We're waiting for the end of the poll to decide. There's no point deciding on mechanics and most of the settings stuff until we know what we're doing. Logistics can be done now. In any case, it seems like the poll is a runaway poll in favor of Fantasy. However, I'm giving it a bit longer.
I agree with what's generally been said so far. The closer we can get to an honor system, the better. Of course, we want people to feel like their characters are accomplishing things, but hopefully there are ways to do this without dispensing "power" left and right. This may result in a system that isn't for the impatient, but hopefully people will enjoy telling the story enough without the carrot-on-a-stick of quantifiable numerical improvement. (That said, of course, it would be cool if over the very long term characters played well by players who consistantly contribute could become epic heros, though in the sense that they really do feel like legendary people and not in the sense that their lightning bolt spell does twice as much damage as it used to do.)
That's basically what we're going for here. Over time. Over time, your character will become an epic hero, someone people speak about. Over time, your cohort will be synonymous with 'made history'. And, over time, you may retire your characters because they're too strong.
This project is a lot about interaction between people. Quests will be there, adventure is there, but there's also the fun of talking to people. Gathering information. Forming IC relationships.
Honour system is an unfair system. Some people naturally try not to abuse from the system while some suck it dry. So yeah.
Isn't this what we've been doing all this time with World of Pokemon? We are on our honor, basically, to not make our Pokemon dodge every hit; we have to let them take damage sometimes. It seems to be working out over there.
Oh, and as others have mentioned, if we get somebody who wants to throw meteors at level one, his captain will have a talk with him, and if the captain can't make hin reaosnable he gets banhammered out of the cohort.
Hey, is there anyone else on the forums going to Rice University in Houston? We could ALWAYS use more people in our Magic games. PM me if you want to play sometime
Rather independant of anything else, what sort of time commitment would likely be involved? If people aren't held to anything, things stall and lag. Too high and the game becomes difficult to play for most people. There's already a built-in and nearly unavoidable mechanic that rewards contribution - the more time you spend interacting with other characters, the tighter your relationships to those characters are, and the more you describe what your character is doing, the stronger his or her presence in the world becomes. It's probably worth striving for a system that encourages active participation without requiring them to post breakneck or read dozens of threads that don't involve them. (If players do something big enough that it impacts players not active in the event, (like if Ensign Joyd caused a radiation leak and killed everyone) it should go in an "important stuff that happened today" thread.)
On the play-by-email this game is spawning from, it was a requirement of three posts a week if you wanted to advance. Less than that means you don't advance at all. So three posts a week. Which is easily done.
Captains could easily pm you important information to put in the paper. The issues was if Ensign Joyd blew the planet up. Kind of important for all the captains to know.
Three posts a week is excellent, as it allows players to play at a fairly relaxed pace. What it means, in most cases, though, is that players need to make things -happen- in their posts (which is not the same thing as writing a lot.) This works badly with the "You are in a room. What do you do?" "I look around" "You see a chair" "I look at the chair" style of roleplaying, and equally badly with the "Get down! They're coming" "Three pages of reflection and internal monologue during which the character doesn't actually take any actions." style.
I suspect that most active players will make far more than three weekly posts.
I expect they will as well. The limit might have to be 5. We'll play it by ear. The 'text adventure' style works sometimes, other times it doesn't. However, remember, there'll be something like 5-10 characters working together. So even if one doesn't do anything, the others can.
Number of characters working together is an awful tricky thing to balance, in my experience. If you have five together and three are posting like mad, the other ones sort of get dragged along or simply remain silent in situations where it's highly unlikely they would. ("Druid Acolyte Joyd doesn't seem to have any objections, so we'll burn down this forest.") It'd be nice to get to a point where the godmodding rules can be relaxed somewhat, as this allows things to run much more smoothly if everyone handles it well. ("I fish through the trash for a peice of paper and begin to sketch the monster to the best of my ability" works better than "I look for a trash can." "There is a trash can here." "I look through the trash can for a peice of paper" "You find a peice of paper." or "I fish through the trash can for a peice of paper" "Did I SAY there was a trash can here???")
A few things can be taken as read. I generally have the following rule.
"If an action is unrelated to combat or a quest, and does not benefit a character in any way that would aid him in combat or quest, or changes any other character, or changes the surrounding in any major way, the action is permissible."
In other words, as long as you don't attack something, suddenly find the answer to a problem in a quest, give you a random item that will help you in some way, godmods against another PC, or blows significant parts of the scenery up, go for it.
I pretty much agree with everything that Joyd said. I would enjoy it more as a non-numbers-based RP. It allows for more creativity, less competition, and more freedom. In addition, I probably will post about once a day, although I can't know for sure, because I don't know exactly how this works.
From what I have been reading there is still something that I am concerned about. We are playing on the idea at our characters will be working in large groups but in my experience of running games it always seems that when you have more than 5 people together there always is about two players in the group that just decided to take their sweet time. Godmodding works sometimes but I hate always having to resort to that just to keep things flowing.
Private Mod Note
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Originally commissioned through High~Light Studios
With the way this will work, there'll be no need to wait for them. Rewards are to be given manually and individually by the captains instead of a blanket reward to everyone on the thread. So, because of this, anyone that doesn't participate doesn't get a reward. And if a decision falls to someone who decides not to post (or can't post, as that happens too), someone else, usually the captain, takes the reigns to keep things moving.
List of Undecideds
So how many/will there be inter-cohort ranks (below captain above shoe shiner).
What will the overlying story contain?
How much overlap will there be?
How will magic be divided (All magic, elemental (fire, water, dark, etc. etc.), race based)?
How will magic work?
How will weapons work?
Yes/No money?
How large/powerful will the initial kingdom be?
How large/powerful will competing kingdoms (if the exist) be?
One of the beautiful things about the system is that we don't necessarily have to say "this is exactly how magic works in this world". There might literally be dozens of ways to tap into magical ability, and many of them don't need to be bothered with unless someone develops a character that makes it relevant. On the other hand, defining things more tightly gives people a framework to work in, and reduces the brainspace required to get a hold on the basics of individual characters. If "fire mage" means something fairly specific in the world, then a player has a reasonable idea of what anyone who's a fire mage is capable of and how their magic works, making it easier to work around them than if every magic-user's player comes up with their own magic system.
I'm torn on the idea previously mentioned that would require all players to start as humans. On one hand, it's nice if the world is not immediately populated will all manner of weirdos, but on the other hand, if I want to play an elf and I abandon my first character to develop an elf character when they're "unlocked", it sucks for the people playing with my original guy; things should be set up so the incentive is not to character-jump.
I think one of the first questions to be answered involves the nature of the structure of the "army". While we've been using largely army and naval terms, the "hierarchy" doesn't have to be a true army. It could be a large mercenary company (or a small, growing mercenary company), an adventurers' guild, a police-force style organization, an academy of some variety, or any number of other things. There are tradeoffs with most ideas; some allow for a wider variety of character concepts and mission types, while other have a more natural command structure and system of progression.
List of Undecideds
So how many/will there be inter-cohort ranks (below captain above shoe shiner).
Definitely something we need to know. Remember, it needs plenty of ranks so that this will take time. There's no problem with having a lot of ranks there. It gives plenty of time for character growth.
What will the overlying story contain?
The -overlying- story will be decided by me and my generals and passed down to the captains. So it doesn't much matter.
How much overlap will there be?
Regarding what?
How will magic be divided (All magic, elemental (fire, water, dark, etc. etc.), race based)?
How will magic work?
Good questions. That's something to be decided.
How will weapons work?
Normally, I"d think.
Yes/No money?
I have to vote yes; it gives us room to expand items bought and stuff.
How large/powerful will the initial kingdom be?
How large/powerful will competing kingdoms (if the exist) be?
This doesn't really matter, methinks. It's as big as we need it to be, it doesn't need to be decided now.
One of the beautiful things about the system is that we don't necessarily have to say "this is exactly how magic works in this world". There might literally be dozens of ways to tap into magical ability, and many of them don't need to be bothered with unless someone develops a character that makes it relevant. On the other hand, defining things more tightly gives people a framework to work in, and reduces the brainspace required to get a hold on the basics of individual characters. If "fire mage" means something fairly specific in the world, then a player has a reasonable idea of what anyone who's a fire mage is capable of and how their magic works, making it easier to work around them than if every magic-user's player comes up with their own magic system.
It is true that we don't necessarily have to deal with this now. But I would prefer that we set it in framework before we allow people to do it. If we don't, we have to deal with it whenever it comes up. The rules have to exist for something like that in cases like this. However, I think if we just, in the case of fire mages, set rules in place for mages (like sections), and then have them all run off the same rules. I prefer rules beforehand, so we can plan.
I'm torn on the idea previously mentioned that would require all players to start as humans. On one hand, it's nice if the world is not immediately populated will all manner of weirdos, but on the other hand, if I want to play an elf and I abandon my first character to develop an elf character when they're "unlocked", it sucks for the people playing with my original guy; things should be set up so the incentive is not to character-jump.
That's not exactly the truth. We can have a few starting races. But we're also going to let everyone have two to three characters, so we can populate all the other cohorts as well.
I think one of the first questions to be answered involves the nature of the structure of the "army". While we've been using largely army and naval terms, the "hierarchy" doesn't have to be a true army. It could be a large mercenary company (or a small, growing mercenary company), an adventurers' guild, a police-force style organization, an academy of some variety, or any number of other things. There are tradeoffs with most ideas; some allow for a wider variety of character concepts and mission types, while other have a more natural command structure and system of progression.
Well, seeing as it's going to be fantasy, I'd prefer that we use something like a mercenary company. Adventuring guilds don't usually do 50 people armies, police forces wouldn't have a wide enough range of problems, academies would be pretty good... I think we're going to start in an academy for newbies, then put them into a mercenary cohort. That would work well, and I'm partial to that sort of system.
I was leaning towards mercenary company myself. It allows for virtually any character concept (someone who wanted to play someone associated with the government could play as an adjunct or someone assigned to monitor the company), virtually any adventure concept, and an have a reasonable hierarchical structure.
I'd actually prefer to limit the number of available ranks. While it means that people only go up in rank very infrequently, it limits the "bureaucracy" aspect somewhat; not all character concepts are really amenable to being bureaucrats. A flatter structure also means that most ranks can be filled by player characters rather than NPCs at most times. To give players something titular to define their characters, players could be assigned honors, offices, or posts that come with a title but are separate from the authoritorial hierarchy. A character who wanted to advance as, say, an engineer but wasn't interested in actually commanding others could accrue a variety of increasingly impressive titles, offices and posts while still remaining at a relatively low rank in the command structure.
I like the mercenary idea as well, which is sort of how I planned to have this go out. I agree with you on all points.
As for ranks, I don't think it much matters. It's sort of to figure out where you are on the way to captain, with captain being the mark for most people. There are no ranks higher than captain available for PCs, unless we get a -lot- of PCs. And a rank is something offered to you, not something thrust upon you.
My helpdesk should you need me.
This project is a lot about interaction between people. Quests will be there, adventure is there, but there's also the fun of talking to people. Gathering information. Forming IC relationships.
My helpdesk should you need me.
Isn't this what we've been doing all this time with World of Pokemon? We are on our honor, basically, to not make our Pokemon dodge every hit; we have to let them take damage sometimes. It seems to be working out over there.
Oh, and as others have mentioned, if we get somebody who wants to throw meteors at level one, his captain will have a talk with him, and if the captain can't make hin reaosnable he gets banhammered out of the cohort.
Hey, is there anyone else on the forums going to Rice University in Houston? We could ALWAYS use more people in our Magic games. PM me if you want to play sometime
My helpdesk should you need me.
Or a Daily/Weekly newspaper that's posted in all the threads by a distribution NPC (probably controlled by Nai). More flavorful but either will work.
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I suspect that most active players will make far more than three weekly posts.
My helpdesk should you need me.
"If an action is unrelated to combat or a quest, and does not benefit a character in any way that would aid him in combat or quest, or changes any other character, or changes the surrounding in any major way, the action is permissible."
In other words, as long as you don't attack something, suddenly find the answer to a problem in a quest, give you a random item that will help you in some way, godmods against another PC, or blows significant parts of the scenery up, go for it.
My helpdesk should you need me.
My helpdesk should you need me.
Magic Coffeehouse pwns.
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So how many/will there be inter-cohort ranks (below captain above shoe shiner).
What will the overlying story contain?
How much overlap will there be?
How will magic be divided (All magic, elemental (fire, water, dark, etc. etc.), race based)?
How will magic work?
How will weapons work?
Yes/No money?
How large/powerful will the initial kingdom be?
How large/powerful will competing kingdoms (if the exist) be?
Hmmmm...anything else?
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
I'm torn on the idea previously mentioned that would require all players to start as humans. On one hand, it's nice if the world is not immediately populated will all manner of weirdos, but on the other hand, if I want to play an elf and I abandon my first character to develop an elf character when they're "unlocked", it sucks for the people playing with my original guy; things should be set up so the incentive is not to character-jump.
I think one of the first questions to be answered involves the nature of the structure of the "army". While we've been using largely army and naval terms, the "hierarchy" doesn't have to be a true army. It could be a large mercenary company (or a small, growing mercenary company), an adventurers' guild, a police-force style organization, an academy of some variety, or any number of other things. There are tradeoffs with most ideas; some allow for a wider variety of character concepts and mission types, while other have a more natural command structure and system of progression.
Definitely something we need to know. Remember, it needs plenty of ranks so that this will take time. There's no problem with having a lot of ranks there. It gives plenty of time for character growth.
The -overlying- story will be decided by me and my generals and passed down to the captains. So it doesn't much matter.
Regarding what?
Good questions. That's something to be decided.
Normally, I"d think.
I have to vote yes; it gives us room to expand items bought and stuff.
This doesn't really matter, methinks. It's as big as we need it to be, it doesn't need to be decided now.
It is true that we don't necessarily have to deal with this now. But I would prefer that we set it in framework before we allow people to do it. If we don't, we have to deal with it whenever it comes up. The rules have to exist for something like that in cases like this. However, I think if we just, in the case of fire mages, set rules in place for mages (like sections), and then have them all run off the same rules. I prefer rules beforehand, so we can plan.
That's not exactly the truth. We can have a few starting races. But we're also going to let everyone have two to three characters, so we can populate all the other cohorts as well.
Well, seeing as it's going to be fantasy, I'd prefer that we use something like a mercenary company. Adventuring guilds don't usually do 50 people armies, police forces wouldn't have a wide enough range of problems, academies would be pretty good... I think we're going to start in an academy for newbies, then put them into a mercenary cohort. That would work well, and I'm partial to that sort of system.
My helpdesk should you need me.
I'd actually prefer to limit the number of available ranks. While it means that people only go up in rank very infrequently, it limits the "bureaucracy" aspect somewhat; not all character concepts are really amenable to being bureaucrats. A flatter structure also means that most ranks can be filled by player characters rather than NPCs at most times. To give players something titular to define their characters, players could be assigned honors, offices, or posts that come with a title but are separate from the authoritorial hierarchy. A character who wanted to advance as, say, an engineer but wasn't interested in actually commanding others could accrue a variety of increasingly impressive titles, offices and posts while still remaining at a relatively low rank in the command structure.
As for ranks, I don't think it much matters. It's sort of to figure out where you are on the way to captain, with captain being the mark for most people. There are no ranks higher than captain available for PCs, unless we get a -lot- of PCs. And a rank is something offered to you, not something thrust upon you.
My helpdesk should you need me.
My helpdesk should you need me.