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 Post subject: Rules suggestions
PostPosted: Fri Jul 23, 2010 7:00 am 
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Crushing Hopes and Dreams Since '04
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I'll probably be working out the intro bits this weekend because I'm sure you really need something to do so if you have any suggestions throw em out here.

Maybe we can even Mod someone to run the game.

but Yeah, section is unlocked, don't spam it up. Spam will be deleted.

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 Post subject: Re: Rules suggestions
PostPosted: Fri Jul 23, 2010 5:42 pm 
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Stuff
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Until I know the first ground rules or in what direction this thing is really going to go in, I can't really think of any suggestions. This all seems far more structured than our past exploits, such as the pirate battles :shock:

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 Post subject: Re: Rules suggestions
PostPosted: Sat Jul 31, 2010 12:50 am 
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Chest Aggroer
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Having not done anything like this before, I can't really suggest any specific rules other than the common sense ones.  Like no describing Cypheron going on a murderous ramapage when he was petting a puppy in the previous scene.

I'm still fuzzy on how this is going to work.  We can't describe the other characters' reactions to our actions as that would mean taking control of other peoples' characters.

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 Post subject: Re: Rules suggestions
PostPosted: Sat Jul 31, 2010 8:45 am 
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Wardriver
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Hmmm.

The first thing we might need to do is set up a thread for characters.  Create a post for each person intending to participate.  I don't believe pictures of anything would be necessary; but if you like, more power to you.  A basic list for that post would look something like:

Name
Job/Support Job
Age
Race
A brief character description
A list of relevant skills sets, weapon proficiencies, and related knowledges you possess(Things you are capable of realting to your class and your craft of choice would be good to put here; try to keep the list of crafts your good at to a minimum, say one you do well and another that you dabble in)

At the moment, the only thing I would hate to be a jerk about is gear.  I would like to think that it wouldn't be a problem; but I know we have alot of people who put a great deal of emphasis on how much of what awesome things they can carry around at any moment in time.  Thinking realistically, you wouldn't be carrying around 5 suits of armor, 36 quivers of arrows, 10 different weapons, and enough medicines to stock a small pharmacy.  It's also not a terrible thing to consider having a static set of equipment you would always be wearing.  If nothing else, it helps the rest of us envision what you look like and are likely to be doing.  Since I'm sure this isn't a welcome thought, I figured we could compromise like so:

2x = 2-Handed Weapons and Grips, a pair of 1-Handed Weapons/Fist Weapons, or a 1-Handed Weapon and Shield
2x = Ranged Weapons (Bow, Crossbow, Gun, Instruments, or Reusable Throwing/Non-Throwing Weapon)
3x = Stacks of a single type of ammunition (Arrows, Bolts, Bullets, Shuriken, whatever); it can be reasonably presumed that you will always have these types of ammo to use in the event that you need them
3x = Pieces of headgear
2x = Neckpieces
4x = Earrings
4x = Rings
2x = Suits of Armor
2x = Pairs of Gloves
2x = Pieces of Leg Armor
2x = Pairs of Feet Armor
10x = Single doses of any medicine

If you use Ninjutsu, presume you will always have Ninja Tools; if you use Quickdraw, presume you will always have the cards that you need.  If MP can be considered renewable, there isn't alot of reason to believe you wouldn't always have the ability to use your spells as well.  If you'd like to use the fact that you need to obtain more of these things as a plot point, go for it.

I won't say that you have to write all of this out, but consider it for a guideline.  The idea is not to limit your potential as a player, but rather to give you the basis of what your character will be capable of.  I'll use myself as an example to give you the idea.


~*~*~*~*~*~*~*~*~*~*~*~*~*~

~Shinku Kaitou~
Thief/Ninja
Age: 28
Race: Hume Male
Weapon Proficiencies:Daggers, Swords, Clubs, Fist Weapons, Bows, Crossbows, Guns, Throwing Weapons
Skill Sets: Larceny, Lockpicking, Sleight of Hand, Subterfuge, Bluffing, Stealth, Alchemy, Acrobatics
Relavent Knowledges: Streetwise, Traps, Alchemy, Black Market, Trade/Merchantile

Shinku is a man of moderate appearence, but exceptional talent.  The look on his face remains almost constantly plain as he hides his eyes behind his Shaded Spectacles.  Draped in all black with a hint of gold and purple, his medium frame is subdued by his dark almost scary appearence.  But those that know Shinku will tell you a different story.  His nature is one of consideration and patience.  More often than not, he will be one of the first to come to the aid of those that can make use of his particular capacity; and during those times, you might even see him crack a smile.

~*~*~*~*~*~*~*~*~*~*~*~*~*~

You really don't need any more than that, it's just there to give everyone a brief idea of what you will be like.

Comments, concerns and otherwise?  Begin.

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 Post subject: Re: Rules suggestions
PostPosted: Mon Aug 02, 2010 5:08 pm 
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Crushing Hopes and Dreams Since '04
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Yeah I was thinking kinda D+D-ish for character stuffs. (pretty much what Shinku described...though I'm not sure gear specifics are necessary...unless you're determined to not wear the same thing all the time. I mean there is a Mog House)

Anyway, I made a liar out of me but the whole video card not worky thing kinda had me depressed and I didn't actually work on any of this over the week. Though I did say probably...and totally could have but the 800x600 screen gave me a headache if I actually stared at it too long.

Promise stuff up this weekend.

First "Cutscene" at minimum. I promise nothing glowy over Jeuno either...that crap is getting old.

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 Post subject: Re: Rules suggestions
PostPosted: Tue Aug 10, 2010 6:24 am 
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Wardriver
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Other things to consider, but would likely be optional:

A quote: Something your character would likely say.  This is a good way to get across to people what your personality is like.

A song: Essentially the same idea as a quote, but also a great way to set the mood for your particular dramatic moments in text.

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