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 Post subject: RP
PostPosted: Sun Sep 26, 2010 1:28 pm 
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Okay this is where we'll start the RP thread but who's going to make the rules, choices, and all the little perks?


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 Post subject: Re: RP
PostPosted: Sun Sep 26, 2010 2:40 pm 
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:fk:

I'm helping out! :D

Could use some brainstorm on what the plotline will be, though.

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 Post subject: Re: RP
PostPosted: Sun Sep 26, 2010 3:48 pm 
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That is a problem, we do need a plot to at least start us out to work on...

So how are you thinking of having this go? We have our own character or multiple characters and give them at least one line of dialogue and action or whatever per post? Just not sure exactly what you had in mind. And I'm just assuming you're kind of in charge of this area due to having experience with RPs and suggesting them. :cookie:


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 Post subject: Re: RP
PostPosted: Sun Sep 26, 2010 4:07 pm 
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I believe because combat will be available in this RPG that there will be a form of stat-based system going on, HP/Health, Hunger, Fear, Sleep meters, perhaps? Just like DP. A list of enemies and their stat(s) should be erected, as well as a character creation sheet with point allocations for each stat. A list of items/weapons and their effects could be created next. It'd be like playing a video game, just within forum limits.

Outside of battle, I think we should make it free reign. As much dialogue and individual actions as possible before another character reacts (using best judgement on the poster's part), but for battle, we could include a 'one attack/action per post' or supply an AGILITY type stat that determines the rate of action performed, to give a sense of character personalization (some characters are faster than others, etc.).

As for the plot, the forum owner stated that they'd like to see a 'sequel' to DP, with events occuring after the DP game ends. Will this RPG take place in greenvale or another town plagued by the misfortune of Red Tree? That's up to us, whoever helps work on the RPG and its mechanics.

The easiest way to set up time constraints in this RPG is take it by chapters. The game master(s) of the RPG help steer the characters into a direction that would lead to a chapter completion, take into consideration the choices each character has made that sway the story's events, and builds up the base for the next chapter on the facts laid out before them by the previous chapters while staying true to the basis of the entire RPG plotline.

Its a lot more simple than it sounds, but we probably need at least two game masters to help keep track of things, and around 3-4 main players minimum (or 3-4 main characters) to really keep it going.

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 Post subject: Re: RP
PostPosted: Sun Sep 26, 2010 4:17 pm 
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I really like this idea though the only thing I think we could live without is the hunger and sleep meters, it wouldn't seem as necessary in a forum RP. But that's just me.

Free reign for sure. And I'll cast my vote for a town other than Greenvale.

I really like the idea of separating it in chapters too to remind the player of the choices they've made and how it's affected the whole thing.

And yeah, some more people need to jump in here to show interest to get this thing going, I am really excited for it to.


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 Post subject: Re: RP
PostPosted: Sun Sep 26, 2010 4:53 pm 
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Then we will need at least some kind of stamina meter to keep the characters in check of each other as far as distance goes and equivalence of being able to flee from enemies. If a character sees an interesting event in an area he/she is not present in, it'd be absurd to have them be able to 'warp point', as well. So we'll need to erect some restraints for that as well.

If this takes place in a town other than greenvale, we will need to possibly draw up a map ourselves so that the locations have some form of identity and set spots distance from each other. Otherwise it could get messy.

Current Stat Set:
Health - Denotes the characters life force. Once it depletes, the character is _____ (dead? sent to red/white room? knocked out? revived as an enemy?)

Stamina - Denotes the character's fortitude. A character with high stamina will be able to run for longer distances without tiring, and is able to withstand a higher threshold of fear (fear meter rises much more slowly).

Agility - Denotes a characters speed. Faster characters have a greater chance of attacking twice within a turn, and have an increased ability to escape dangerous situations.

Fear - Each character has a fear meter than will rise in % by a set amount during a threatening situation. Once the fear meter reaches %100, the character's stamina depletes, leaving them more vulnerable to attacks by an enemy.

I'm guessing the attack/defense will be based on enemy/weapon types and not individual characters, to make it more simple?

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 Post subject: Re: RP
PostPosted: Sun Sep 26, 2010 5:11 pm 
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Coming up with a map won't be too hard, I'm guessing it'll be a small town type of thing like Greenvale, just not as big with a lot of the map just being roads and trees. PD, stores, warehouses/industrial buildings, parks or forests, houses of some characters maybe, etc.

If a character "dies" I think they should be awoken at the hospital that we make in the town...or maybe revived as an enemy.


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 Post subject: Re: RP
PostPosted: Sun Sep 26, 2010 5:31 pm 
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Hospital idea sounds good, to me. Perhaps give the character a choice, or say "if a character wakes up at the hospital _ times, the next time, they must be revived as an enemy". Situational battles, like if we have our own "Raincoat Killer" equivalent...say if they're killed by them, they must be revived as an enemy or other special means.

I'll let you draw up the town map idea, even in a paragraph, which I then can make into an image if we'd like since I'm a graphick artist. 8D I say leave some 'slots' open for charcters to fill in as their homes. Someof the characters can be visitors, and stay at the local inn/hotels/whatever we have, but some can be the foundation of the town as residents.

We'd have to allow currency to buy goods/weapons. So we'd need a bank as well, that way the banker (even if its not a GM), can be taking count of money characters have, AND note what of the money stays within the bank for future use.

Other than that last bit of stat, the rest could easily be free reign.

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 Post subject: Re: RP
PostPosted: Sun Sep 26, 2010 5:59 pm 
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:?: Question. How are we going to earn money?


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 Post subject: Re: RP
PostPosted: Sun Sep 26, 2010 6:03 pm 
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That's up for debate for now, though the most direct way I can think of is through GM-sculpted jobs/quests/events that have a payout. Getting paid for knocking off enemies doesn't seem applicable in this type of RPG.

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