The Depth Online - a vrmmo roleplay

Discussion in 'THREAD ARCHIVES' started by Kestrel, Jul 5, 2014.

?

What would you be most interested in?

  1. Exploring the world and kicking ass!

    6 vote(s)
    60.0%
  2. Setting up a community and watching the world develop

    6 vote(s)
    60.0%
  3. Player versus player conflicts, gotta pwn dem n00bz!

    3 vote(s)
    30.0%
  4. Robo-horse ranch the game!

    1 vote(s)
    10.0%
  5. Other (please comment)

    1 vote(s)
    10.0%
Multiple votes are allowed.
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  1. EDIT:

    OOC is up!

    SUMMARY:
    The Depth Online is an RP about a group of players becoming trapped in the beta-test of an online virtual reality game, where they explore a science fantasy world where sword and sorcery co-exist alongside flying hovercrafts, guns and fancy long coats. Given no explanation about why they can't seem to log out, players must learn to fend for their selves in this dangerous and ever-changing world.




    Hey there, I'm Kestrel and I'm pretty new to this site *points at join date* and am looking for players to help me craft and play a new RP based on life in a Virtual Reality Massively Multiplayer Online, or vrmmo for short. For those of you who aren't familiar with the term; a vrmmo, is an online video game where you are the controller. Not in the bad kinect way, mind you, but in that you physically become the (devilishly handsome) character you play and directly interact with the world. Together with hundreds, if not thousands of other players, you inhabit a digital world in which you explore, fight, form new bonds and much more.

    What more, you ask? Well, that depends on you! With this RP I'm looking to co-create a game. I want players to play a part in creating challenges and scenarios besides me. Of course we can stick to exploring and kicking ass, but because we'll be taking the role of the first human inhabitants of this digital world we can shape the world and community it very self with our IC characters! Want to play politics? Create guilds? Fight over terrain? We can all do that. Or perhaps we could have parts of our RP focus around blacksmithing, manipulating the economy, cooking contests, or taming mounts (robo-horse ranch the mmo, coming to you soon) etc. It all depends on you!

    So, here's my question. What would you like to see? What would you like to be? Let me know in the comments. If you have any questions, don't hesitate to post those either. I'm looking forward to your thoughts and replies!

    Kestrel
     
    #1 Kestrel, Jul 5, 2014
    Last edited: Jul 15, 2014
  2. Player driven worldbuilding?
     
  3. My question is, how would stats work? Most games do have a stat system, so how would XP and gaining these stats work?
     
  4. Yeah, that´s totally an option. We can go about it different ways too. Maybe you want to design the lore of a dungeon, or maybe you want to have a secondary character that is attempting to monopolise the market on certain items or has control over a certain area (I'm thinking of including a political system, which allows for controlling taxes, entry and exit, etc.) Or maybe you have a different idea that I haven't thought of yet, in which case you should totally tell me.

    If we're going to use stats, you'd get a basic amount points to distribute amongst them at the start of the game, and additional points every level-up. Points would mostly attribute to attack, defence and stamina, with things like mobility, attack speed and accuracy depending on skills and weapon-choice.

    XP would be on a post-basis, but with frequent bonuses. One post would be 1 exp for example, and for finishing a fight the entire party would get 5 exp. I'd also like to bring in a hidden achievement system, where you could get extra XP for certain actions. Saved your friend from trouble? Have some XP. Died in battle for the first time? Have some XP. etc. Good, varied play would get rewarded, whereas bad or one-dimensional play would have characters lack behind.

    But, as I said; if. It's a system I really like (makes determining encounters and challenges easier, less squabbling about power levels when they're visible, allows me to encourage good and constructive roleplaying, etc.), but it also can be a roadblock for a lot of players. So that's a question I'd like to put for everyone;

    What do you think about a stat and exp system like I described above? (and if possible, elaborate on the why)
     
    • Like Like x 1
  5. Aight, I've been working on a couple things for the RP. Here's what I got so far;

    Territory System (open)

    TERRITORY



    In TDO, there is a political system. Rather than NPC's ruling the world; areas are controlled by guilds (or in rare cases, incredibly OP or rich solo players.) There are a lot of advantages to controlling an area, both in terms of finances as plain power. Players can fight for control of an area, or trade rights. A list of benefits is as following;

    FINANCIAL
    • Ruling players can put a tax all trades. Between players, this means the rulers will take away a certain percent of the gold paid, whereas NPC stores will raise or lower their prices depending on the set taxes. This also applies to inns.
    • When players or guilds use housing (build or purchase their own house) they need to buy the ground to do so from the ruling class.
    • Ruling players can force entry fees for their areas. Maybe it costs gold to go to the best hunting grounds, or setting up shop in the market place will cost you a couple credits.

    ACCESS
    • Ruling players can forbid certain players or even entire guilds to access the town; allowing them to control an area without outside influences.
    • They can also do this on a smaller scale, preventing rival guilds to spy on one another, or organising the market place by level, price and quality of items. Hell. Ruling players can set privileges, such as only allowing their friends to visit the spa's and inns that yield the best rested XP bonus.
    • For the right price, ruling classes can lure NPC's to their areas to set up shops. A medical tent far out in a training field? An extra weapon store in town? You name it.

    PLAYER KILLING
    • Ruling classes can either make their towns safe havens, or lawless PK-zones. This requires a full day to change, however, giving players a chance to get out or get in before such a change happens.
    • They can also set privileges to players that allow them to initiate duels; allowing for either police forces removing bad influences, or bullying anyone they like, depending on whether the ruling class in benevolent or malevolent.
    • Ruling classes can set bounties, allowing all players to initiate fights with those with a bounty on their heads. This requires a reward, though.

    EVENTS
    • Ruling classes can set up events, like fighting tournaments or cooking contests or a hide and seek game. This requires a reward like bounties, but the cost can be mitigated by asking for entry fees.
    • Ruling classes get to alter the area for these events and temporarily force NPC co-operation. Maybe you want to have a gladiator match in a bath house? A foot race through the market place? Hide and seek in the dojo? Go for it.

    | POLITICS |


    As you can imagine, having all these rights gives ruling classes a big advantage. However, they need to use their privileges wisely. If a big enough group of players (20% of the 'population') decides to band together; they can attempt a coup d'etat. They may siege the ruler's palace, guild hall, or whatever base they operate from, and if they kill the ruling class, they can form their own. This means that the ruling class either has to keep their population happy, or rule with iron fist (read: PK-galore).

    The ruling class can also be initiated by outside parties. This is called a faction war. If you think another area would be a great location for your new trading center, you can declare war on the rulers of the area you want. Perhaps the ruling class treats it's players unfairly and they enlist your help. Or maybe you are just bored and out for a fight.

    During a faction war or coup d'etat, regardless of normal rules, the warzone becomes an open PK-zone. Even unaffiliated players can (or are forced) to join the fight. This can be a blessing, if they like you enough they come to help, or a curse if they agree it's time for a new rule.

    | RELATIONS |


    Although not a system, forming relations is most important in the political realm. Forging strong bonds may allow allied factions to come to your aid, or give certain trading guilds more favourable tax rates (every area has exclusive materials). Or you can organise inter-faction tournaments to promote your friendship or train your best fighters. Or... Maybe you have a common enemy you want to attack together! Should the game venture into the political; relations will play a crucial part in your success...



    Classes (open)

    CLASSES



    There are twenty available classes in TDO, divided in four archetypes. Players get to mix and match by multi-classing, and our beta-testers can pick two classes to start out with as long as they're within the same archetype. All classes have their own strengths, and TDO recognises five roles;
    • Damage Dealer – These classes deal damage, and lots of it. They possess the strongest attacks and are needed to take down enemies fast
    • Tank – Tanks are those who stand between the onslaught of bosses and the health bars of their party members. They can force enemies to focus on them and absorb or avoid damage better than other classes.
    • Support – Support is varied in that there are two kinds. One is focused on making the party stronger, by either healing or increasing their abilities, the other on lowering the stats and abilities of enemies.
    • Crowd Control – Stuns, snares, silencing; anything that (temporarily) prevents an enemy from acting is considered crowd control.
    • Utility – Everything that is not directly combat-related falls under utility. This role rarely contributes to making fights easier, but have their own unique strengths to make up for it.
    Each class has a primary and secondary role. The primary is always more powerful than the secondary, meaning that, for example, a Warlock is better at Crowd Control than a Berserker, but the Berserker deals more damage, even though both can fulfil both roles.

    | WARRIOR |

    The up close and personal bruiser. The warrior archetype excels at melee range and deals physical damage. Warriors can wear heavy armour.

    Berserker (open)
    | Class Name |
    Berserker
    | Class Equip |
    Sword, Axe, Mace
    | Class Role |
    Damage Dealer, Crowd Control
    | Class Special |
    Dual wield (attack speed buff) or two-handed wielding (damage and range buff)
    | Class Description |
    The pinnacle of strength, berserkers are fell warriors that dual wield for a blinding flurry of attacks, or wield massive two-handed weapons that can knock any lesser being off their feet. Brute force is the name of their game and their skills focus on dealing damage and breaking through defences with interrupts and knockdowns. Their own defence however, is rather lacking...

    Knight (open)
    | Class Name |
    Knight
    | Class Equip |
    Sword, Polearm, Shield
    | Class Role |
    Tank, Support
    | Class Special |
    Aegis (Increases nearby ally's VIT and WIS by 10% of the knight's)
    | Class Description |
    The defensive behemoth, taunting death itself with their high survivability. Knights provoke enemies into targeting them and keeping them busy. Knights can keep their allies safe with a multitude of skills and are the only class able to use the shield offensively, but give up damage potential in the process.

    Monk (open)
    | Class Name |
    Monk
    | Class Equip |
    Knuckle, Staff
    | Class Role |
    Crowd Control, Damage Dealer
    | Class Special |
    Qi (increases P.CRIT, M.CRIT and resistance by 10.)
    | Class Description |
    Monks are extremely close-range fighters, but masters of pressure points. Their skills deal damage while debuffing their enemies abilities, or even paralysing parts of their body. Their Qi enhances a monk's resistance to status effects and critical hits, while increasing their own critical chance.

    Templar (open)
    | Class Name |
    Templar
    | Class Equip |
    Sword, Dagger, Shield
    | Class Role |
    Crowd Control, Support
    | Class Special |
    Rune Blade (depletes 25% of HP damage as MP when an attack connects)
    | Class Description |
    Where traditional warriors are weak versus mages, the templar turns the table. Templars are capable of splitting spells in two, reflecting magic or using silencing debuffs. They are also an excellent sub-job for any class that fears running out of MP, thanks to their special ability. However, they lack both the offence and defence to go toe-to-toe with the other warrior classes.

    Soldier (open)
    | Class Name |
    Soldier
    | Class Equip |
    Pole-arm, Shield
    | Class Role |
    Support, Tank
    | Class Special |
    Morale (increases effect of buffs when allies are close)
    | Class Description |
    The whole is greater than the sum of it's parts. The soldier finds his place on the front-line by increasing their own stats as well as those of their allies by giving orders and creating formations. They are also able to manage aggro this way, by quickly switching positions with their allies and taking the heat off of them, but soldiers are not as sturdy as knights...


    | ROGUE |

    Slippery and quick, that's the rogue's bread and butter. They are more opportunistic than other archetypes, but also most versatile. Rogues wear leather armour.


    Assassin (open)
    | Class Name |
    Assassin
    | Class Equip |
    Dagger, Throwing Weapons, Short Bow
    | Class Role |
    Damage Dealer, Support
    | Class Special |
    Stealth (ability to temporarily turn nearly invisible at the cost of 50% movement speed, up until attacking, using a skill or getting hit)
    | Class Description |
    Burst damage at it's finest; assassins deal powerful single hits before vanishing into the shadows. They are the go-to class when it comes to quickly killing or weakening single targets with deadly blows and poisons. Although assassins have high damage potential, an assassin is best played with great care as their skills cannot be thrown out carelessly.

    Thief (open)
    | Class Name |
    Thief
    | Class Equip |
    Sword, Dagger, Shield
    | Class Role |
    Tank, Utility
    | Class Special |
    Lockpick (able to open all chests and doors)
    | Class Description |
    Thieves might not be dealing much damage, but make up for it with crazy mobility skills and the ability to rob enemies blind. Their dodging ability is on par with a knight's ability to parry, giving them great survivability in the hands of a skilled player. Heck, the way thieves can dance around enemies is a taunt in and of itself. In the hands of a lesser one however... They're quite fragile, so watch your step!

    Ranger (open)
    | Class Name |
    Ranger
    | Class Equip |
    Longbow, Gun
    | Class Role |
    Damage Dealer, Crowd Control
    | Class Special |
    Detect (can see through stealth and discover traps)
    | Class Description |
    Possessing pinpoint accuracy and powerful ranged attacks make the ranger a deadly adversary. However, their skills root them in place, trading mobility for sheer power. Besides arrow and bullet volleys, a prepared ranger can use traps to slow an opponent's advance and can train avian pets to fight besides them. A ranger's narrow range has them at a severe disadvantage against melee classes.

    Bard (open)
    | Class Name |
    Bard
    | Class Equip |
    Dagger, Lute
    | Class Role |
    Support, Utility
    | Class Special |
    Catchy Songs (buffs and debuffs inflicted by bards cannot be dispelled)
    | Class Description |
    Like the soldier, the bard boosts the morale of the party, but can also lower that of the enemy. They have unique buffs and debuffs and can even heal with their skills. To do so, they sing songs, but only one song can be active at a time. Additionally, bards can have out-of-the-box abilities, such as soothing enemies to prevent encounters.

    Scout (open)
    | Class Name |
    Scout
    | Class Equip |
    Dagger, Shortbow
    | Class Role |
    Crowd Control, Damage Dealer
    | Class Special |
    Scan (Allows the user to see an enemy's stats)
    | Class Description |
    Meet your kiting class; scouts are able deliver rapid ranged attacks while mobile. Scouts augment their arrows and blades with poisons, and are well equipped to scout ahead and test the strength of enemies. Scouts can also hold their own with good damage dealing potential and access to pets like wolves and cats, but lack the range and power of a ranger.


    | MAGE |

    Masters of the arcane, mages tab into an otherworldly realm to deal magical damage or support their allies. Except for clerics, all mages wear robes for armour.


    Cleric (open)
    | Class Name |
    Cleric
    | Class Equip |
    Mace, Staff, Shield
    | Class Role |
    Support, Tank
    | Class Special |
    Prayer (nearby allies recover 5% health per post) and heavy armour equip.
    | Class Description |
    Your bread and butter healer with some nice defensive capabilities. They restore health, cure status and provide defensive buffs. Unlike other mages, clerics are not fragile; capable of equipping heavy armour and shields. They can absorb physical and magical damage alike, but have poor movement and little control over other monsters, so are better off as off-tanks.

    Elementalist (open)
    | Class Name |
    Elementalist
    | Class Equip |
    Tome, Staff
    | Class Role |
    Damage Dealer, Support
    | Class Special |
    Spellforge (spells can double as enhancements to weapons or armours of other classes)
    | Class Description |
    Sling fireballs, rain down thunderstorms, tear apart the ground itself and crush foolish foes under avalanches. Elementalists use magical attacks from mid-range to great effect, but can also use their magic to improve the elemental offences and defences of their allies. While Elementalists wield large and devastating AoE spells, they are slow to cast, flimsy and lack mobility, making them a poor solo-class. Also knowing enemy weaknesses is crucial to playing them well.

    Warlock (open)
    | Class Name |
    Warlock
    | Class Equip |
    Axe, Throwing Weapons
    | Class Role |
    Crowd Control, Damage Dealer
    | Class Special |
    Decay (Increases the effect of debuffs)
    | Class Description |
    Warlocks rely on the dark arts to keep them alive on the front lines. They are able to lay down devastating magic circles that drain or weaken enemies, or disable their escape. They can even summon undead minions. They are also able to deal magical damage with melee weapons, but more importantly; stack devastating damage over time effects. Unlike other mages though, they can't cast from afar...

    Weaver (open)
    | Class Name |
    Weaver
    | Class Equip |
    Dagger, Tome
    | Class Role |
    Support, Utility
    | Class Special |
    Good touch (regenerates 5% health per post when linked with allies) or Bad touch (slows the movement of enemies when linked by 20%)
    | Class Description |
    An unusual mage class that links threads of mana between allies or enemies, allowing them to temporarily exchange abilities, transfer buffs and debuffs, or even trade places. The weaver doesn't create anything new, but relocates existing traits, making them the most versatile of all classes.

    Sage (open)
    | Class Name |
    Sage
    | Class Equip |
    Throwing Weapons, Tome, Staff, Shield
    | Class Role |
    Tank, Crowd Control
    | Class Special |
    Analyse (When hit by the same spell twice or more in succession, take 25% less damage)
    | Class Description |
    Able to use pure forms of magic, the sage channels their power into physical manifestations. They can chain enemies to them or one another, defend their selves with barriers or blast them with shock-waves. They can keep opponents at a distance with high knockback skills, harass them from afar and are extremely resistant to magical damage. When caught into a scrap though, the sage's physical defence can prove somewhat disappointing...

    | TECHNICIAN |

    The science part of science-fantasy, the technicians rely on... Well, technology. Bringing with them a variety of tools, they can turn the tide of battle. Technicians wear heavy armour.

    Desperado (open)
    | Class Name |
    Desperado
    | Class Equip |
    Gun, Dagger, Polearm
    | Class Role |
    Damage Dealer, Utility
    | Class Special |
    Cavalry (Able to fight while riding a mount)
    | Class Description |
    The desperado is the closest thing you'll get to a space cowboy. On the offensive side, their skills focus on quick drawing and expert gunslinging, using rapid salvo's rather than nuking abilites to deal damage. They're also masters of mounted combat, able to use their skills while riding their hover-bikes. Desperado's are also the go-to class when your party needs to travel from A to B fast; hover bikes for everyone! However, as they rely on speed and distance or party members to keep them safe, a cornered desperado is a dead desperado.

    Engineer (open)
    | Class Name |
    Engineer
    | Class Equip |
    Gun, Mace
    | Class Role |
    Jack of All Trades
    | Class Special |
    Frankenstein (Able to fuse creations with allied players)
    | Class Description |
    Although unable to perform as well in a particular role as other classes, the engineer is highly versatile in that it can play every role decently. Engineers build robot pets, turrets and medic drones to do their dirty work for them and can have up to three of them summoned at once. They can even sacrifice one of their creations to fuse it with an allied player! However, being a jack of all trades means being a master of none, and an engineer can't do anything without it's toys. Toys that are unaffected by heals except the engineer's repairs... Which are exclusively close-range and cannot heal players.

    Medic (open)
    | Class Name |
    Medic
    | Class Equip |
    Throwing Weapons, Knuckle, Shield
    | Class Role |
    Support, Crowd Control
    | Class Special |
    Anti-bodies (Curing a status effect will grant temporary immunity for 3 posts)
    | Class Description |
    The medic is your close-range healer. They're particularly quick, requiring no casting times, but need to be in the thick of combat to be effective. Fortunately, the same technology they use to heal can be used to inflict a high amount of status effects on their enemies...

    Cyborg (open)
    | Class Name |
    Cyborg
    | Class Equip |
    Knuckle
    | Class Role |
    Tank, Damage Dealer
    | Class Special |
    Weight-increase (twice as heavy as other classes) Wind Resistance -20.
    | Class Description |
    Combining advanced technology with the human body, the cyborg is the next step in evolution. With skills to withstand a lot of damage and repair it's cybernetic parts and hide weaponry like tazers and flamethrowers in it's body, the cyborg is kind of a super-soldier. Though often a lot stronger than their flesh and blood counter-part, the cyborg sports a weakness to electricity (wind-elemental) attacks.

    Agent (open)
    | Class Name |
    Agent
    | Class Equip |
    Mace, Gun, Shield
    | Class Role |
    Crowd Control, Tank
    | Class Special |
    Sharing is Caring (Allows allies limited use of the Agent's grenade-skills by giving them one)
    | Class Description |
    Armed with tear gas grenades, flash-bangs and shields, Agents are at their best when they need to subdue crowds and can withstand and deflect decent amounts of damage, courtesy of their protective gear. However, Agents aren't too good at sealing the deal, as they're trained to discourage rather than to kill.



    As you can see, I only got eighteen classes at the moment, so there's two more tech classes to come. Input is most welcome, as well as for other classes. Keep in mind though that they're rough outlines, and you can design your own skills to fit the classes. So for example, Johnny's Berserker might have an AoE spin attack that knocks people over, while Billy's berserker focuses on a bunch of self-buffing shouts.

    Speaking of skills;

    Skill Template (open)




    Skill Name-
    Level learned1
    Skill TypePassive or Active
    CostAmount of MP, HP, something else?
    Skill Description-

    Or a c/p-able version for those who already wanna get started;

    C/P Template (open)
    [table]
    [tr][td][b][font=Courier New][color=#a6ff4d]Skill Name[/font][/color][/b][/td][td][/td][/tr]
    [tr][td][b][font=Courier New][color=#a6ff4d]Level learned[/font][/color][/b][/td][td][/td][/tr]
    [tr][td][b][font=Courier New][color=#a6ff4d]Skill Type[/font][/color][/b][/td][td][/td][/tr]
    [tr][td][b][font=Courier New][color=#a6ff4d]Cost[/font][/color][/b][/td][td][/td][/tr]
    [tr][td][b][font=Courier New][color=#a6ff4d]Skill Description[/font][/color][/b][/td][td][/td][/tr][/table]

    I love the BB options here :D

    Tell me what you guys think. Love it? Hate it? Is there anything missing you want to see? Let me know!
     
    #5 Kestrel, Jul 7, 2014
    Last edited: Jul 14, 2014
    • Love Love x 1
  6. Would the expanse of the world be preset or would it expand? MMO vs Minecraft I suppose. Would new territory be 'updated' into the game or something?
     
  7. Alright. So basically in-game, it's a new world. There'd be small settlements that can be expanded into full-blown cities eventually, if players wanted to, they could focus on driving away monsters and expanding the borders of a territory and build a city there. Another of my initial ideas was that as more players would arrive, the initial settlements would be overpopulated; with players amassing faster than the space to accommodate them. As we'd travel deeper *spoiler alert, spoiler alert* we might find the world is not so 'new' after all. Part of the exploration would be happening upon ghost towns of an alien civilisation, discovering not just their abandoned homes but also their stories and culture. Perhaps exploit these forgotten settlements also, as they're of course placed quite conveniently near water with natural defences, etc. And have homes and conveniences built already. So in that sense, both building from scratch and updating existing areas are within the realm of possibilities.

    In the same sense, if we'd go tackle dungeons, we can grave rob and use that boss room as our very own storage room; traps already in place to discourage other players from robbing us(!) I'm hoping to weave a lot of things together like this.
     
    • Love Love x 1
  8. Double post galore? Double post galore!

    Aight, today I added the last two classes, Agent and Cyborg. Let me know what you think.

    Cyborg (open)
    | Class Name |
    Cyborg
    | Class Equip |
    Knuckle
    | Class Role |
    Tank, Damage Dealer
    | Class Special |
    Weight-increase (twice as heavy as other classes) Wind Resistance -20.
    | Class Description |
    Combining advanced technology with the human body, the cyborg is the next step in evolution. With skills to withstand a lot of damage and repair it's cybernetic parts and hide weaponry like tazers and flamethrowers in it's body, the cyborg is kind of a super-soldier. Though often a lot stronger than their flesh and blood counter-part, the cyborg sports a weakness to electricity (wind-elemental) attacks.

    Agent (open)
    | Class Name |
    Agent
    | Class Equip |
    Mace, Gun, Shield
    | Class Role |
    Crowd Control, Tank
    | Class Special |
    Sharing is Caring (Allows allies limited use of the Agent's grenade-skills)
    | Class Description |
    Armed with tear gas grenades, flash-bangs and shields, Agents are at their best when they need to subdue crowds and can withstand and deflect decent amounts of damage, courtesy of their protective gear. However, Agents aren't too good at sealing the deal, as they're trained to discourage rather than to kill.




    Up next; our second-highest scoring poll-option; exploration! Of course, I don't have a system for this, so instead I'd like to share some sights I'm planning to incorporate into the RP;

    http://jjcanvas.deviantart.com/art/The-Desolate-444033136
    http://jjcanvas.deviantart.com/art/Expedition-387050763
    http://jjcanvas.deviantart.com/art/Pyramids-II-373800035
    http://josheiten.deviantart.com/art/Speedpaint-Lost-Cube-447614370
    http://josheiten.deviantart.com/art/Cradle-Outskirts-of-Seladoa-414435513
    http://josheiten.deviantart.com/art/Quarry-Ruins-343433017
    http://tryingtofly.deviantart.com/art/Sunken-temples-465550178
    http://tryingtofly.deviantart.com/art/Look-son-461035582
    http://tryingtofly.deviantart.com/art/Plains-of-another-world-451712365


    At the very least that should give you something to add to your dA watch-list. Good scenery artists can be tricky to find, but great resources for roleplaying :D But those are some sights I've planned for the world... Or at least, the parts I'll be creating ;) Lore will be discovered in-game rather than provided beforehand.

    Also, I'd like some thoughts on what you guys think of stats and races. Should we use a stat system? Do you want to play something non-human? If so, what kind of race? Should changes purely be cosmetic, or should there be racial skills? etc. Let me know in the comments!

    Or if you're just interested in playing rather than creating, let me know also. I'll probably be starting this thing up this week.
     
  9. If everything else is like a game, why not stats too? It wouldn't be too hard. Just have like a set of maybe like 10 stats, a basic XP system (you could just set every kill to be a set number of XP and each level a set XP required or something.

    Races could be mega cool too but:

    Don't offer more than you are willing to run as a GM is all I have to say. Dun get stressled out D:
     
  10. I'm not particularly interested in the class list, though I do wonder if experienced players will be allowed to mix and match abilities from various classes to further differentiate their characters?
     
  11. I like the class list (although some classes seem a little redundant). It kind of forces people to work together as a guild team which I like but it coouuld become a downfall if not enough people join.

    I think maybe adding races that can balance out the classes by allowing like a tank to have a few basic healing skills as an elf or an orc healer whose race gives them a mechanic skill or something would help
     
  12. There should be some kind of alternate option for those who like to lone wolf it. Like, reduced encounters or specialized classes. Guild cooperation is cool, but should be optional, not mandatory.
     
  13. If they're purely cosmetic that's easy, a little lore is simple to incorporate as background, and players their selves would be humans ofc. If you wanna run racial stats and differences... Well, that might be a little more work, but cool if people are up for it. Seeing you sound excited about them; what are you thinking about?

    Basically, you'd start out with dual classes (as long as they're in the same branch.) So maybe you want to be an elementalist/cleric, who can deal massive damage and heal. Or perhaps you'd rather mix that cleric class with the weaver, allowing for some more support combo's.

    Well, most of this you can do simply by dual-classing. Also, if for example, no healer joins us, we can adapt the challenges; like having monsters do less damage.

    EDIT:
    From the top of my head, classes like Desperado, Ranger, Scout and Engineer should do fine at solo-content depending on the skills you create. Dual-classing should give you a ton of options too. Just make sure to have CC and DD roles in there and remember the golden mmo-rule; don't pull more than you can handle!

    Though I do hope you're not planning to play by yourself. An RP is meant to be interactive, after all!
     
    #13 Kestrel, Jul 8, 2014
    Last edited: Jul 8, 2014
  14. What I think about classes? Well if it's purely just cosmetic, you could have dark elves, light elves, orcs, halflings, trolls, ogres, half elvers, humans of course, goblins, dwarves, gnomes, some people do the undead. It really depends on what the story of the world is.
     
  15. If it's cosmetic, I might as well leave it open to everything humanoid ;) I'm having a hard time imagining hobbits flying over in space ships, though :P
     
    • Like Like x 1
  16. I won't go so far as to RP by myself, but I don't intend to cooperate with anyone or join any guilds.
     
  17. Having your own agenda is cool. If you let us know your expectations, we can probably work it in. Or if you don't wanna spoil it, hit me up by PM.
     
  18. Giant CS is giant.

    Here's the preliminary CS. I might tweak it a bit before the OOC goes up, but if anyone wants to get started on their characters, well, here you go!


    CHARACTER SHEET



    You can almost get started. Just check these notes and let them cogs turn;
    • All stats start at 5. You get 15 points to distribute to your liking amongst STR, VIT, INT and WIS, giving you a total of 35 points.
    • HP is VIT*2 + STR*1. Therefore your minimum value will be 5*2 + 5*1 = 15.
    • Similarly MP is WIS*1 + INT*0.5. If you end on a decimal; round it down.
    • P.CRIT is INT*0.5. If you end on a decimal; round it down.
    • M.CRIT is STR*0.5. If you end on a decimal; round it down.
    • Critical resist = level, in case you were wondering.
    • Don't fill in the elemental resistances, I'll PM them to you.
    • You can dual-class, but only under the same archetype. No Ranger/Cleric for you (just yet)!
    • You get a skill every 5 levels. You can fill them out in advance, but take note you won't have them until you get there.
    • Try to make your skills correspond with your class description. I don't want a knight/monk that flings fireballs.
    • Skills for primary roles are stronger than those for secondary roles.
    • As a rule, active skills are more powerful than passive ones.
    • Pets for rangers, engineers and scouts cost a skill-slot each.
    • Starting weapons and armours have no special abilities or stats, but you can make them look as fancy as you want :D
    • You're free to edit fonts, colours, and positioning to your liking, or even add sections like personality, quirks and fears. As long as you fill out the default.



    • THE PLAYER



      FULL NAME:
      APPEARANCE: (Either picture or description is fine)

      BIRTHDAY & AGE: (Date at the start of the RP is July 31st, 2034)
      OCCUPATION: (Job, student, housewife, etc.)
      NATIONALITY:

      BIO: Quick summary of your character's life up till now.

    • THE CHARACTER



      USERNAME:
      APPEARANCE: (Either picture or description is fine)
      RACE: (Purely cosmetic. Has to be humanoid)
      CLASSES:
      LEVEL: 1
      EXP: 0
      CREDIT: 0

      HP:STR:5
      MP:VIT:5
      P.CRIT:INT:5
      M.CRIT:WIS:5

      RESISTANCES:
      Fire:Earth:Light:
      Water:Air:Darkness:

    • ABILITIES




      • Skill Name
        Level learned
        Skill Type
        Cost
        Skill Description


      • Skill Name
        Level learned
        Skill Type
        Cost
        Skill Description


    • EQUIPMENT



      WEAPON NAME
      Type:
      Stats:
      Description:

      ARMOUR NAME
      Type:
      Stats:
      Description:


    • Coming soon tm

    • YOU



      EXPECTATIONS: What do you expect from the RP? What do you expect from your co-players and me as a GM?
      ROMANCE: Are you (potentially) interested in having your character enter a romantic relationship or not?
      OTHER: Anything else you want to share with your fellow RP'rs about yourself?
      SIGNATURE: Write down your username here as a token you read all the rules.

    C/P-version (open)
    [tabs][tab=Player][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]THE PLAYER[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR]

    [b][font=Courier New][COLOR=#a6ff4d]FULL NAME:[/COLOR][/font][COLOR=#a6ff4d][/color][/b]
    [b][font=Courier New][COLOR=#a6ff4d]APPEARANCE:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Either picture or description is fine)

    [b][font=Courier New][COLOR=#a6ff4d]BIRTHDAY & AGE:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Date at the start of the RP is July 31st, 2034)
    [b][font=Courier New][COLOR=#a6ff4d]OCCUPATION:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Job, student, housewife, etc.)
    [b][font=Courier New][COLOR=#a6ff4d]NATIONALITY:[/COLOR][/font][COLOR=#a6ff4d][/color][/b]

    [b][font=Courier New][COLOR=#a6ff4d]BIO:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] Quick summary of your character's life up till now. [/tab]

    [tab=Character][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]THE CHARACTER[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR]

    [b][font=Courier New][COLOR=#a6ff4d]USERNAME:[/COLOR][/font][COLOR=#a6ff4d][/color][/b]
    [b][font=Courier New][COLOR=#a6ff4d]APPEARANCE:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Either picture or description is fine)
    [b][font=Courier New][COLOR=#a6ff4d]RACE:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] (Purely cosmetic. Has to be humanoid)
    [b][font=Courier New][COLOR=#a6ff4d]CLASSES:[/COLOR][/font][COLOR=#a6ff4d][/color][/b]
    [b][font=Courier New][COLOR=#a6ff4d]LEVEL:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] 1
    [b][font=Courier New][COLOR=#a6ff4d]EXP:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] 0
    [b][font=Courier New][COLOR=#a6ff4d]CREDIT:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] 0

    [table][tr][td]HP:[/td][td][/td][td]STR:[/td][td]5[/td][/tr][tr][td]MP:[/td][td][/td][td]VIT:[/td][td]5[/td][/tr][tr][td]P.CRIT:[/td][td][/td][td]INT:[/td][td]5[/td][/tr][tr][td]M.CRIT:[/td][td][/td][td]WIS:[/td][td]5[/td][/tr][/table]
    [b][font=Courier New][COLOR=#a6ff4d]RESISTANCES:[/COLOR][/font][COLOR=#a6ff4d][/color][/b] [table][tr][td]Fire:[/td][td][/td][td]Earth:[/td][td][/td][td]Light:[/td][td][/td][/tr][tr][td]Water:[/td][td][/td][td]Air:[/td][td][/td][td]Darkness:[/td][td][/td][/tr][/table][/tab]
    [tab=Abilities][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]ABILITIES[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR]

    [tabs][tab=Class 1]
    [table][tr][td][b][font=Courier New][color=#a6ff4d]Skill Name[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Level learned[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Skill Type[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Cost[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Skill Description[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][/table]
    [/tab][tab=Class 2]
    [table][tr][td][b][font=Courier New][color=#a6ff4d]Skill Name[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Level learned[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Skill Type[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Cost[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][tr][td][b][font=Courier New][color=#a6ff4d]Skill Description[/color][/font][color=#a6ff4d][/color][/b][/td][td][/td][/tr][/table]
    [/tab][/tabs][/tab]
    [TAB=Equipment][b][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]EQUIPMENT[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR][/b]

    [table][tr][td][B][font=Courier New][color=#a6ff4d]WEAPON NAME[/color][/font][/B][font=Courier New][color=#a6ff4d][/color][/font][color=#a6ff4d][/color][/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Type:[/color][/FONT][color=#a6ff4d][/COLOR] [/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Stats:[/color][/FONT][color=#a6ff4d][/COLOR][/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Description:[/color][/FONT][color=#a6ff4d][/COLOR][/td][td][/td][/tr][/table]
    [table][tr][td][B][font=Courier New][color=#a6ff4d]ARMOUR NAME[/color][/font][/B][font=Courier New][color=#a6ff4d][/color][/font][color=#a6ff4d][/color][/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Type:[/color][/FONT][color=#a6ff4d][/COLOR] [/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Stats:[/color][/FONT][color=#a6ff4d][/COLOR][/td][td][/td][/tr][tr][td][font=Courier New][color=#a6ff4d]Description:[/color][/FONT][color=#a6ff4d][/COLOR][/td][td][/td][/tr][/table]

    [/tab][TAB=Achievements][i]Coming soon[sup] tm[/sup][/i][/tab][tab=You][HR][/HR][size=200][center][font=Courier New][COLOR=#a6ff4d][u][b]YOU[/b][/u][/COLOR][/font][COLOR=#a6ff4d][/color][/center][/size][HR][/HR]

    [font=Courier New][COLOR=#a6ff4d][b]EXPECTATIONS:[/b][/COLOR][/font][COLOR=#a6ff4d][/color] What do you expect from the RP? What do you expect from your co-players and me as a GM?
    [font=Courier New][COLOR=#a6ff4d][b]ROMANCE:[/b][/COLOR][/font][COLOR=#a6ff4d][/color] Are you (potentially) interested in having your character enter a romantic relationship or not?
    [font=Courier New][COLOR=#a6ff4d][b]OTHER:[/b][/COLOR][/font][COLOR=#a6ff4d][/color] Anything else you want to share with your fellow RP'rs about yourself?
    [font=Courier New][COLOR=#a6ff4d][b]SIGNATURE:[/b][/COLOR][/font][COLOR=#a6ff4d][/color] Write down your username here as a token you read all the rules.[/tab][/tabs]




    I'll be working on my own character tomorrow, as well as possibly the stat-, exp- and achievement systems. Meanwhile, stay fresh! (and feel free to ask questions and such)
     
    #18 Kestrel, Jul 8, 2014
    Last edited: Jul 14, 2014
    • Like Like x 1
  19. I don't know when I'll get an opportunity to work on my profile, but I've got an idea for the Player.
     
  20. Character limit? I'm thinking a berserker knight (or soldier) or an elementalist cleric.
     
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