you have and you will get kicked in the teeth. Give the world the best you have anyway.
Alhazred23 Since: Jun, 2011
#166: Jul 15th 2011 at 11:20:52 AM

It varies by by game, but 'Defining Aspects' would be words or phrases that describe particularly important aspects of the character. They'd be particularly applicable here, if we were playing a FATE-based game, since they often take the form of tropes. Some examples for Zach might be:

They're flexible and open, and it is encouraged for characters to have both good and bad defining aspects, or ones that are double-edged swords. Overall, they should be interesting, and should present opportunities for plot hooks.

edited 15th Jul '11 11:22:10 AM by Alhazred23

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eX 94. Grandmaster of Shark Since: Jan, 2001
94. Grandmaster of Shark
#167: Jul 15th 2011 at 11:22:42 AM

IIRC, magic was much more common in the bigger cites and metropolises, so I assume that the people who live there now at least that it is the crystals that power the magic, if not their actual origin, while the people at the periphery might only now that there are people in the cities with magic abilities, while knowing more about fea born and their inborn abilities.

edited 15th Jul '11 11:24:06 AM by eX

Alhazred23 Since: Jun, 2011
#168: Jul 15th 2011 at 11:29:54 AM

I think alchemy was shaping up to be more of an 'urban' branch of magic, so 'city folk' might be more accustomed to magic in that form, and the common man might just consider soul crystals to be a product of alchemy (though any alchemist would either tell you different or drool over the possibility).

I like the idea of 'country folk' being more familiar with the fae and fae blooded magics. It might be more common to encounter either in the areas away from large-scale human habitation for various reasons. They might actually be more common out there, for instance, or it might just be that 'mages' don't get snapped up quite as quickly by power-hoarding nobles out in the sticks.

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daltar (4 Score & 7 Years Ago)
#169: Jul 15th 2011 at 11:43:38 AM

Still interested, I'll work on the sisters soon.

DAcriznips Quaerat et Intelligere Veritatem from Titan's tower Since: Apr, 2011
Quaerat et Intelligere Veritatem
#170: Jul 15th 2011 at 11:53:21 AM

I'm still here, just lemme read through and I'll give my two cents.

Research is what I'm doing when I don't know what I'm doing- Wernher von Braun Until proven otherwise, Everything is Relevant
eX 94. Grandmaster of Shark Since: Jan, 2001
94. Grandmaster of Shark
#171: Jul 15th 2011 at 3:28:04 PM

So we are up to five now. I think we can do this.

eX 94. Grandmaster of Shark Since: Jan, 2001
94. Grandmaster of Shark
#172: Jul 16th 2011 at 6:35:58 AM

Okay, so the Gm changes after every arc, we can call a vote if we dislike certain setting elements someone introduced and every player gets, lets say two veto's per arc?

Alhazred23 Since: Jun, 2011
#173: Jul 16th 2011 at 6:39:44 AM

Hmm... i would say one veto should be enough, unless we see a need for more after playing the first story arc. Stuff that is truly offensive should in theory garner enough down votes without a veto.

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eX 94. Grandmaster of Shark Since: Jan, 2001
94. Grandmaster of Shark
#174: Jul 16th 2011 at 7:22:20 AM

I guess you are right. Reminds me, are we going with the taboo too or will this be part of the veto?

And, are you going to be the first GM, because otherwise I would volunteer.

Alhazred23 Since: Jun, 2011
#175: Jul 16th 2011 at 7:31:34 AM

You seem to have a pretty good idea for a plot to get the party together with the whole territorial rebellion angle, so i would defer to you for this first arc. I can take the next one, if that works for you. For the taboo thing, i think that when something that might be a taboo is vetoed, we can vote on whether or not to permanently disallow such elements.

edited 16th Jul '11 7:33:24 AM by Alhazred23

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