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Author Topic: Thinking of starting a (non forum) RP or RPG, anyone intrested or have advice?  (Read 3894 times)

Armok

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NME: Nice!

Akroma:Damn. This should go better, it's a very different structure (no long writings-up, just realtime conversational), and it's the subjective PoV of a few main characters rather than trying to explain every aspect of an entire civ.
Besides, if I have more rules instead it will end like BotG3.
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Akroma

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I have seen your GM-ing, and I assure you, the rules this game needs are not for the players, they are for you, so you have to stick to them
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Armok

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Well, I do have rules, but they are opaque, not visible to players, so I didn't bother mentioning them.

Some examples or rules; e=mc^2, The Rule of Drama, Murphys law, a^2+b^2=c^2, Rule 34, Thou shall not fudge thine evolutionary biology explanations, do not make a Akroma angry (cause I won't like her when she's angry), cause->effect, Common SenseTM, form folow function, fuction folows gameplay, gameplay follows story...
Ok, not really. But the things I would find rules for in an RPG system are not the kind of thing I have trouble with anyway, and the kind of rules that took care of the thing I have trouble with would completely take away the life of the game, because the things I have trouble with is roleplaying characters, or writing description within a reasonable length and timeframe.
If you do have some rules that are opaque to players and compatible with stuff I already have said, by all means feel free to come with suggestions, but I at least have never seen a system that actually helps with story and characterization, they are from making combat more fair and balanced, and for giving the players more ability to predict and control the events.
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Akroma

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having the laws of physics as the rules for a game does not only very very much limit the setting, it is also not enough to actualy run a game on.


the only setting where this would be possible would be real-life modern setting, which is kinda boring
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Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

Leafsnail

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Quote
the only setting where this would be possible would be real-life modern setting, which is kinda boring
Hey!  Don't knock real life modern, that's where I come from!
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Armok

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It won't be real life modern, I hate that stuff.
And the laws of physics dosn't actualy limit games that much at all, if you juggle them right, and know when to alter them for the sake of the story. For example, evolutionary biology, thermodynamics, and geology shuld be completly realistic.meanwhile, you might use Newtonian rather than relativistic physics, and you could have the laws of (some specific theory of) psychology apply to chemistry in order to facilitate "magic" behavior. For example. (The notion of magic comes from anthropomorizing phenomena originally, for example the origin of incantation is to convince with words an object to do your bidding just like you would a human.)

EDIT: So, chlorine, tell me about your mother. ;)
« Last Edit: October 02, 2009, 03:22:54 pm by Armok »
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Akroma

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then, what kind of setting and plot DO you have in mind ?


improvised plots never take off properly
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Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

Armok

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It wont be improvised, but it isn't decided yet, my plan is as follows:
session 1) check so all player are there, check so all the software works, etc. Then every player privately gives a few wish-lists and suggestions to me, then there is general brainstorming until we come up with an idea for a general setting that everyone likes.
Between session 1 and 2) I think up the details of the setting, various possibilities and impossibilities of character types, and the starting situation
session 2) Character creation (or specification, for those that had already decided some things), start roleplaying, both the players and the characters get to know each other and ideas go from fluffy possibilities to solid IC realities.
between session 2 and 3) I think up the actual plot, and plan out the adventure in actual written-down detail, and set as many non-chelovsikis-gun setting details as possible in stone.
session 3+) The actual adventure and plot starts, and if all goes well probably has more detail structure and depth than most.

The thing to note here is what happens betwen the sessions, something that happens automatically and even invoulenterly whenever I have a new and intreasting setting that is unexplored, and that I here try to turn to my advantage; that at every moment, in the bathroom, when going to sleep, on the bus, waiting for a computer program to load, etc. my brain will race at a gazillion kilometres per hour to obsess about the setting and iterate throughout every minor aspect of it generating ridiculously massive, deep, detailed and comprehensive data on just about everything. In fact, even in the unlikely even this process would fail, I still have dussins of massively detailed settings to draw from, generated long ago.
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Luke_Prowler

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I'll join.
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Armok

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list of players: TheNewerMartianEmperor                         , Luke_Prowler .

(Just a note I put here because I havn't made the file(s) were I'll keep such stuff yet, and because you might want to se the kind of thinking I'm using for this. Note that this is just one idea and it might be scraped if it turns out suboptimal for the camapain
Character generation:
important characters are defined by nature, nurture, and cast. Cast is things like species, gender, and/or race, depending on how such things are appliable. Nature is determined by inheriting traits from parents (most likely, the player will be able to determine who those were more or less freely, as long as they arte within reason, and do not give any TO obvius direct advantages (e.i. royality) ) (exactly what traits are inherited is up to the GM), nurture is basicaly backstory, an acount of how the years of the characters life were spent ("studying", "farming", "spelunking", "making shoes" etc.) and skills and personality are derived form that.
tl;dr: the player determines their characters traits indirectly, by chosing species/gender, linage, and detailed year-by-year account of backstory, and all the propeties of the character are logicaly derived from that. )
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sonerohi

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I kinda had an interest, but grammatical issues and what appears to be a general dislike of spelling properly have caused me to think that you wouldn't be the most attentive GM around.
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Armok

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Huh? I do not dislike spelling, I'm just am not very good at it, english is not my native language, I tend to break the spellcheck one way or another, and I am constantly in a hurry meaning I don't really have time to dubble check spelling where it is not critical, such as a conversational exchange on a chat or forum. If I actualy write a narative or something that will be even the slightest relevant more than for a single digit number of peaple or for nore than a day or two I do care abaut spelling. I simply have to much stuff to do in order to spend an extra 10 seconds on evry sentence to serch for minor OCD "flaws" that wont in any way impair how well people understand it, nor have any mood that such flaws can distract from.
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Akroma

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meh

tell me once you have decided for a setting. I like to fit my characters to the setting, and not vice versa
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Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

Jervous

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I'll join.

Put me on a waiting list and I'll cry for a week straight.
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Armok

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meh

tell me once you have decided for a setting. I like to fit my characters to the setting, and not vice versa
Um, did you read what I wrote? The setting will be determined before character generation, but you might have a spesific idea abut one aspect of your character or maybe you strongly prefer to play or not play a spesicic type of charadcter, and then I can take that into acount. (For example, if evryone want to be a magic user I'll probably make a different setting than if nobody want to use magic, but you don't decidee you want a male wizard of this or that species that specialize in alcemy and has a long brown beard untill the setting is done. )
Again, the setting WILL be determined BEFORE the game starts, but AFTER all players have joined and after we have tested out the software and sorted out all other technical issues, and also there will always certainly be some brainstorming abaut setting sugestions while doing that.

Edit; Jervus, you're in by the way.
And also, as his anouncemt of departure seen in another topic, the NME is preliminarely out.
« Last Edit: October 03, 2009, 10:52:10 am by Armok »
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