Quest Online Description/Character Sheets (Sword Art Online Inspired RP)

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Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

She has been with me on projects for years now XD. She helps me when I start to get extremely overwhelmed or when she can. No one has been decided as Co GM yet, its just shes helping me get this started so it can begin sooner than later because theres a lot of work XD. Were on Skype call right now working everything out for this whole thing. Thats all. really.

Music Skills~

There is no rank for music skills, it works the same as fighting, if you do it you get better at it. You are required to type out intricate songs or poetry or what ever when doing music. You can also type out songs if you feel creative and sell them to others to use. If you are a Musician this can include making a musical video if a musician. and doing that sort of thing. to be entirely Honest effectively Music skills are useless. They just are. However its for those that might want to play music anyways. its JUST an OPTION.

Clothe Making~

This will run on the same percentage as the Smithing, and Enchanting/Potion making. only instead it will be set up like this.

Head gear~ ??%/??%
Hand Gear~
Foot Gear~
Leggings~
Torso~
Over Torso~
Accessories (Belts, Scarfs, capes etc.)
Jewelry~

Note this will not scale as clothing items do not provide armor bonus, and will not help you other than make you look cool at times. Clothing has no Level. So all % are set.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Pretty much what he said. I have no interest in becoming a GM, either way. But I am putting a lot of work into helping construct this, as well. If you'd like to look at that as suggestions, that's up to you, I don't really mind either which way you see it... but that still deviates from the entire purpose of what I last posted, which was to hopefully get some feedback/ideas rather than a question about whether I'm trying to suggest things or not.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Lol. I was wondering where did all that came from, so natural. I'll just treat them as suggestions.


And Also, Don't forget the normal metals, and effects for each gem, depending on class. :P
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

On the 20 goblins argument, you're thinking on an extremely base level, Wolfsin. If for some reason 20 goblins are allowed to surround me at once, how far away would they be? Ten feet? I have plenty of room to work with. I need not stay in one place. I need not sit there and let my back be exposed. There isn't much a matter of discussing it, though, as long as you keep things fair and don't attempt to pull some kind of autoloss because it supports what you think is realistic. Let the fight speak for itself. As long as you do, you can hold your opinion. Heck, you can even hold it before, during, and after it is completely overturned. Just don't mistake what you think with what will be. If you believe that it is impossible, go on believing it. Just don't let it cause some ridiculous ruling when it happens and don't run back to the "That's OP" argument when your expectations fail. Equivalence of opportunity, not result. Bring it on.

Moving along, I think you're going to need a currency chart for the worth of dropped items. Those that fight and make a living by selling their drops and attaining loot will need a system by which to liquidate their loot and they can't depend on other played characters to buy it up. So some kind of npc system will have to be crafted for it.

Honestly, I think your bid to force people to interact is a bit pointless. Either they will or they won't. Hopefully they will because if they don't want to for whatever reason, they should just quit as RPers because the point of all RP is interaction. If they didn't want to, they shouldn't be here. They should be writing a book. When you allow multis, you're effectively telling people to interact with life characters but giving them access to as many life based feeder characters as they want. It feels sort of counterproductive, trying to force interaction through needs but then giving them a much easier to use tool to get what they need and want without having to pay in far larger quantities than they'd ever get by interacting. Its like telling them that they can pay a dollar for something while interacting or they can not interact and have 10 of that thing plus an extra 100 dollars. No one that wasn't going to interact before is going to interact because of your life system.

Funiyaripa, no it is not a solid rule that killing other played characters is bad. It isn't the nicest thing to do but being able to die is something I consider a necessity because immunity from it allows people to do stupid stuff without fear of repercussion and that kills any form of realism. The fact is that there are actions that would lead to others removing you from existence. In a plot RP, you'll often try to talk things out with the other person first or maybe give them a heads up that they're heading towards you coming to kill them but they have no immunity of any sort and especially not here when the OP has specifically stated that that is not the case. And yes, I hate the dice rolling too. I'm trying to do my best to at least keep it out of the combat aspect of things and only down to the side stuff which has pretty weak reasoning to begin with.

Back to Wolfsin. What you've effectively done with your life based people is turn them into a catch 22 excuse. "Its all good for the fighters but what will the life people do?" "The life people are there to force interaction." When you look at these two statements side by side, it becomes obvious that the life people were made to make interactions... for themselves. The entire rationale behind putting them in there came from the need to justify their own existence. Hence, they have no reason to exist at all, not really helping any kind of real interaction. They are simply npcs that will end up acting as supporters for fighters. I guarantee you that if you limited it to one character per person and forced the cast to choose between life and fighter, there wouldn't be a single life person. Why is this? It is because life people are designed to be multis. I'm not saying to remove them necessarily but they will not achieve the purpose that you're hoping that they'll achieve. They will exist and have as much life in them as npcs because that's all they are, owned npcs. Could they be more? Yes. Will they be more? Don't bet on it. Almost all your work that has been done has been to act as an infrastructure to support a group that never really had any purpose in the first place other than to try to justify their own existence. This is of course unless your premise was "Cooking art online" or "Smithing art online".
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

@Nevvy: Very true. I've had to kill off a number of characters (both my own and those of others) in roleplays, but they were usually lengthy story arcs with plot relevance and treated with respect rather than gratuitous violence except that one time where the sacrificial lamb deserved a sudden demise to prove a point or to prove a point in a desconstruction of the traditional male epic journey...

I'm glad for your post. It exemplifies everything I could possibly say on the subject, and there's little use in reiterating what you said.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Keep the dice rolling for snake eyes. And Yes, I love you Nev.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

I can pretty much say, Nevvy, that your generalization about the life, or non-fighting characters, is just that - a generalization. I'll give you the example of myself personally. I don't intend to play a fighting character. Its not my style. In fact, I'm sure there are a few others who don't favor fighting all that much. There is more to online gaming, RPing, and every aspect of this than just fighting. It is there to give other people who do not want a fight-based character to be able to participate in this RP and enjoy it. Any way you look at it, games have support characters. LIFE has "support" characters that choose to be passive rather than aggressive, that choose to help people rather than rushing into battle. That said the comment you made about no one likely choosing non-fighting characters if they were only able to make one character... well, that's just silly.


In my eyes the characters that choose to train themselves with life skills bring even more opportunity into the RP. Their very existence makes this RP interesting for people that aren't into having a fighter-based character. That's enough for me. That'll probably be enough for anyone who chooses to make a "life character". If its not good enough of a reason to have them for you, then I would suggest simply not playing one.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Given that you either pass some 100 lv dugeon, or that you die, it feels like the life character can't really enjoy for too long, and there would be no hope for them.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

What's your point? Even if that were the case, which it isn't necessarily because its likely that many "life characters" will choose to accompany fighters through the levels, getting to the end of the game isn't everyone's objective. Its not mine, anyway. I'm not doing this RP so that my character can make it to level 100 and be a badass. I actually intend to respect and develop my character into an enjoyable creation, one that I'll find pleasure RPing as, whether she makes it to the end of not.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Thats not true at all..

Key said everything I wanted to concerning the Life character debate ill get to the rest of what nevvy said in a sec.

Life Skill specialists, will either be.. in the town or safe zones simply chatting and working on whatever they want for their life skill. Or accompanying a fighter or a group of fighters. they will have just as much of an experience as the Fighters when it comes down to it. While we are fighting dungeons. They are either healing us, or they are back home making weapons or potions for the next run. When we return.. some of them might even be wives we have or husbands in case of vice versa. now you're interacting with them when you come home. MEAN WHILE when your not there they are interacting with of Life specialists, or fighters that aren't running with your party. Its just pointless and blind sighted to say that its close to impossible for a Life skill person to have a chance to enjoy this for long.

and for the last FUCKING TIME seriously..

I didn't add a dice roller... I already took that out so stop mentioning it. please.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

What's your point? Even if that were the case, which it isn't necessarily because its likely that many "life characters" will choose to accompany fighters through the levels, getting to the end of the game isn't everyone's objective. Its not mine, anyway. I'm not doing this RP so that my character can make it to level 100 and be a badass. I actually intend to respect and develop my character into an enjoyable creation, one that I'll find pleasure RPing as, whether she makes it to the end of not.

Allow me to explain. Ending the game is one way. Death is the other. But given that you can't log out. ever thought of starvation? I mean Player related. you don't NEED to be the level 100 BS you're talking about. But Given that the player is permanently stuck otherwise. Everyone will have about the same grand goal of ending the game. Doesn't mean you'll go jump in head on, either. It's just the fact that as you're stuck, the Player isn't necessarily on life support. Unless you want to tell me, that one month passes and you claim (The player, not the character), would probably be Okay like nothing happened? That's BS. :P
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Let me put it like this. A restaurant does not serve potato chips, french fries, caviar, muffins, escargot, sushi, and curry. Nor does an RP realistically attempt to do everything. It can't. It isn't supposed to. Sure, you may not wish to fight but how many people will be like that? They will read "sword art online" and keep scrolling because, duh, its an RP with a combat basis that they don't want to get into. People click on it because that's what they're looking for. I believe that it is perfectly fair to make the generalization that people skim titles and do not click on every single thread, reading into all the little details. That's impractical and just doesn't happen enough to reasonably expect anything from it.

Now to the matter of generalizations, you use the term badly. When something is generalized and is only true 50% of the time, it is a bad generalization. When something is generalized and is true 90% of the time, it is a pretty good one. When something is generalized and is true 99.9% of the time, it may as well cease to be generalization and basically be called truth. Now, it is true that there are other things than just fighting. However, what's the premise of this? Sorry but it isn't the kitchen. The entire life system was cited as a way to force interaction and my point is that it doesn't achieve that purpose at all. It doesn't fix a problem. All it does is exist while you build a massive, cumbersome skeleton around it to try to both support and justify it. That is a catch 22, otherwise known as "A because B which is because of A". It is a fallacy. Just because you want the life part doesn't justify its existence in the skeleton of something completely opposite. You wanting it and the RP needing it are two entirely different things. Once again, this is not to say it should necessarily be cut but its existence has no objective purpose because the noted purpose is a fallacy in itself. Now, I imagine you could do it and enjoy it. However, how well will you fit in a place that was originally built for combat all the way down to the all important thread title which partially decides who participates and who doesn't? Why do it here? Why not do it in a place designed for it? It isn't that it is fundamentally wrong what you want but you're trying to turn an apple into an orange.

Since responses have been made, I guess I'll add my footnote. In the magical candyland where everyone is a good RPer and actually puts development into all of their characters, the life side might work out sort of but what you've done with allowing multis without so much as a numerical cap is that you've suggested to those who think less about plot and development that it is a great and dandy idea to have what I like to call feeder multis. If you don't believe me, I can even quote where others have directly mentioned wanting feeder multis. These kinds of multis are lifeless and don't really interact. All they do is exist and inexplicably give stuff to the main character as a support, free labor. Those sorts will be absolutely no fun to interact with and shoot the entire concept of the life side interaction in the foot, effectively leaving those who actually wish to get something out of the life side with a shrunken group to interact with while many others mostly interact on an almost strictly business-like perspective. This is a prospect that'd be as frustrating for them as it would be for everyone else looking on and facepalming. Say what you will but I see the chances of such a thing coming to pass being very high which would result in some very disappointed people, something that I rather dislike.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Months passed in SAO LOTS of MONTHS. Life support and feeding through a tube can hold someone on for a very long time. its like supporting someone in a coma. The "God" of this world also stated that he had sent out a mass message to put people on life support. Now I get that, people will not all be able to afford life support. welp there, you have the NPCs people that make up the 2000 people and what not aside from us actual people playing characters. Alright so now that thing is solved.. those npcs are likely going to die quickly because they know their family can't afford Life support. and they wanna finish this fast. Heres the catch to that crap too.

GOOD LUCK BEATING THIS GAME WITHOUT THE LIFE SPECIALISTS!

They craft advanced weapons, Armor, Enchantments, potions. whatever else.. God we need them just about as much as we do the fighters. You just proved that point for me. They will be just as important, just as useful but without swinging a weapon around. They are doing their own thing to support everything. Just like for us buying their materials, thats supporting them too.. So it goes both ways with that notion.

You might be lucky, you might get a badddd asss sword with a specific name blurglesnafigen or some shit. and be a bad ass, but .. oh.. look thats where luck kinda comes into play again, which hey to be fair I now had to integrate the number game to handle that.

Now still not everyone is going to want to complete the game as fast as possible. Some will truly consider the opportunity, their logic and morality will get twisted over time. Pkers, now have a taste for killing, knowing they are doing so in a game that means someone dies in real life. they have power here however, big time power, would they want to relinquish that. NOT A CHANCE. same with old coots that just decide they like to fish here, or play music and get noticed for it. or glory seeking swordsman who have power in this world. Peoples ideas of right and wrong are going to get twisted. NO way around that. so you're wrong when you say that EVERYONE will want to escape this game.

Nevvy~ You are going off of the assumption that I left it to just the title, and the forum being the thing that drew people in. I took it upon myself and went through the ENTIRE invite list and invited people one at a time. With a message that explained this was an adventure. That there was a place for non combat. so yeah people do know the fine details. AND LOTS have joined up. now if they will stay after all of this, who knows, but I at least have the 8 people requirement met. So you're wrong when you say that the whole idea of the life people is to entirely force interaction. Its a very good reason towards it. However it is there to give all sorts of roleplayers a chance. Its actually a common practice, for sale market. Appeal to all crowds.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Oh, and don't act like it's impossible without the Life specialists. :P People Can go to shops. Bad luck? do it again until you have what you want. And if they go for months as you say, Better get your life support pods ready. Because people need to eat in the real world too. I don't mind that there is only 2 ways out, but it feels sad that the ones that plays are stuck forever, dying of starvation from where they play.

Then What? Their consciousness is trapped in a game? of that the character freezes, or it truly dies?
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Im not acting anything Tensa, it is pretty close to impossible. Thats how its set up. for one you don't have NPC healers that travel with you. so what.. will you overcome hordes of enemies with numbers. even with strategy you have no healer at that point to help you. Npcs if I want Ill make them stop selling after a certain floor if that helps to avoid this argument. Life skills specialist, are, and will be just as important to you as you are to them. that is how it is. I almost considered even taking out the npcs of selling and leaving it to the players, all except quest givers. I might reconsider that idea. Because quite simply this argument, this whole thing of fighting about the purpose of Life specialists is getting us nowhere and actually more so potentially hurting us and scaring off rpers who like the idea of being a life specialist. So thats that.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Your argument that the lifes are necessary is simply invalid because there is an alternate to it called npcs and GM decided shops. There are also drops. For weapons, we hire a blacksmith. The better ones cost more. Enchantments work the same way. Potions, there's a shop. We can also get these things from drops. So it is only necessary to have them as played characters (the point from the start) if you decide to basically shoot an NPC system (which is still necessary anyway) in the foot to try to legitimize the existence of the played life characters. Now that that's completely stifled out, let's move on.

Of course not everyone is looking to complete it as fast as possible. Heck, I'm not looking to. All that'd entail is 100 floors of me punting the GM and that's boring with no plot, no interaction. I never said that everyone wanted to escape the game. Dunno where you got that idea.

If you went with an invite list, kudos to you but my point on the people still stands thus. If it turns out that everyone is responsible and doesn't turn this into a feeder fest, good for them but I've seen the posters and have gotten some vague idea of things. I'm not blind and my worry that it'll become a monotonous, borderline 1x1 for the lifers is still there. The pessimism is not ungrounded by any means. There are those who will stay and those who post once or twice and never again. By who participates in conversations, we can tell who's going to be there and who likely isn't. So the invite list is nice but it doesn't change the overall assessment and the reality of things. I'd love to be wrong. I'm usually not.

If you're going to look to try to cut off shops and whatnot after a certain floor, that's equally pointless. A healer is limited by stamina which is of course a limited commodity. All they are is an extra large potion and can be replaced by a member whose existence is based around surviving and carrying an inventory full of potions. If one doesn't cut it, two do the trick. You can try to GM your way out of reality by twisting things to your favor but with 300 pounds of inventory per person, it is totally doable. Even if you make a healer a downright god, all you need is a couple people who do split combat and healing and the problem is solved.

By the way, you're looking pretty desperate. When you drop down to the level of "Um.... um.... You can't manage it because I'll change the parameters!" you know you're busted from the start.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Neither am I Nevvy, so i guess we will find out, and please direct to above. I really am considering taking out the Npcs until we need. them If players do their life skills roles right, we wont.. simple as that XD if they don't then I can add them anytime I want to fix the problem. right this moment that is looking like the greatest decision i could make.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

You still need them. Let me explain. I'm fighting, fighting, fighting. I got this badass scythe as a drop but I don't use scythes. So I go off to sell it and get something I can use... but wait. No one in this RP is using scythes! Since all the shops are player controlled, it seems I can't sell it because no one wants it. It is powerful but utterly useless.

This is unrealistic and perfectly likely to happen. That or the buyer is only one person which completely screws supply and demand. An npc shop is absolutely necessary to establish a baseline and prevent price gouging and things becoming worthless.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Maybe Ill Make it the pawn guy, the Black Market Hermit.. someone you can sell too but can't buy from. that would fix the issue of selling id say. Then you need to buy from whoever is selling the item you want (NON NPC) its fair. it works out that bug. and it still accomplishes my goal for this rp.
 
Re: Sword Art Online Inspired RP (Interest Check Not Detailed)

Actually. There is no point Playing MMO, if the NPC shops are gone. Without that, There is no standard price for any item, people will be stuck with Crap (The scythe above.) that they Can't use, and also, Life people would move up their prices too high as no standard price, no competition? With that said, people won't buy anything, and WILL be forced to Pk if they want something, As they won't get enough money. Why? No one to sell stuff to. The CPU programmed NPC always have been a necessity in MMOs, and it's not today that it will change.