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Post by Shin RyuKen on Mar 31, 2011 21:00:49 GMT -5
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Post by Jisui on Apr 6, 2011 17:46:38 GMT -5
DramaticsFollowing up from the subject of Music, I thought it would be prudent to continue up and talk about dramatic moments in RPing. How do you know when a dramatic moment starts? Generally, in RP terms, it often starts in a format like so... in what I'll call the "dramatic post". [glow=red,2,300]Dramatic Post[/glow] [Insert Music] [Insert Monologue] [Insert Dialogue] [75% of Death] [Insert fight (Optional)] [Insert yelling/tears] Or something like that. That is to say, I'm not mocking this at all. The dramatic post has always been a rather beloved thing when we RP, and most of the time we're pretty entertained or even moved by what happens. I'm fairly fond of dramatics myself, perhaps even too much so when my characters self-monologue, flashback, and observe tiny details a little too often. So why am I even bringing this up if I use it so much? Well, there's often more ways then one to use dramatics in big events and emotional heartbreakers. Of course, the grande ultra Dramatic Post can do, showing out in a big, stand-out way most of the time. Or a more subtle approach can do in it's stead. People often think and associate "big events" with "big posts", when really, it's really not synonymous at all. Of course, it helps get your point across, but there are always ways to be dramatic without being, at times, overdramatic. Drama excites people in my opinion, but too much will dull the excitement, like an overused blade. The ultra mega dramatic post to declare someone's love for another character is always welcome, but the more subtle hug could perhaps do the same thing in a fresher, newer way... And that, ladies and gentleman, is why you shouldn't let me have free time. Feel free to comment and discuss XD
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Post by Shin RyuKen on Jun 10, 2011 0:48:19 GMT -5
hey so
may i ask why this arc(let alone the current fight) is taking forever and a day to finish?
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Post by Greed on Jun 10, 2011 8:38:59 GMT -5
Because its... I have no idea. I've actually been posting, but alot of people had different finals at very different times.
No biggie though, not like we're on a schedule.
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Post by SlvrNight on Jun 10, 2011 9:53:04 GMT -5
Uh...I guess that's mainly my fault since I keep disappearing for several days. Sorry about that <_<
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Post by Shin RyuKen on Jun 10, 2011 13:44:10 GMT -5
should we honestly consider powerplaying more often then? i don't want specific unavailable people being the reason for pacing issues. it's another thing if multiple people are busy, but one person can be supported(as long as they're ok with it, of course)
around this time people should be finishing up with college/school/etc. by summer i hope the pace will pick up a bit.
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Post by SlvrNight on Jun 10, 2011 15:12:58 GMT -5
My semester has been finished for a week or two, it's just some last-minute things that have happened.
Everyone should know who is okay with powerplaying their characters since we have a thread on that somewhere...or was that in the old forum?
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Post by Shin RyuKen on Jun 10, 2011 16:11:19 GMT -5
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Post by Jisui on Aug 24, 2011 23:21:21 GMT -5
Abilities, AP and Growth
Just a random story I wrote up for the heck of explaining my point. I was just thinking about the old Sollius days of course, when it seemed like an endless boss rush, wave of wave of enemies coming in mass to our stalwart heroes. After we defeated them, we generally got some nice prizes in return for our effort, maybe some rather useless credits if the RPer was feeling generous, some rare items, maybe even weapons. But ALWAYS, always were the abilities. In almost every boss fight and battle, abilities were given out as rewards for the efforts of the RPer, who would then transform the "ability point" into a new ability for their character. This way, we would be able to show character growth in strength and power much easier, and it was generally very fun to make new abilities for your character. Only one problem. We... didn't exactly know where to stop. And thus, we ended up with this ungodly monster of characters, the ultimate unholy grail of random abilities:
Believe it or not, bios used to look like that, not just this one too. But well now, that idea ended up oddly. We ended up with indeed, way too many abilities in the end, with little limit as to how much we could actually have at all. Nowadays after the post-Azarel period, we're pretty good about that I think, little bonuses being handed out at all these days for anything. That's great, right? No abilities or AP boosts means no overdoing it. Awesome... except now, what about the weaker characters? Let's look at Sael Leras and Zane Kaftan for example. They both have exactly 12 AP. Not the most inspiring of battle-prowess, but it's good for starters and characters who aren't supposed to be battle gods. Problem is, if we don't know when to boost up, when do we do it? Before, we were too trigger happy on giving abilities. Nowadays, in my opinion, I think we're too scared of it.
How will my character or Cheese's progress at all without bonuses? Will we give them out for topic completion in Kyril's case? Maybe that's too much. How about after they complete a certain amount of battles? Maybe that could be too little. Perhaps we could do a system where certain events created by the author of the character would increase abilities/AP. Maybe that's too easily abused. We don't know yet, but we have to try to find out.
Discuss. Do you think the RPs need more AP/Ability Boosting? If so, then how? For example, a system where AP would be boosted by scaled topic completion, but the weaker characters would generally get stronger faster then the more battle hardened masters. Share some random ideas with us off the top of your head, who knows, we might end up implementing one for an RP.
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Post by Shin RyuKen on Aug 24, 2011 23:52:57 GMT -5
question: when did i give you azarel 1.0's bio
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Post by Shin RyuKen on Aug 24, 2011 23:53:53 GMT -5
AZAREL "VOYAGERRRRRRRRRRRRRRRRRRRRRRRRRRR" LEERHART
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Post by Shin RyuKen on Aug 24, 2011 23:55:07 GMT -5
ELEMENT: EVIL, TIME
BLOOD
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Post by Shin RyuKen on Aug 24, 2011 23:57:14 GMT -5
UNHOLY JUDGMENT OF THE SHIN OROCHI AKUMA
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Post by Tokrochiru on Aug 25, 2011 4:15:24 GMT -5
I'm worried about this too. Yuro has less AP than even Sael does, and I'm hoping he doesn't stay that way forever.
Well, Jisui, as a man who knows about GOOD RP systems that have clearly defined attributes that aren't all guesswork and measurable amounts of experience points, I'd have to go with my classic argument of "Freeform RPs Have Lots of Problems."
Now, for ideas.
Note that when I say "upgrade abilities" I do not mean ADD abilities. I mean modify, or change abilities. An idea SRK had a while ago where we COULD add more abilities, but only use a certain amount of those abilities during a battle. Imagine a Pokemon game, where you've got a crapton of your Pokemon inside of your little virtual storage place, but you can only take six of them with you out in the world to fight and train with at any time. It's kind of like that.
IDEA 1: Institute an actual XP system. People running arcs/Greed in general for XP rewards for finishing threads and arcs and beating enemies and the like. In Dungeons and Dragons, XP is actually also awarded for good role-playing. This is how it would work.
Yuro's Current XP: 200 XP required to upgrade one ability/a number of stats/go up a rank/whatever you guys think would be upgraded after a certain amount of XP earned = 600. Earn 400 more XP.
Duster's current XP: 3500. XP required for upgrade = 4750. Earn 1250 more XP.
This is just a suggestion of course. Here's another one.
IDEA 2: Remember how back in Ethona we used to need 3 approvals before we could use a character? We could do something similar for upgrading abilities and stats. We create a sub-board for upgrade approvals, and if enough people approve, that person is allowed to upgrade the requested stats/abilities. Pretty simple.
IDEA 3: Eliminate stats and abilities altogether and just let everyone go off of general assumption/descriptive measurement of skill and strength. Play the game loosely, and acknowledge that there's no real video-game-like gameplay, and just pretty much bullcrap the whole thing, amateur style. (This probably won't work, but hey, anything's possible. Dumb ideas work sometimes.)
IDEA 4: Buy a copy of Mutants and Masterminds and convert Kyril into a tapletop roleplaying gam-*shot*
That's all I got for now.
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Post by Mayor on Aug 25, 2011 6:56:48 GMT -5
I'm going to point out flaws with Tok's plan so hopefully we can come up with ways to get around those problems. If anyone else comes up with something, I'll discuss that too.
Alright, so, going by Tok's own Ideas:
1 - As you said it yourself, this is a freeform RP. In order to make an XP based system, we need to standardize it, which removes a crucial element of the basis of the RP. And I don't think we can just say "Oh hey, each thread starter will figure it out" because of the huge differences in strictness of us as people. I'm more likely to low-ball the XP (partly because Zane is intentionally weak and I don't want him gaining power fast, but also because I like slower progression overall), whereas some like Manchin may highball it for the sake of more intense battles later on.
2- This is the idea of yours I liked the best, but it does mean that we're leaving the fate of our characters up to a group of people who are going to have a radically different view of fair from the character owner. I can predict this disjointedness leading to some conflict in a highball v lowball situation.
3- Tried that. It didn't work so well. Again, it would be decent if we all had the same standard ideas in our heads, but my feeling of how strong someone like Bon should be versus Slvr's idea of it are going to be significantly different, and without some sort of standard, we're going to have conflicts over character actions. The AP system we have now, as minimal as it god damn is, does provide a wee sense of scale for each character.
4- *blows on smoke coming off the barrel*
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