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Posted: Sat Jul 07, 2012 3:19 am
Hey there everybody. Pad here again. Today I've decided I'd like to talk to everyone about a few things.
First, I want to talk about the new titles and jobs of squads. The squads from now on are going to have more clearly defined roles in a Shinigami team as well as this picking a squad no longer means picking the people your character will interact with. I'll walk you through this in its' entirety in the next post.
After this I'll walk you all through where the plot is headed and how this affects the individual races.
Finally I'll be inviting Fefnir to talk about the new profiles and what you can expect from them. After this we'll be open to questions.
Well then. Thanks for reading. Let's get this show on the road.
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Posted: Sat Jul 07, 2012 3:23 am
First and foremost. The new squads. Now while many of the squad roles have been retained from the canon we've also found we had to come up with new ones. Herein I will be listing them with a little discussion about their duties. Less so will Squads limit what your character can branch into so much as they give your allies and enemies an idea of what your character is designed for.
1: Ground Fighters: Ground fighters who try to wrest control over the ground from the enemy. While they don't have the ability to rush the enemy like Squad 11 they are talented at holding key areas. 2: Spies/Recon and Special Ops: Assassins. Tasked with removing dangerous elements and enemies within the millitary and on the enemy side. Sometimes asked to stalk key targets too. 3: First Contact/Diplomacy: Attempt to disolve corrosive or dangerous situations both within and outside the camp. Commonly in contact with Arrancar or NeoQuincy parties. 4: Medics: Always assigned to squads. They tend to allies in the field and at the base. Possibly the most overworked squad. 5: Kido Corps: Kido Researchers. Especially talented in the use and employment of Kido. They research and archive any and all Kido. 6: Tactics and Deployment: Assign Shinigami to jobs. They tend to take jobs which aren't based on the field but may go with Shinigami parties if the situation requires a plan. 7: Raid Division: Armed and trained to raid. They are talented at taking down enemy strongholds from the outside without the use of excessive force and resolving hostage situations. 8: Internal Affairs: Keep a close eye on the other Shinigami. Keep an eye for those who disobey orders and recommend punishment. Work with Squad 9 commonly. 9: Millitary Police: Enforce rules and keep the squads in line. May go on missions alongside untrusted individuals. Works with Squad 8. 10: Artillery/Demolitions: In charge of heavy weaponry. Set mines, blow doors up. A squad for people who like explosions. 11: Primary Attack Force/Cavalry Branch: First aggressive contact with enemies. Attempt to rush the enemies before they can gain control of the battlefield. 12: Research and Development: Develop new tools for the Shinigami in their quest for victory and analyse enemy tech. 13: Divine Protectors: The protectors of the faith. They are made up of Priests and Holy Warriors of the Shinigami and are often fanatical about their faith.
If you have questions about a squad you belong to or a squad you liked being changed then as always feel free to ask here. I'll be talking about why we made our choices and how we made them.
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Posted: Sat Jul 07, 2012 3:31 am
Now let's talk about the plot.
First and foremost we realised that keeping in the current time frame was strangling us creatively. As it meant we were bound to the canon slightly too strongly and we already in places contradicted it we needed to move away from it. With this in mind the plot is now set an undisclosed period of time into the future.
The Earth has become overgrown with the extinction of non spiritually aware humans who didn't have the fortitude or resources to survive the terrible wars that went on thousands of years ago. In essence human society as it was known has all but vanished leaving only ancient ruins and structures. In light of this a new breed of Quincy has emerged who are lacking in knowledge of their forefathers secrets but are easily able to keep up with the Shinigami.
The Shinigami aren't exactly up on their luck either. They've been pushed off their world too. Having sent an expedition with the Kido Cannon to fight off a dangerous enemy they were successful but found themselves being raided through their back door by a very copy of that enemy. Thus the Shinigami now seek to take back their world but first they must gain a strong foothold on Earth.
It also seems something has stirred the Arrancar and Hollows into leaving Hueco Mundo and now they enter into the fray however greatly weakened by having left the spiritual dimension of Hueco Mundo for so long that they do not have the nutrients to fully maintain their power. Forming alliances temporarily and always looking for their own benefit. They could serve as powerful allies or enemies but always have their own interests as heart.
There we go. That's a brief overview. I'll get into more detail if asked to but for now this should do. As always questions are welcome and appreciated.
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Posted: Sat Jul 07, 2012 3:51 am
Alright, with the new squad setup, I want to talk to you guys a little about what we're doing with character creation. While the system we have already is good, we think that there are other systems out there that are a little easier to use. So, on that note, we're taking a bit of a cue from tabletop games, specifically from the Dresden Files RPG.
Before you start freaking out, don't worry; we're not going be slapping numbers on everything down the pike. We chose the Dresden character creation system because it is uniquely centered around creating unique and compelling characters and is also EXTREMELY light on numbers. Over the next couple of days, we'll be working out the kinks of the system specifically to make sure that things are easy to jump into and that there aren't any glaring issues.
The biggest change is the addition of this thing called Aspects. I don't want to give away too much right now, but I'll give you a taste:
You know how we always want a backstory even though it never really comes up? Your backstory gives you an Aspect now, making it much less of a waste of time. You'll also have a couple of them called the High Concept, which basically explains what makes your character different than any other person of his race, and Trouble, which is something that your character struggles with on a day to day basis.
We'll be able to give you more information soon, but I'm confident that this new profile setup will be awesome, and will help you to be awesome!
As Pad said, we're more than happy to answer any questions you might have regarding what's going on right now. Keep in mind that we're still hard at work getting things together, so some things may be changing, but we'll try to keep you guys in the loop!
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Posted: Sat Jul 07, 2012 6:08 am
Previously asked Questions I'm going to record all the questions asked previously. Before asking a question make sure to check the list.
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Posted: Sat Jul 07, 2012 10:54 am
Can we still reference the squads with traits from the cannon? I see that for the most part its not really changed so much as it is edited. [ Also PUMPED this guild isn't dead. ]
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Posted: Sat Jul 07, 2012 11:09 am
Of course you can. While we tried to retain the main squad traits (Squad 2 being assassinations, Squad 4 being Medics and Squad 11 being a physical force branch) there's no reason that you can't refer to canon traits.
I can't think of any particular ones though.
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Posted: Sat Jul 07, 2012 7:33 pm
Since before there was a squad based off of elementals, where would those people fit in now in these new squads, or is it a matter of the character's personality and actions that applies to the choice of squad now?
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Posted: Sat Jul 07, 2012 8:25 pm
We're trying to take the emphasis off of what squad you are and put it more into what kind of character you are, so you're kind of right in saying it's about personality and actions. I'd say it's a bit more like a job class than a personality test, though. Where you'll fit really depends on the individual character, so select the squad which your character fits the best.
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Posted: Sun Jul 08, 2012 1:01 am
Compounding onto what Fefnir said Elemental Zanpakto users vary extremely greatly.
For example there may be two Ice Zanpakto. You could have one that when it touches material it gradually freezes it, this could be use by Squad 2 for Assassinations because it would go undetected. On the other hand you could also have an Ice Zanpakto that forms a frozen shield and stops projectiles mid air. This might thus be used by Squad 13 as it is a protective role.
So for this reason Squad 10 as elementalists no longer exists because there is no reason these abilities can't be allocated to different squads.
That said also remember these are supposed to serve as extremely rough outlines of what your character is going to be doing. There's no particular reason you can't enter any squad you like. You could for example join Squad 2 with an explosive Zanpakto. We'd try to find a use for it.
The Elemental Squad hasn't actually formally existed for a few years though. I just changed it to something that would have a role in a military organisation. I'll be honest I'm not keen on having it as it essentially limits the places one with an elemental Zanpakto will go but if you've got another view be sure to speak it.
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Posted: Sun Jul 08, 2012 8:45 am
How about this new squads??
News Forum: Division 0 - Royal Guard News Forum: Division 1 - Command News Forum: Division 2 - Secret Mobile Corps News Forum: Division 3 - Rear Guard News Forum: Division 4 - Reverse Combat News Forum: Division 5 - Control Resources News Forum: Division 6 - Strategic Maneuvering News Forum: Division 7 - Combat Improvement News Forum: Division 8 - External Investigation News Forum: Division 9 - Judiciary Squad News Forum: Division 10 - Internal Investigation News Forum: Division 11 - Forward Guard News Forum: Division 12 - Research and Development News Forum: News Forum: Division 13 - Capital Punishment
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Posted: Sun Jul 08, 2012 2:11 pm
Haseo Hitsome How about this new squads?? News Forum: Division 0 - Royal Guard News Forum: Division 1 - Command News Forum: Division 2 - Secret Mobile Corps News Forum: Division 3 - Rear Guard News Forum: Division 4 - Reverse Combat News Forum: Division 5 - Control Resources News Forum: Division 6 - Strategic Maneuvering News Forum: Division 7 - Combat Improvement News Forum: Division 8 - External Investigation News Forum: Division 9 - Judiciary Squad News Forum: Division 10 - Internal Investigation News Forum: Division 11 - Forward Guard News Forum: Division 12 - Research and Development News Forum: News Forum: Division 13 - Capital Punishment Rightyho then. Let me work through them one by one. To start with let me say I'm contemplating adding Squad 3 into our Squad Model somehow but I'm not sure where to put it. Also a lot of your ideas already exist within our model of the squads just with different names or being combined into one squad. Now Haseo, I want you to read what I've written and try to understand. Squad 0 is straight out the door as it is a squad exclusively for Captain Class Characters. This will be the fourth time I've told you but Captain Characters aren't going to exist. Furthermore the 0 Squad only live in the King's realm protecting the Spirit King. To send a character there is the same as writing them out the story. Thus I cannot allow for Squad 0 to exist in this RP if we keep to this canon. Squad 1 as Command doesn't make much sense given you also have Squad 5 as resource control and Squad 6 as tacticians. You've given a central job of command to one squad and then split it into three pieces. You can't do this because they're too similar. I'll also get onto specific problems with 'Resource Control' when it's relevant. Squad 2 is fine. It's basically the same and perfect for people who want to take on Assassination and Recon work. Squad 3 is interesting as a Rear Guard and I'll consider it. However if I find I have to sacrifice other elements to incorporate it then we'll have to reject it. As of now I see no true issue with it and would be willing to find a place for it though it may have to be combined into one of the squads. I'm considering Squad 1 might take on Rear Guard duties. Squad 4, Reverse Combat. Well there are two problems here. One you've eliminated the Medical Squad. This is why I'm instantly rejecting this. Furthermore there is no such thing as Reverse Combat. Trust me on this I googled it. Perhaps though you have an idea in your head but need to communicate it to us. Feel free to tell us what Reverse Combat means because it might be worthwhile. I've explained one issue with Squad 5. Let me tell you the other now. Who the heck wants to join a squad that does nothing but deliveries and decides where resources go? While I could see how delivery jobs could be interesting as RPs putting an entire squad on supply lines is not a good idea as essential as the supply chain is to any force. Squad 6 I've explained. Too similar to Squad 1. I'd put them into one Squad along with Squad 5 which is what our model does. Therefore while you're not wrong we've combined these three squads into one in the interest of creating varied missions. Squad 7, Combat Improvement. You need to define what 'Combat Improvement' does. Having an entire squad dedicated to training is completely ridiculous but that's all I can imagine it is. Do you really want to put an entire set of people into an endless cycle of training PRPs? I know I don't. Squad Eight, External Investigation. We already technically have this though the job is split between our Squad 3, Diplomacy and Squad 2, Recon. Essentially the Squad exists just in different form. Squad 9, Judicary. We already have this in the form of military police. Thus we've just named it differently. Squad 10, Once again we've combined these jobs while spreading them amongst multiple organisations. Squad 2 and Squad 9 both engage in internal investigations so there is no need for a separate squad for it. Squad 11, Once again. We have this just named differently. Squad 12, We're the same again. Squad 13, we're rolling Squad 9 and Squad 13 in your model together. This is because the Shinigami are at war and to go through lengthy bureaucratic processes to punish dangerous elements isn't viable during a war. So in conclusion while I like some of your ideas ultimately the large majority already exist just in a different form.
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Posted: Sun Jul 08, 2012 8:33 pm
The guild announcement said that we could post questions and stuff about all the new changes happening in the guild. I have a few suggestions instead to well known issues. You may or may not recognize who I am, but trust that I have been around my fair share of roleplaying guilds, more specifically Bleach guilds. I have participated in many, and have even helped start a few. Pretty much, I know what I'm talking about, and it would be worth it to consider looking over what I have to say.
It's nice that you have all these revamped squads and new ideas, but unfortunately, none if this will be effective if we don't have enough people in each squad to actually rp. Nobody wants to rp in an empty squad. It's boring and frankly, turns a person off actively rping in general.
You guys should think about limiting the amount of squads that people can enter. Honestly, it's a hassle to try to find a captain and vice captain and at least member for EVERY squad, especially when it's a known fact that some squads are not that popular. Have the squads there, but build up a few squads at a time. Have only a couple squads open for joining, and when they are good and on their way with no signs of becoming inactive, then open a couple more. Yeah, people might complain when they can't join the squad of their choice because it isn't open, but if they truly care about the guild and want a rewarding and fun rping experience, they won't mind helping another squad get on it's feet before joining their dream squad.
Also, I'm going to be honest. It is rare to find someone who enjoys roleplaying a Quincy. I would suggest holding off until the actual shinigami roles are fulfilled. Same goes with Arrancar and similar groups. Reserve them for the rpers who have shown their dedication, and then when the squads are up and running, open it to the public. Arrancar are powerful, and people enjoy rping a powerful character. Give them something to work for so the guild isn't stuck with people going straight for the powerful character that nobody wants to talk to, and leaving everyone else with a dead, empty squad.
Also, cleaning up all the old threads should be first priority. I understand nostalgia and all that good stuff, but it's in the way. It makes things so cluttered and people won't know what to do and where to post. Not to mention, you don't want people discussing an issue in a thread that has long been dead.
Also a suggestion for the squads. Don't make so many places to rp in a squad. Limit it to two, three, or if you have to, four threads to rp in. If there are too many threads, nobody will know where to rp and what threads are dead or not. Also, limit the OOC threads. I have been a captain of a squad numerous times and in numerous guilds and I have learned that when you give the squad an OOC, that is the ONLY place they will be posting after time. It is a breeding ground for disagreements, fights, and grudges. Leave the chitchat in a few areas, so everyone can focus on the actual roleplay instead of "omg that person totally forgot to post so I'm going to complain in the OOC and cause said person to retaliate (in the OOC), resulting in a huge fight (in the OOC) without any actual roleplaying."
That is all for now. I really hope that you think about my suggestions seriously and discuss them with whoever is involved in the decision making process for the guild. Thank you.
~The Desolate Sonata
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Posted: Sun Jul 08, 2012 11:28 pm
Don't worry, I recognize you, and I'm glad to have your opinion on what we're doing here. So the first thing I'd say is that you should read this thread, which answers a couple of your concerns, specifically regarding squads and the availability of captains. The gist of it is this: there are no captain characters, there are no vice captain characters, there are no specific ranks, and there are no specific squads or squad locations. What you're seeing as 'squads' is more for us as crew to help in categorizing character types on profiles. It helps us to put together fair scenarios, and not throw things which can't be overcome at a group of players. In regards to Quincy, we've got plans in mind for them. They're going to be NPC for a while until we get things up and running with the much larger Shinigami, so we're not too worried about filling them out from the start. The same goes for Hollow characters at the moment. Keep in mind this is tentative, as we're still working out all of the details. We'll keep you posted. Our subforums for RPing are all cleaned out even though the names haven't been changed yet. We're still figuring out just what these locations are going to be, and we've been building the world here as we invent it over skype and in the crew forum. The threads inside our RPing subforums are just going to be for RPing. We have an OOC suborum for a reason, and I think you're exactly right in saying it gets in the way. Hopefully that answers some of your questions. If you think of anything more, I'd be glad to help you out.
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Posted: Mon Jul 09, 2012 4:13 am
Question: Where do we request for which Squad we would like to join? Here?
If so, I'm interested in "Primary Attack Force/Cavalry Branch" for my RP character Hikari Rei (the one I made the other day in the Old Profiles).
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