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Post by Sliprunner on Feb 18, 2015 23:48:59 GMT -6
I've been working on another rewrite of the Divided Rim roleplay, because why not! however there are some things that need to be worked over still with it. PDF LINKThis is a link to the current draft of it, in PDF form. However there are a few key things that still need to be worked out. 1st, A decision on the map to use. To which we have a Few options 1A - Reuse the previous map 1B - Go with a randomly generated map 1C - We create our own maps and decide which we like best 2nd, Relics are somewhat poorly defined, so a decision needs to be made on if we should keep them at all. 2A - If kept, we need to agree on how to define a "Relic" 2B - If removed, do we want to replace it with something else? Like a "Specialty"? 2C - Should you be able to gain additional "Relic's" later on?
And finally
3rd, Do we want to have something setup to have something of a "Plot"? 3A - If we have plots, should we have a starting plot? 3B - If we have plots, should we be able to do character focus? 3C - If we don't have plots, should we find another way to create interaction opportunities.
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Post by Lord Kyle Deshara on Feb 19, 2015 13:59:26 GMT -6
1: Make our own map, we get something better designed and more logically arranged as Mas said. REMEMBER THE TECTONICS.
2: I'm honestly not sure. Gaining additional relics would need to be plot related if we do that though, because we do NOT want relics to be remotely common just for exploring. How would a specialty work though?
3: ...Part of me really wants a plot, just so we have something to keep the place rolling. Plots can offer incentive to keep on posting, but it can also force people into one idea. I'd actually LIKE one though, since plots often can lead to more interesting things than normal interactions provide (Player plots in GC still counted as interesting plots - nobody runs them though for whatever reason.) If we can we can do character, but keep in mind our era - we likely wont have special forces [of doom] to pull from, so we'll need to figure out what the characters would be in that case. We DO need additional interaction opportunities however.
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Deleted
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Post by Deleted on Feb 19, 2015 14:00:53 GMT -6
1) C 2) Think they should be kept and thoroughly defined. Additional relics can be gained, but only through expending great effort and/or as a plot reward. 3) No starting plot; instead, develop one organically from player actions and throw in a few unexpected twists to keep people on their toes.
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Post by Sliprunner on Feb 19, 2015 16:09:45 GMT -6
If we're going to do our own map especially if we are going to have one that has actual tectonics. We will need someone to create it, I'm not skilled enough at map making to do little more then a randomly generated map that I fill out. As for defining relics, We need to come up with just HOW we want them to be defined. Our current guidelines for a relic are as such
>Doesn't have a Jet engine (these violently combust on Martina) >Is no more advanced than technology from 1980's >is NOT an orbital asset >Is not a Weapon of Mass Destruction >Is something that can be captured or destroyed
The general idea behind a relic is that it was something carried on board the colony ship, either whole or to be assembled at the planet or parts to facilitate the construction of something on the planet. A "Boon" of sorts.
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Lmpwrkr
Conglomerate Terrorist
Bat Butt Confirmed
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Post by Lmpwrkr on Feb 21, 2015 12:32:14 GMT -6
For the first one, C, but only if we really can make our own map. Otherwise, cutting corners isn't horrendous.
On the 2nd, I would like detail, like what a relic really is as is can it be produced, is it just one thing or a large area, a object(s)? Like, my idea for a "relic" would have been a FIM-92 Stinger, it was made in 1981, and is meant for taking out aircraft and since I love infantry, well then that would seem obvious, why not do that? But of course, what you're probably thinking is what I'm questioning about that. Can relics be produced? Can they things ANYONE can hold, or merely one person? My perspective is probably, all around, screwed, and if so then I will assuredly know since you people do love pointing out faults. But take this perspective on relics as a way to start writing more detail, like "can we produce them? are they one mere thing?"
Lastly, with plot. I do dislike a lack of plot, no doubt in my mind we don't need another GC on this forum, but what we especially don't need is a plot that is just inoperable with freedom of choice, as Roleplays normally have choices that are free to whatever within common sense. I could imagine a evolving plot, where the objectives change- like at first, the plot is all about the natives and their hostility, the next is about how the nations see and react to each other and how the population is. Rough ideas by all means but, something like that I could see as a way to cooperate with choice, SOMETHING has to be there, but nothing where its "YOU MUST BE HERE AND DO THIS!" at all times, by all means they can happen but, the plot being moved like that can be a buzzkill at times. As for it being nation or character focused I'd say maybe, 'eh, nation? Characters here in this forum seem to be more used as a means to do specific actions or fill in culture, not exactly for events (since events seem to be so political anyways, it'll involve a nation as a whole).
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Post by Sliprunner on Feb 21, 2015 16:18:04 GMT -6
If we are going with a map with tectonics, someone is going to need to make it. Someone OTHER then me is going to have to make the map, tectonics and such is to complicated for me to deal with.
As for the relics, A stockpile of a weapon could work. However relics are something that can't be produced or replicated very easily. This is in part what makes the relic fairly "Unique" in a sense, its something that its extremely unlikely for someone else to have. It should be noted that technology wise it only has to be something that could be built with 1980's tech or earlier. It doens't have to actually be something real.
As for plot, it could work to have some sort of starting seed. Possibly with something causing the natives to become far more pronounced as of late then normally, which would possibly set a great backdrop for current affairs kicking into gear (Such as starting in the months following the Natives overrun of a City state, as stated in the PDF >.>)
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