This sounds somewhat interesting, especially because I tried something like this on a new isolated forum; on a forum with as much activity as this one, I think you could turn it into something really quite cool.
It sounds to me like there is a hierarchy system with different sorts of generic RPG elements: spellcasting, HP/MP, etc. This just seems very plain and vanilla to me, and classes often seem equally limited. I think something of a very skill-based system would work well. Skills, when done in an interactive and interconnected way, could lead to patterns created by players, forming the "classes" in a similar way that deck archetypes naturally form in Magic: the Gathering. Races could function in a similar way, determined mostly by "parents" with a bit of alteration. In general, I'm thinking of a system where groups would naturally form into classes and tribes of sorts. I don't believe this is exactly what is in place currently, but I think it could be molded with this sort of thinking to lead to a more dynamic game experience influenced more by the players in a realistic way; in the real world, your "job" or "class" is affected by your skills, which are changeable, but your race is really affected by your parents and how you grow.
As for the typical fantasy setting, I think it shouldn't be a completely plain world; it needs a twist of some kind. Perhaps the entire colonized world is underground? Maybe it has temporal rifts in the way the TimeSpiral block did. Maybe people have slight time manipulation powers that lead to certain elemental powers in interesting ways (the ability to quickly spark fires through telepathic kinetic energy, etc.). I'm just saying the same-old Tolkien universe is pretty hackneyed.
If what I said above is disregarded, I still think this would be fun to try out, I just feel out of the loop on current information.
It seems like you haven't quite read the majority of the threads. What you have described is pretty much exactly what we're going for. Well, minus the setting. We're also not using HP/MP at all.
You should go ahead and read the threads, see what we're planning on using, and put your input there.
Okay, I have read about the skills system that is being put into place, which made me psyched for the start of the game. Can you post an overview of things that have been firmly established and things that need to be for the initial game? That would be very beneficial to everyone, I think.
It does sound very cool, I'm just trying to grasp everything I've read throughout all of the threads. It seems like a viable system.
There's not much that's firmly established as of yet. However, since I'm anxious to get this kicked off, I'm setting in stone anything I think is decently established.
So, basically:
I'm creating a setting that we can start with. The thing can always move later.
I'm using the basic magic that was discussed, which can be found in my second to last post on the magic thread.
Races will be Human, Elf, and my Aqiual race. Basic races, slightly different, and something to have differences still.
I'm going to let people use the skills they want to begin with. We'll standardize based on the first ones.
Lastly is sections. I'm starting with very general ones which we can specialize and split when needed. Fighters, Mages, Archers, Medical, and 'Other'.
I thought we had locked in the "training camp" thing.
Oh, and what description are you using for "elves"? I vaguely recall putting one up....are you using that one, or something different?
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
Yeah, that's pretty much the plan. Let characters show what skills they think each section should have. If you play an archer, you know better than a mage what skills you think you need. Mages know what skills they need, medics know what skills they need. Everyone wijll help contribute.
I'm doing magic myself, simply because magic is sometimes hard to balance.
I've got the initial thread set up. Please note: the thread in the main forum is for verification of mechanics for all players! It doesn't include flavor for individual projects! The actual flavored guide will go up tomorrow!
Spread the word. As soon as I have some WPLs ready, the community project begins.
That's great. Are you going to begin accepting submissions for our personas soon? I've got an interesting idea for my character. Also, what will be the limit for starting skills? Anything within reason? Or a certain numerical value?
As soon as I get two WPLs ready to go, and when I get flavor up (probably tonight), I'll have the character thread put up.
I'm going to start characters at baseline skills. You can name X number of skills (negotiable), but you start at level 1 in all of those and level 0 in everything else. In addition to this, you'll also have an ability or two. You'll gain some skill levels in basic training before you join a cohort, as well as gaining your actual weapons and the like.
Edit: I've been thinking about characters starting with increased skills, due to backstory and the like. I think it would be permissible, but any character that starts with such would skip basic training, as well as any rewards from it.
Only one person has even applied yet. No one's posted in the thread. I was going to give this up as abandoned since no one seems interested in helping, and I can't run the entire thing myself.
I'm definitely interested in this, but there are three reasons I didn't apply to be a WPL here:
You said you wanted WPLs to have WPL experience, of which I have none.
The experience I have had running RP games (which is all DMing D&D campaigns) has been less than stellar mainly due to my inability to make it work. Much of that inability stems from inexperience, but there may also be a portion that is just me being bad at it.
My current activity levels would not be high enough to run a game. I could probably pull of playing in one, but I doubt I could run one.
However, if you get WPLs and start this up, I'm definitely in for the playing aspect.
That said, I'm lowering the requirements. If anyone who has experience running RP games wants to work on this, and if I can get one more person, it'll be open.
Nai, I am sort of new to this area of the forum, but I have DM/GM numerous campaigns. I'd love to help out in this area. If I can help you in any way, I'd love to - hit me up via PM and let me know, if you want me to run something so you can see how I do - just let me know.
Hey, if you have time, you and another person (whose PM I have to dig up) can help me run it. If you're serious about this (and if he has time still), we can have this up by Wednesday.
Officially, Caselogik and Niadar are helping me with the community project.
You two: make yourself comfortable with the rules. Know how they work, what you need to do. Then get a storyline ready for your cohorts. I'll handle the boot camp for anyone that feels they need it.
My helpdesk should you need me.
It sounds to me like there is a hierarchy system with different sorts of generic RPG elements: spellcasting, HP/MP, etc. This just seems very plain and vanilla to me, and classes often seem equally limited. I think something of a very skill-based system would work well. Skills, when done in an interactive and interconnected way, could lead to patterns created by players, forming the "classes" in a similar way that deck archetypes naturally form in Magic: the Gathering. Races could function in a similar way, determined mostly by "parents" with a bit of alteration. In general, I'm thinking of a system where groups would naturally form into classes and tribes of sorts. I don't believe this is exactly what is in place currently, but I think it could be molded with this sort of thinking to lead to a more dynamic game experience influenced more by the players in a realistic way; in the real world, your "job" or "class" is affected by your skills, which are changeable, but your race is really affected by your parents and how you grow.
As for the typical fantasy setting, I think it shouldn't be a completely plain world; it needs a twist of some kind. Perhaps the entire colonized world is underground? Maybe it has temporal rifts in the way the TimeSpiral block did. Maybe people have slight time manipulation powers that lead to certain elemental powers in interesting ways (the ability to quickly spark fires through telepathic kinetic energy, etc.). I'm just saying the same-old Tolkien universe is pretty hackneyed.
If what I said above is disregarded, I still think this would be fun to try out, I just feel out of the loop on current information.
You should go ahead and read the threads, see what we're planning on using, and put your input there.
My helpdesk should you need me.
It does sound very cool, I'm just trying to grasp everything I've read throughout all of the threads. It seems like a viable system.
So, basically:
I'm creating a setting that we can start with. The thing can always move later.
I'm using the basic magic that was discussed, which can be found in my second to last post on the magic thread.
Races will be Human, Elf, and my Aqiual race. Basic races, slightly different, and something to have differences still.
I'm going to let people use the skills they want to begin with. We'll standardize based on the first ones.
Lastly is sections. I'm starting with very general ones which we can specialize and split when needed. Fighters, Mages, Archers, Medical, and 'Other'.
Did I miss anything?
My helpdesk should you need me.
Oh, and what description are you using for "elves"? I vaguely recall putting one up....are you using that one, or something different?
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
Elves are basically tree-hugging humans with green hair, pointy ears, and an affinity for long and pointy weapons.
My helpdesk should you need me.
So the plan is to base available skills initially off of what new users want to have? Should be a good way to start off.
I'm doing magic myself, simply because magic is sometimes hard to balance.
I've got the initial thread set up. Please note: the thread in the main forum is for verification of mechanics for all players! It doesn't include flavor for individual projects! The actual flavored guide will go up tomorrow!
Spread the word. As soon as I have some WPLs ready, the community project begins.
My helpdesk should you need me.
I'm going to start characters at baseline skills. You can name X number of skills (negotiable), but you start at level 1 in all of those and level 0 in everything else. In addition to this, you'll also have an ability or two. You'll gain some skill levels in basic training before you join a cohort, as well as gaining your actual weapons and the like.
Edit: I've been thinking about characters starting with increased skills, due to backstory and the like. I think it would be permissible, but any character that starts with such would skip basic training, as well as any rewards from it.
My helpdesk should you need me.
My helpdesk should you need me.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
My helpdesk should you need me.
My helpdesk should you need me.
You two: make yourself comfortable with the rules. Know how they work, what you need to do. Then get a storyline ready for your cohorts. I'll handle the boot camp for anyone that feels they need it.
My helpdesk should you need me.
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My helpdesk should you need me.