|
|
|
|
|
|
Posted: Fri Oct 22, 2010 10:25 am
I don't know what it is, but... I think I'm done with role-playing. It doesn't give me the same buzz that it used to. I remember writing a post in the old Mercenary Fantasy RP we did a while back and actually getting goose bumps from writing it. I remember getting teary eyed when I used to write sad scenes, or having my muscles tense and my body heat up when my characters got mad. Now I don't feel anything when I role-play.
Anyways, that's why you haven't, and probably won't, see me RP for a while. Or maybe I just need to make a character that gives me an excuse to RP again. Hmmm....
So, as redundant as this is to everything I've represented since I first joined here, I'll probably just stick to the Parlor and all non-RPing stuff for the time being.
/minirant
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Oct 22, 2010 10:49 am
Would a pirate rp spark a character creation to make you roleplay? I've been plotting to create one for a little bit, but can't decide if I want to make it wo that other members of the league are crew members, or if I should just have people be captains of their own ships. Sorry to kind of drive off topic of the main topic.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Oct 22, 2010 11:23 am
It happens. Once you ascend into RP Nirvana, it's almost not worth the effort anymore.
That's why you need to make a shitty a** character to get their a** beat, to make you want to make them better.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Oct 22, 2010 12:46 pm
Did I mention no powers, and technology of muskets and cannons being among the most advanced?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Oct 22, 2010 1:15 pm
Hey, I hear you. I feel kind of the same. Gaia just inspires me to move on with my own story but RP just isn't the same for me I still like to RP to develop my character and make it more round. So Nero might be on to something there. My character used to be super strong but I decided to tone it down once I saw everyone else did the same. It's a bit more rewarding that way...
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Oct 22, 2010 1:56 pm
Nero, K`, Strifer: The most recent thing I've been interested in making (am making, actually) is a Job system, like from Final Fantasy tactics, where there's four or five starter jobs [soldier, mage, fighter, etc.] that branch off into a whole web of advanced jobs. I have 60 jobs already and I'm not finished making them all yet. Each job would come with it's own special skills that the characters could learn and carry on to another job when they advanced in that job or switched jobs to advance somewhere else, and specific weapons they could use, all that stuff. I instantly feel in love with the idea; make a new world, get everyone to start with basic character, create a truly in depth and ever-expanding, multi-layered storyline
See, I like powers, I like technology, I like a wide variety of weaponry, I'm just getting really bored of seeing every character pretty much maxed from the very get go. And I don't just mean here in the League (although we do have some maxed charies, Darius included) it's pretty much in all role-playing. I don't feel like starting with a basic character that I can expand and grow upon because I don't see anyone else with characters like that, so it'd be my small character against or with a bunch of power houses. I switched from Darius to Farwill because Darius had become literally unstoppable and RP'ing as him became too easy, I could just conjure up whatever I wanted (within a certain reason) to aid him with whatever was thrown at him. At least now my options are more limited since I'm using a human character, but compare him to the rest of your characters and there's very few he could fight equally with, meaning most could probably demolish him without much resistance thanks to magic or powers or whatever.
On top of that, most role-plays are/end up battle focused, not story focused, and that urks me as a writer, and a role-player. So Strifer, if you want to explain the story to me about your Pirate role-play, I'd be more then willing to listen and consider it.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Oct 22, 2010 2:59 pm
You know what. After reading your idea, I just washed away any plans I had. I'd much rather go with your idea than mine. But I will say my idea anyways, which will probably sound like a copy of another idea anyways.
The age of Piracy is at it's end. Most Pirates have become Privateers, men paid by the British to steal only from the Spanish, and in the process lost much of their freedom. While there are still some Pirates who plunder both from England and Spain, the breed is dying. Privateers tend to distance themselves from these ruffians by striking at them when convenient, which has lead to a rivalry between the two groups.
On top of these factors a much bigger problem has surfaced. Spain has grown tired of their ships being targeted. They have built their Armada. They intend to punish the Pirates for their actions quickly, then move on to England afterward, any and all English ships met on the way were to be sunk as well as Pirate ships.
Basically there would be three possible sides, the Pirates, the Privateers as envoys of England, and the Armada of Spain. Possible attempts of Pirates to gain the Privateers as allies, or Pirates fighting against each other as to whether the Privateers should be turned, Privateers attacking Pirates, and the Spanish Armada destroying both.
Edit: Which means battle focused. I'm not so good on the story part of things. I have general plots, characters I would insert into the plots that are in depth and such, at least in my head, but not so much on the story.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Oct 24, 2010 1:03 am
Four sides, Stifer. Pirates, Privateers, Spanish Armada, and the English Fleet. You could have it so characters of the same side end up on the same boat for the side, meaning, one playable boat for each side. Have it so ultimately everyone goes after the same thing, like a huge treasure collection or something. Say the English are employing the Privateers to plunder the Spanish ships because they're trying to find the location to the huge deposit of treasure (but the Privateers don't know yet), the Pirates find out and go after the Spanish and the Privateers, the Spanish retaliate against the Privateers/Pirates, and eventually find out what they're after, so now everyone's looking for the same treasure and fighting for it whenever they cross paths. Then someone finds it, and the English step in to wipe everyone out, including the Privateers, so the Privateers join up with the Pirates to fight against the English and the Spanish....
It has the makings of something interesting, if you do it right. If you let the battles get intense or ruthless the RP could end extremely quickly if one of the playable boats get sunk and those main character's die off. And you don't think your good with the story parts of things because you haven't been in control of many stories. Remember what it was like building your first character? How did that character compare to the character's you make now? Well, making a plot is the same way. You'll get better the more you do it.
Let go of what you think people will like.
Regardless, I'd like to talk to you about it more. I think your RP would be something I could get into if you worked out the story specifics and direction a little more.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Oct 24, 2010 1:05 am
The Job System, still in working condition. Click to see larger, readable version. I am completely open to any discussion about it. There are 73 jobs so far, and there's no limit to how many there could be, so suggest away!
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Oct 24, 2010 6:03 pm
It looks freaking awesome to me. The only questions I have right now are the differences between some of the higher jobs and the jobs before them. The differences between a Holy Knight and a Mystic Knight. Zen Monk - Zen Master, Assassin - Ghost, Grand Sorcerer, Oracle, Guardian and Commanders are also things I'd like a quick description of as well. If that's too much then ignore it. Oh and the differences between a Soldier and a Fighter.
Second question, the differences between the blue and black lines. I'm assuming that the blue lines mean that requirements from both jobs are needed to become that one, but I want to be certain.
Other than that .... I probably know what path I'm going to take, but I'd still like to see how badly I'm going to get thrashed for my path choice.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sun Oct 24, 2010 11:04 pm
Strifer: Question one: The big differences between jobs as they advance, I was thinking, would be three things. Special Abilities, techniques, and weaponry(offensive and defensive). A solider would use a limited variety of swords and basic leather and chainmail armor, and have only a few abilities and techniques to learn. As a soldier advances into a Knight, he can use better swords, a shield, plated armor, and he'd have a larger number of abilities and techniques to learn. So on and so forth. The difference between a Dark Knight and a Holy Knight is the magic he can use, white or black magic, and a Mystic Knight could use both. A fighter uses his hands instead of swords, but can grow to learn how to use a sword (Student -> Samurai, Thief -> Ninja) or stick to using his hands (Monk, etc). Do you get the idea? And of course, I would have descriptions for every job, including the abilities, techniques, and everything else.
Question two: You are correct. Black lines are normal advances, so you only need to meet the standard requirements to advance (like a number of abilities and techniques). Blue lines mean you have to meet those requirements, from two or more jobs (probably just two though). So, to advance from a High Knight into either a Holy Knight or Dark Knight, you need to have met the requirements to advance from the High Knight job, and the Black or White Mage jobs.
And I added the Pirate -> Captain jobs after hearing about your idea. Like I said, I'm looking to add a bunch more jobs, and I was thinking have it so you can eventually take on two jobs at once, like after unlocking your twelfth job or something like that.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Nov 04, 2010 1:57 pm
Ah another thought, what kinds of things would the dark knight job do? Because if it takes black mage abilities to learn it, then it would be logical that they use black mage skills in combination with knight skills, which would make it more of a spellsword type thing.
Anyways, the reason for that whole thought process was that there could be a Death Knight class, which would require High Knight and Necromancer abilities. Which makes much more sense than going from using fire spells to health draining and general darkness abilities.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Nov 05, 2010 3:54 pm
That's exactly it. Which makes me think I should include an advancement that doesn't involve magic.
It would still be a Dark Knight. If you continue to advance in Black Magic (Black Mage --> Elementalist --> Black Wizard --> Black Sorcerer --> Necromancer) the level of black magic available in the Dark Knight class would also advance, with limitations of course (meaning the variety of spells).
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Nov 05, 2010 5:45 pm
So the Dark knight starts out with basic element type spells, but as you progress in the magic area it can increase what you do as the Dark Knight?
If that's so then I agree there should be an advancement that involves no magic. You could go from High Knight to Lord, then from Lord to Sword Saint. Something similar would work as well.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Nov 05, 2010 10:36 pm
Here's a good example. Say the black mage can learn six elemental/offense spells (four basic, two intermediate), and also three status effect spells (two basic, one intermediate). After learning all the spells for the black mage job, the Dark Knight job would have access to six for the spells, and it's their choice. If you work on the Elementalist job, which for hypothetical reasons we'll say would have fourteen spells to learn, five elemental/offense, three elemental/defense, three sub-elemental/offense, and four status effects, the Dark Knight would have access to nine of those spells.
The trick to unlocking the Dark Knight job is that you have to advance from the black mage to the elementalist job first, which is something else to think on and decide, as well as how to learn spells (which would be an abilitiy) and how to master them. Perhaps, in order to learn a spell, the character has to experiment in five separate posts (like training periods, or battle fails) before they learn a new one that works properly (during a sparring match, or battle win)? A similar learning technique could be applied to skills or talents or whatever we could think off. I’ll soon have the time to focus on working through the details enough to make something of it instead of just conversation.
How about… Captain --> Commandant --> Saint
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|