General Game Advice!

Wednesday, March 11th, 2015 02:01 pm
emeralddarkness: (Default)
[personal profile] emeralddarkness
I am currently in the process of developing a limited-run limited-cast game based off of Tam Lin and the other old stories of Faery, focusing most heavily on the Tithe. So I have my idea, I have my plot more or less plotted out, I'm developing my npcs, I've got my world mostly figured out. What I need are things like advice on where to advertise, or what - from an ooc standpoint - every good game needs (like as far as ooc info or lists or anything), or how many events is too many and how many is not enough, or how involved should NPCs be, or where to go to look for mods or coders. Basically general behind the scenes info - the 'what I wished I'd known when I made my first game' type.

Anybody have any advice?
prospitian: (11)
[personal profile] prospitian
All RIGHT, I come not bearing any sort of pitch but instead a discussion-type prompt, by which I mean I am seeking advice! Namely: let's talk about what you think would help make an exploration-based game succeed.

More specifically, the game I've got in mind would be a jamjar based on characters exploring an open world to learn about the setting and solve mysteries involving what's brought them here and why with the end-goal of getting back home.

I figure it'll be important to make sure there are IC and OOC incentives to get up and get going—as an example, the spot characters are dumped in doesn't have any resources or population at all, so they have to start traveling so they can find food and shelter and civilization; meanwhile, players know OOC that if they can find a certain spot and complete a certain quest, characters will be able to get their powers back or get new ones if they didn't have any before.

Other than that, what do you guys think would make sure something like this succeeds? What sort of incentives and aspects would make sure characters and players stay mobile? How do you keep important plot goings-ons from dragging and holding up other people and plots?

Any thoughts or tips regarding this premise at all would be very much appreciated! Thank you!



(If this post sounds familiar to you, it's definitely because I posted the same thing in rpanons that one time, ssshhhh.)
goggledragon: (Default)
[personal profile] goggledragon
Characters are offered whatever they need to solve some urgent problem in front of them - not explicitly a wish, but it might as well be. All they have to do in return is join this entertainment program for a bit. Characters are told whatever it would take to get them to agree, but are warned not to discuss anything about their wish or the game mechanics with anyone else or they lose the right to their wish, because they've been given extra information and that's against the rules. This is a lie; it's to prevent characters from immediately discovering that they've all been told different things and thus suspecting that this is actually a trap.

Once they agree, they're transported to a giant high-tech facility that provides housing and replicators for them while they "play". The facility is completely automated and no one but them is there, but there are tons of sealed doors everywhere and a voice that gives needed instructions, so whether they're actually alone is questionable. At intervals, the characters are given a mission and transported into a game world to complete it. Missions include such things as "Fight your way through the goblin hordes to slay the goblin king", "Be the first team to deliver this big, heavy orb to a particular location in this alien city", "Retrieve the giant crystal from this cave system", and all sorts of video-gamey objectives like that. Each game has a time limit and at the end of that time, once everyone's back to the facility (with consequence-free resurrections for all who died), characters are scored. Once you get 100 points, you go home and receive your fabulous prize. Everyone can be a winner if they work at it for long enough!

First issue: Time hasn't stopped while you were away, even if you were told it would. You know that Final Battle against the Lord of Darkness that you wanted a magic sword for to slay them once and for all? That already happened. Your side lost without you there, and they think you were a coward who ran. Or for those who didn't have the fate of the world resting on their shoulders, a missing persons report was filed and everyone's been frantically looking for you all this time. Also you didn't get the prize you were promised. But that's okay, because a few days later you're called back for a Bonus Round, and if you score 100 more points you'll receive... And so on, repeating forever.

Second issue: A ways into the RP, the facility comes under attack, the black void seen out all of the windows flickers and vanishes, and the horrible truth comes to light; the facility is on the surface of a rogue planet traveling through hyperspace, from where it can pull people from other universes. The facility is being run by an AI, who's caring for its creators who are in cryo-sleep on the planet. The creators were once the rulers of this galaxy until they were overthrown, and when they rule the galaxy again this planet will be parked somewhere as their new throne world. The time limits on the games are because that's how long the planet's shields can hold up against the automated orbital weapons platforms that now orbit every planet in the galaxy just in case some stunt like this was pulled. Oh and all those games? The "goblin king" was actually the goblin queen, and now that race will go extinct because there's no one to lay new eggs. That orb the characters delivered to that alien city? A bomb that blew up their planet, and now the survivors who were in space have come for revenge against the groups of people who were so obviously eager to get their bombs placed first...

After that revelation, characters will have to deal with the situation. If they continue to fulfill the missions, then they're paving the way for a race of horrible people to rule the galaxy with an iron fist, but they'll be richly rewarded for their efforts. If they defy the AI, their lives can be made a living hell: replicators that will only make food that tastes like used gym socks, missions to worlds of acid and lava, the sound of dripping water constantly playing through every speaker in the facility, and so on. The characters have options though: the facility's computers can be hacked to access new areas and control more systems, and eventually the characters could find the control room and shut the whole place down. There are empty bio-domes where characters could plant food from the various game worlds and stymie the AI's attempts to punish them, or even just save some of the creatures from the worlds they visit. There would have to be multiple ways that characters could influence the situation, some obvious some not, otherwise this is just characters hopelessly dancing to the whims of the resident jamjar god.

Various other thoughts and issues:
- Timescale: because each "game" would take a while to thread and be possible to fail, a sliding timescale might be good - week 1 is 1:1 in the facility, week 2 is the 3 hours in the game, then switching back to 1:1 for the next week. This might be confusing for people though.
- The Facility Layout: to make gaining access to new sections of the facility something other than a random number generator and a list of rooms, it'd be best to have the whole thing mapped out, so characters can go "We can open Door #1 or Door #2 this week. Door #1 connects to a small space bordered by other rooms. Door #2 connects to a space with rooms on only two sides. I think Door #2 might lead to a whole new area." Obviously, this would be a massive amount of work upfront.
- The Games: basically one or two entirely new worlds each month. A good chance to use one-off wacky ideas, but potentially a lot of work to keep coming up with new ideas.
- Characters with useless skillsets: members of the high school swim team are probably not going to be much good in a firefight. There should be some way of granting characters new skills, such as someone spending some of their points to buy someone a skill, maybe through an implant of some kind.

The Meta RP

Friday, March 6th, 2015 11:10 am
overbringer: (Popcorn.png)
[personal profile] overbringer
A problem a lot of really niche RP ideas have is that they will look REALLY appealing to you and four of your friends, but not be able to hit that critical mass that is necessary to keep activity levels up in a full sized RP. I may have come up with a solution to this:

Let us take four hypothetical RPs. Quiet_Shivers is a horror Jamjar game about doppelgangers that are stealing people from other dimensions so they can feast on their memories. Renewable_boners is an AU Smut game set in a sci-fi world where technology is fueled by the psychic energy generated by sex. The_war is an action Jamjar RP about a bunch of gods summoning warriors from across time and space to fight a giant war against an endless army of horrifying things from another dimension. Soup_high is a lighthearted slice of life AU game set in a culinary school.

Then you make a fifth community. We shall call it Hub. Hub is an RP that has no application process for characters. It has an application process for RPs. The mods of the four games above discuss it with their players, who agree with it, then send an application to Hub, which is accepted and processed. Now, the characters in each of these games have some form of access to a new world called Hub. The actual nature of Hub could be anything. It could be the city in the center of the multiverse, built on the backs of dead gods. It could be a massive space station who's research staff toyed too much with inter-dimensional distortions. It could be a back stage area that all worlds connect to where people can rest between scenes.

The basic idea here, then, is that you can have your small niche RP idea that you and your circle is really into, but then also occasionally the characters can get to a space where they can interact with OTHER people from OTHER smaller RPs, allowing for a wider range of CR opportunities. If mods were on board with it, you might even be able to have characters jump ship or trade places. Characters can meet AU versions of themselves. Communication across RP boundaries could become canon instead of restricted to gag threads. It would, in general, open up a huge range of RP opportunities that have never before existed.
behold_the_void: (Default)
[personal profile] behold_the_void
I had an odd idea for me considering I don't actually like Survival Horror (even more odd in that I probably wouldn't join this game), but I think this out focus more on the "survival" aspect than the horror. Basically, it's a question of how do you keep panfandom characters down when many of them come from frankly stupidly overpowered canons, but still preserve the element of the character's abilities which often is a big part of what they are. This game is also something of a logistical nightmare so I don't think it's realistically viable, but it's a fun idea.

The idea here is building the core engagement around the idea of community and survival. The base setting is a world where a major cataclysm blasted civilization and turned the world into a barren wasteland. Depleted of prana, the force that empowered the world, it is a dying world.

In an effort to restore the flow of prana to the world, the last remaining scientists forge a machine to reverse the polarity of the leaving prana, bringing it back to the world. Unfortunately, it doesn't work quite as intended. The already-damaged eco-system was too fragile and it tore rifts in time and space, bringing the in the players and blasting the area around its activation apart.

Now, mechanics. Characters come in with a certain amount of prana, which is assigned a numeric value by the mods when the character comes in. Characters have access to all their abilities as per canon, however, they need to expend prana in order to do so. The rub is, the characters don't know how MUCH prana it'll cost, the mods tell them when they try to do something (although it should remain reasonably consistent). Additionally, prana will slowly drain away during the game.

The general flow of events is working together as a community to build and survive and find ways to restore prana. Because I don't like depressing going to lose scenarios, the eventual end plot would be finding a way to truly restore the flow of prana, which could then be used to return the characters to their homeworlds.

Prana can be restored in a few ways. Taking the life of another creature will cause its body to evaporate into a burst of prana, which can be collected. The amount depends on how much prana the being had stored and the strength of the being killed. Prana can also be restored in other areas, finding objects or places of importance might have prana that can be drawn out. It can also be expended to try to restore the world, creating some vegetation and growth that might be used to bring more stable prana flow. All of this is done while having to defend the community against raiders and horrific monsters that gorge themselves on prana and have mutated into abominations. Slaying them will bring prana back to the community, or can be siphoned off by a singular entity if they choose.

Basically the purpose of the RP is to build a situation that would normally emphasize the lone selfish jackass badasses but in truth needs to be resolved in a more realistic way - i.e. banding together, surviving, and working together toward a brighter future, and to emphasize the idea that all people have value.

Anyway, as stated it's an interesting idea, I can't see it being enormously viable since it'd require mod input whenever a character uses an ability, and it could very easily descend into player killing fucktardery especially since it might require permadeath. But it's an interesting

Time jumping

Wednesday, March 4th, 2015 11:47 pm
overbringer: (I win)
[personal profile] overbringer
An idea for a classic Jamjar game:

Whatever force has dragged the players to the game world is one that is temporary, and that echoes across the years. Every arbitrary unit of time, let's say 3 months, all the characters vanish, only to reappear decades later. NPC character continue life without them, so every time the characters reappear, they find the world around them drastically different as history progresses, technology advances, and fashions change.

Pros
- Players can have their characters become legends and then see their own legends grow
- Setting forever changing keeps things fresh
- NPCs could come back drastically different each cycle

Cons
- Requires lots of new infoposts each cycle
- Lots of NPC interactions would be needed to feel the full effect
- Possibly creates an atmosphere of hurrying to get things done before the next time jump that could tire or stress out players?

Questions
- How long would you make each cycle or each jump?
- What kind of setting would be mesh with this? Fantasy? Historical? Sci-fi?
- Is this a good idea?

Life on the River Tethys

Wednesday, March 4th, 2015 11:42 pm
overbringer: (Oooooh)
[personal profile] overbringer
The River Tethys

Also known as The River With Ten Thousand Names, the River Tethys gets this other nickname from the fact that is flows across ten thousand worlds. This is an estimate, as no one has ever mapped the whole thing and as it changes over time. The River Tethys is made of thousands of segments of other rivers, each of which can vary hugely in length from hundreds of miles to a few city blocks. The beginning and end of each segment is marked by some sort of gate or archway. Those who know the river's secrets (and they are such jealously guarded secrets) can sail through the gates and come out on a different segment instead of just continuing mundanely down the rest of the river on that world. River Captains of the Tethys are some of the most fabulously wealthy people alive, for they alone are able to reliably travel from one world to another, transporting people and goods across the multiverse.

There ARE other ways to travel between worlds, but they aren't reliable. Temporary portals have been known to strand people impossibly far from home, with no hope of rescue unless they can find the River.

Lucky Queen Olivia

Possibly the most famous of all known ships that ply the River Tethys, the Lucky Queen Olivia has been sailing the waters of hundreds of worlds for longer than anyone can remember. It is modeled after a steam paddle wheel ship (One of these), but is almost half a mile in length and staggeringly luxurious in design. It carries passengers of all sorts from world to world in style. It's captain, a gentleman by the name of Mark Twain, has been reduced by the cruelties of time to a brain in a jar, but he is still a powerful personality, and famous across the multiverse. His first mate is the ghost of the infamous gambler, gunman, and dentist, John Henry "Doc" Holliday, who can usually be found in the Queen's saloon, playing cards. The ship started as a regular steamship, but over the years it has been upgraded with strange technologies to deal with anything the Tethys has to offer. It can sail comfortably through lava and lightly through rivers of wind in the sky, it is armored and armed with enough weapons to chase off all but the most determined of river raiders (common in the less civilized reaches of the Tethys.), and it boasts luxury facilities of any kind the mind can imagine to entertain the weary traveler. It is most famous for it's on board stage. When people see the Queen Olivia pulling into port, the first thing that usually comes to their mind is the amazing live performances put on while the ship is in town.

Truly, there is no ship like it in all the multiverse.

The Pitch

Characters apped to this RP are people who have ended up on the Lucky Queen Olivia. They might be people who got a job on board the ship, they might be paying passengers traveling to some distant destination, they might be stowaways, they might be lost dimensional travelers, searching for a way home and working to pay their way. They might even be stuck working off a gambling debt after losing to Doc Holliday one too many times. The reasons you can be found on the Queen are many and varied, the destinations are innumerable. But as they say: The destination is not as important as the journey.

Life on the Queen is sometimes relaxing and sometimes exciting, sometimes busy and sometimes boring. There's always a million things to do to keep a ship that large in working order. A profit has to be pulled to pay for new parts. Customers have to be tempted on board. The theater troupe is always working on some new show for the next port.

Passengers, of course, have less they need to do, but there's always some kind of event going on to keep people from getting bored. And if that's not your cup of tea, there's also the forever changing landscape of the River Tethy's shores floating by. One day there might be an idyllic country side of farmers and peasant, the next an infinite expanse of clouds as the Queen soars through a river of wind on the gas giant, the next obsidian spires rising from a river of magma as demons torment damned souls in the distance.

Each port the ship stops at is an opportunity to experience some new world. Marketplaces selling bottled storms, castles made of clouds, dark factory cities of oppressed slaves, gladiatorial arenas...The only thing you can rely on when coming to a new world on the Tethys is that it won't be like the last one.

Conclusion
The Lucky Queen offers a life of relaxing travel, punctuated by light adventure. The tone would be kept light, with problems being solved as often by violence as they are by elaborate plans involving disguises and secret passages, or even by talent shows, battles of the bands, or other more ridiculous methods.

March 2015

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