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Post by Zylaa on Nov 28, 2007 22:19:03 GMT -5
>_> *guilty* Yes... minimum wordcount would be better than maximum...
As for plot ideas, why don't we start tossing them off on this thread? That way we get some really rough idea of what's going on. Perhaps this is just because I'm a pirate, but I like the idea of some mysterious treasure showing up somewhere. That way people get to be greedy and morally ambiguous. And if the treasure is cursed, that's extra fun. ^_^
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Post by zarikrahia on Nov 28, 2007 23:38:13 GMT -5
I hate to say this (sorry to all my spacelfeet friends up thataway *points up vaguely*), but Spacefleet have been planning for a good while now. Shino clearly indicated us in his ending so we have some plans involving plants, and a set-up between guilds. And I have a bit of personal back story to fuel this. Since most of the other guilds appartently have no idea the station exists.
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Post by Kengplant on Nov 28, 2007 23:47:03 GMT -5
Yeah, there were a few problems with a few people doing too much at one time. There should probably be some sort of restriction, but only one post a day would be too strict, in my opinion. Especially in the occasional case where circumstances don't really allow much more than a one-line post (without godmoding or something). So, perhaps a maximum combined wordcount for the day? I'm thinking something close to 1,000 words per day, give or take a few hundred. Perhaps it could be more flexible for plot-exposition posts. And I agree with Keng. There should be some set plot, especially at the begining, but after that people will want to interact (semi-)realistically, throw their own ideas in, and otherwise be able to do what they want. I'm sure there are many writers here that have written a story with an end in mind, come up with another cool idea partway into writing, and then with the new plotline the originally conceived end would be impossible (or at least really difficult). And it would be even harder to get a set end with so many people together in one game. And again, one of the funnest parts of roleplaying is interactivity and flexibility. So... yeah. The odd thing is that in the first GW, what I saw was that the longer posts carried the roleplay along, and the shorter posts didn't really add anything. I mean, they contributed and all, but it was the long posts which really set the plot and settings and determined the ending. It could just be me, but I'd have suggested a -minimum- limit, not a maximum. XDDDD There are times when I really hate word minimums. Specifically conversations. There are times when there really isin't much to be said other than "Yes sir!" So while I can say that you have a point with plot movement and stuff, none of these 'rules' we come up with should be too strongly enforced. If someone starts getting carried away we give them a little "please slow down", if someone isin't contributing much to the story line, well, not everyone is a master roleplayer and we need to allow for the new people and it's the job of those more experianced to try to find them an opening. On that note, don't expect to much to be accomodated for, everyone has to make the effort to insert their character into the RP if they expect to do anything. How about at the beggining of the RP we have a guideline/tips for how to contribute? Some of us found methods that were very successful that could help other find their place in this gong show of an RP. Things like plotting over PMs, how to write yourself back in after an abscence, how to keep up, etc. Though if we do have one rule that we want to put in strict place that's nion changeable it should be this: absolutely no third party villan of ultimate evil. This means a group that we all have to face that's NOT one of the guilds. This does not mean we can't have secondary character(s), just that we are fighting amongst ourselves (almost) entirely. There might be the odd intruding group that's a temporary obstacle, but they are not the ultimate antagonist of the RP. In the last guild wars the shadow council was necessary for stuff to start happening and they were fun to fight in their own way, but I want a war between the guilds this time.
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Post by Goosh on Nov 29, 2007 8:02:42 GMT -5
The odd thing is that in the first GW, what I saw was that the longer posts carried the roleplay along, and the shorter posts didn't really add anything. I mean, they contributed and all, but it was the long posts which really set the plot and settings and determined the ending. It could just be me, but I'd have suggested a -minimum- limit, not a maximum. XDDDD There are times when I really hate word minimums. Specifically conversations. There are times when there really isin't much to be said other than "Yes sir!" So while I can say that you have a point with plot movement and stuff, none of these 'rules' we come up with should be too strongly enforced. If someone starts getting carried away we give them a little "please slow down", if someone isin't contributing much to the story line, well, not everyone is a master roleplayer and we need to allow for the new people and it's the job of those more experianced to try to find them an opening. On that note, don't expect to much to be accomodated for, everyone has to make the effort to insert their character into the RP if they expect to do anything. How about at the beggining of the RP we have a guideline/tips for how to contribute? Some of us found methods that were very successful that could help other find their place in this gong show of an RP. Things like plotting over PMs, how to write yourself back in after an abscence, how to keep up, etc. Though if we do have one rule that we want to put in strict place that's nion changeable it should be this: absolutely no third party villan of ultimate evil. This means a group that we all have to face that's NOT one of the guilds. This does not mean we can't have secondary character(s), just that we are fighting amongst ourselves (almost) entirely. There might be the odd intruding group that's a temporary obstacle, but they are not the ultimate antagonist of the RP. In the last guild wars the shadow council was necessary for stuff to start happening and they were fun to fight in their own way, but I want a war between the guilds this time. Hence the name? In my opinion, I would prefer rough guidelines over set rules. I like PFA's idea of waiting 2-3 posts before posting again. Word and post limits may be tricky in some situations, such as two characters fighting or having a conversation, wherein each must wait for the other to post, and then back and forth. So, yes, I would definitely prefer just recommended tips that don't have to be ironclad. As for the plot....I've got nothing. xD I've been brainstorming, but I can't find reasons to turn the guilds against each other....UNLESS SOMEONE BURNS THE WHITE WEEWOO. 'Cause that would be plot initiating, wouldn't it? All the pirates would be mentally scarred. Um, Crystal, don't actually do that, okay? >.>I currently stand as pirate and maybe-a-mage. Meaning I've asked for entry into the Manor, but the thread's been dead for a while. D:
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Post by fuzzbucket on Nov 29, 2007 13:16:17 GMT -5
Seems to me that most rping threads in the guilds are dead. At least the Mages, and the Knights... XP
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Post by Omni on Nov 29, 2007 13:40:31 GMT -5
The odd thing is that in the first GW, what I saw was that the longer posts carried the roleplay along, and the shorter posts didn't really add anything. I mean, they contributed and all, but it was the long posts which really set the plot and settings and determined the ending. It could just be me, but I'd have suggested a -minimum- limit, not a maximum. XDDDD There are times when I really hate word minimums. Specifically conversations. There are times when there really isin't much to be said other than "Yes sir!" I completely agree. Like I said before, sometimes you need to have something, but you can't do much more than a few lines. IF I were to have a minimum word limit, I'd have it pretty low, say 25-75 words. The main reason I suggested a maximum was to allow some slack for the few-actions posts, though now I'm thinking that if there was a maximum, it should be loose and per post instead of per day. Yeah, the best suggestion so far for post limits is probably PFA's 'wait 2-3 posts before posting again' one. Though we could possibly do something like a 'no more than 6 posts by the same two people in a row' guideline. Though if we do have one rule that we want to put in strict place that's nion changeable it should be this: absolutely no third party villan of ultimate evil. This means a group that we all have to face that's NOT one of the guilds. This does not mean we can't have secondary character(s), just that we are fighting amongst ourselves (almost) entirely. There might be the odd intruding group that's a temporary obstacle, but they are not the ultimate antagonist of the RP. In the last guild wars the shadow council was necessary for stuff to start happening and they were fun to fight in their own way, but I want a war between the guilds this time. That's a good point/idea. If there's to be a main villainous group or two, it should be one or two guilds. And it would be nice if we could have a Guild Wars that's actually a war this time. As for planning, I think Ikkin has also been making some plans, and I heard Rider might be, too. We'll probably have more than enough plans altogether to get a war going. Though a few random smaller-plots (like a mysterious treasure) would be fun.
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Post by Kengplant on Nov 29, 2007 13:48:26 GMT -5
I do like the wait 2-3 posts rule. Gives more of a chance for other people in the room to react to the situation. Once again with maybe a few acceptions here and there. We can always change it if we discover it's too inhibiting.
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Post by Deleted on Nov 29, 2007 17:43:27 GMT -5
Okay, so we want guidelines, but not set rules. It makes sense to me, too, because that way we can have freedom and spontaneity while still having some codes of conduct to make it easier on everybody involved. Further, since all situations are different, some rules might actually bring the roleplay to an end just by trying to prevent exactly that. Thus far, I think we've got the following: - Try to allow at least two or three posts to pass before posting again
- Try to keep your posts of a reasonable length (~250-1000 words); too many long posts makes it hard for others to follow, and too many short posts do little to advance the story.
- Try to (1) add something to the story and/or (2) advance the plot in every post.
Feedback, anyone? As for plot ideas, we need something concrete to start with, a foundation upon which the rest can build up from. If each individual guild wanted to discuss among themselves a storyline to add to the mix alongside the main plot (such as the pirate's cursed treasure, or whatever the Spacefleet is planning), so be it: It would only add more to the reolplay. Consider scenario A, in which we start with just a foundation: Guilds war, there's twists and turns, they keep fighting till it ends. It's still a great roleplay, but it's very straight forward. Now consider scenario B, in which each army brings their own goods along with them: Guilds begin fighting, there's a lot more twists and turns, they keep fighting till it ends. Indeed, they are similar, and the enjoyment of one is likely to rival the other just the same, but the second scenario sounds much more exciting to me. XD For an initiating element (supposing we do a potluck-style roleplay, that is), why don't we start with something simple, like the iconic Pirates vs. Ninja war? The Mages and Knights seem to be allies for the most part, but what happens if, in trying to stop the PvN war, they begin warring themselves? Like, the Mages might want to try using magic to stop the P&N from fighting, whereas the Knights want something more just and noble, like peace talks. From here, we have a basic conflict into which the other scenarios could fall into. Further, if each guild fighting against the others is too complex, the Pirates and Mages/Knights and the Ninjas and Knights/Mages could team up to become two armies (though the latter members' want for peace might make the former members not want to join them), while Spacefleet just falls out of the sky (literally or figuratively--either would work). Since they're foreign to other guilds (and may or may not be peaceful), this would certainly drive the story forwards, perhaps even initiating the aforementioned allegiances to form. From here, what else is needed if an ultimate resolution is what every party is aiming for? Once we have conflict, won't the rest come naturally to follow? Again, anyone for feedback? EDITED - to fix an adverb.
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Post by fuzzbucket on Nov 29, 2007 21:10:16 GMT -5
Sounds fine to me! ;D Just one question though... I have heard a good bit about people's characters dying, and I would like to know what that means. Do they die and you can never rp with them again, or does it mean they are disqualified?
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Post by Salah~ on Nov 29, 2007 21:18:22 GMT -5
Sounds fine to me! ;D Just one question though... I have heard a good bit about people's characters dying, and I would like to know what that means. Do they die and you can never rp with them again, or does it mean they are disqualified? First off, don't worry about your character dying, since killing a character without permission goes against pretty much any set of roleplay rules in existence. In the Guild Wars roleplay, some people chose to have their characters die and leave the roleplay, while others had their characters killed and brought back to life later (that happens quite a lot in this forum.)
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Post by zarikrahia on Nov 29, 2007 23:11:32 GMT -5
Well, lets just say that Spacefleet has plans to ensure that the guilds are fighting one another rather than one common enemy.
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Post by Zylaa on Nov 30, 2007 0:09:30 GMT -5
I'm very interested in seeing these Spacefleet plans that have been vaguely hinted at for so long. (By seeing, I mean having a plot based off them, not that I want to know them now- I trust you all to come up with something suitably evil/chaotic/cool as a plot).
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Post by Kengplant on Nov 30, 2007 0:35:53 GMT -5
Well, something I'd like to mention about Spacefleet: Spacefleet was created to protect NTWFopia or w/e we're calling it, (I say National Terrestrial World Federation or something less abstract than a forum... Or perhaps the planet of Entwef, anyways...) from outside invasion. We, or at least I, think of us as a military police force. On the side we are also a center of scientific study and advancements. We have a few planet side outposts including a spaceport in Tabloid Town. That is to say we concern ourselves with law enforcement planet side as well, though not usually to the same degree as we do in space. Those aliens keep us pretty busy not to mention the local thugs of our civilian moon colonies/communities.
As for where to start, the classic pirate/ninja sounds like a good place. Maybe the dispute accidentally encroaches into the territories of other guilds thereby dragging them into the mix. Or a pirate/ninja takes refuge in one of the other guilds after committing a more serious than usual offense (possibly framed) against the opposing faction and demand from the guild harboring them to turn over the culprit which they do not. (sticking with the original 4 guilds right now) the guild of the harbored refugee teams up with the protectors to fend off the guild demanding for the person to be turned over. Then, the guild demanding the refugee calls in the help of another guild to arrest the offender. Thus, war begins.
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Post by Deleted on Nov 30, 2007 2:32:49 GMT -5
Well, lets just say that Spacefleet has plans to ensure that the guilds are fighting one another rather than one common enemy. The problem I see with this is that, until the Spacefleet starts the war, it's just a normal day in the lives of everyone else, because they know nothing yet of Spacefleet. Which is why I think a classic Pirate vs. Ninja war is a good conflict to start with, as (since it's pretty much foreverly ongoing), logic could entail it could be set aside temporarily while the guilds fight against a larger foe and, inevitably, among themselves. And, on the subject of NTWF, I pronounce it Ayn-toof, making the "e" a long "a" (like in Latin) and reading the "w" as "oo" (as in Gaelic, I believe). I'd spell it Entwf, though N'twf is most visually pleasing, I believe.
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Post by zarikrahia on Nov 30, 2007 13:18:45 GMT -5
I pronounce NTWF Antiwahf if in a hurry, and Enteedubyueff if not.
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