Hidden 7 yrs ago Post by SnowLeopard
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I find this interesting.
Hidden 7 yrs ago Post by Gowi
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Umm, question. What's preventing players from turning the entire game into EvE Online and all the clusterfuck of IRL relations that implies?

Could you elaborate? I need to specifically understand what you mean here.
Hidden 7 yrs ago Post by Rin
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<Snipped quote by Rin>
I’d be glad to have you, if you can commit to your promises! We haven’t RPed together in like three years!


Things just seem to keep getting in the way, yeah. D: Hopefully this time will work out though.

...Also my gosh that's a lot of discussion I had to skim through. XD
Hidden 7 yrs ago 7 yrs ago Post by Shoryu Magami
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@Gowi
Well... I've got the very basic groundwork of a character in mind -- something I already told you over Skype. Like I also mentioned though, @Ailyn Evensen is technically more the .hack person than I am, since she's actually role-played on a forum based around it and has actually played the games.

I honestly don't recognize the names of any of the franchises you mentioned in the opening post apart from .hack (which I've only seen small parts of and most of my experience with comes from getting spoilers), but I understand the premise of these sorts of settings well enough and I like the sound of the spin you've given it - to make it stand out more - since I'm a big fan of concepts that centre around 'consciousness' and I use such concepts all the time in my own work.

I'm not entirely sure how I feel about this 'guild' concept that I've skimmed across a few times, since I usually play characters who are solo experts by nature -- I'm not the type of person who has a problem working in a team but unless my character creates a party themselves and leads it they usually don't work with others until they find their 'true companions' (if you're familiar with this trope) per se. If I developed enough interest in taking part in the game I could probably work around it though, since role-playing obviously means I could do something outside my own norm -- assuming I even have enough time to get involved.

Haven't exactly had time to read over all the discussions yet, and I don't know whether this character idea in my mind will end up developing beyond the groundwork phase and become something I'd actually like to role-play with (like the two other characters I've made for this site so far have managed to), but I'll keep an eye on this when time's available to me. I might have a few questions, but I figured I'd save them until you've got more of the official thoughts on this setting deciding on -- unless you'd prefer I bring them up here for everyone, that is (it's entirely possible someone has already asked and I haven't seen it).
Hidden 7 yrs ago Post by Savo
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As much as I like this roleplay and wish to join it, there are a few things that are really troubling to me, especially a few of the mechanics of this roleplay. One of these mechanics is the leveling system. While I did see the discussion on the previous page, it still didn't feel too right to me. So here is my thoughts on this whole process.

Hidden 7 yrs ago Post by Gowi
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to get better you have to hunt for achievements.
Savo

To get better you have to gather experience. This whole β€œachievement hunting” rhetoric is really nonsensical.

Why go through with this whole system?
Savo

Because I want to?

Essentially every GM has the choice of how to make the framework of their game, and with something roughly based on a MMO concept this becomes much more important. I wanted to go with something different than the other options, and I believe individuals like @NarcissisticPotato understand the general idea quite well. I will say this though, you are trying to deconstruct and criticize the system at every basic levelβ€” every loophole, or off-worded comment and it sets a worrying precedent. The focus should be on the characters rather than making sure a mechanic is 100% perfect. That won’t happen. You could easily criticize a normal levelling system with the basic attribute framework, but none of us did that with the previous interest check. We took the basic concept as fine enough and got to work on ideas for characterization.

Anything can be used as a weapon y'know. A player could make a trap, lure a bunch of monsters into it, and blam, 100 monsters down. Their trap is their weapon and the only effort they put forth is constructing the trap, luring the monsters, and they are finished. However, you might denote this as almost unrealistic.

If that won't work, what's stopping them from building a catapult or ballista? With that machine, construct, launch, kill enemies, profit, boom, 100 enemies flat out finished.
Savo

This is one of my central points in the central paragraphβ€” you are trying to look for loopholes. In tabletop circles this would be known as β€œrule lawyering” and it is extremely frustrating to those running the game to run into this. β€œWhat if…” is tiringβ€” and not all that constructive by my view.

So I'm going to think since there are probably dungeons in this, you can most likely party up. What's keeping someone from weakening a monster significantly and then letting their friend put out the final blow, effectively crediting them with slaying 100 monsters. How are they even better at slaying monsters? All they just did was let their friend beat it up until it was significantly weakened before landing the final blow.
Savo

The flaw with this presumption is you are assuming that neither individuals will be credited for joint effortsβ€” a traditional party system shares experience, so I’m not quite sure why you think that suddenly everyone is on their own even if they work cohesively with a party demographic.

With enough time and effort (a long time and effort, mind you xP) you could effectively turn your character into a jack of the all trades, master of all.
Savo

Which would be a non-issue for the RP.

Hidden 7 yrs ago 7 yrs ago Post by Shoryu Magami
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I still haven't read over the entire thread extensively - nor the OP - yet, but I'm noticing a few misconceptions coming up here and there with some of the thoughts people are introducing to the discussion. Putting aside my own dilemma mentioned previously (the one regarding the 'guild' system), I'm going to express my opinion about some of the comments people seem to be making.

Aren't some people jumping to conclusions just a little bit too quickly here with all these criticisms about the levelling/achievement mechanics? If this role-play is meant to be inspired by MMORPG-based franchises, it sort of only make sense that these sorts of mechanics would exist in the background for the purpose of maintaining the right aesthetic sense; however, some people seem to be missing a very crucial detail -- that doesn't mean that these mechanics are going to take priority over the role-play and storytelling itself.

I'll be perfectly frank... I hate role-plays that allow RPG mechanics - like statistics or dice - to take over the narrative and get in the way of the role-play being what it's fundamentally supposed to be -- a story. With that said, did it actually occur to people that @Gowi more than likely didn't intend to let these mechanics interfere with the narrative itself, and that they were possibly put into this role-play simply in order to make the setting accurate? .hack anime series are based off a world that includes stats, levels, dungeons, items, et cetera, but do you actually ever see these things taking priority over the storyline? I don't think so. The sole purpose of these elements is to set the groundwork for the world in question -- if you're a fan of MMORPG role-plays, you'd think that's something you'd appreciate.

With this in mind - rather than simply criticize the idea - I think people should be focusing more on discussing how these mechanics can be implemented in a way that doesn't become invasive to the role-playing. Obviously, this is meant to be a discussion thread, but what's the point of deconstructing an idea if you're not going to reconstruct it with positive input or suggestions? If you don't want to take part in the role-play but have nothing constructive to say, why even bother commenting? He did say this was all open to discussion, so things aren't technically set in stone yet.

Who says the achievement mechanics are actually going to do anything but be part of the setting's background? Was this confirmed?
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Hidden 7 yrs ago 7 yrs ago Post by Thecrash20
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I still haven't read over the entire thread extensively - nor the OP - yet, but I'm noticing a few misconceptions coming up here and there with some of the thoughts people are introducing to the discussion. Putting aside my own dilemma mentioned previously (the one regarding the 'guild' system), I'm going to express my opinion about some of the comments people seem to be making. I assume this was hear to make adjustments to the Rp background before we play, but whats the point if we don't change anything.

Aren't some people jumping to conclusions just a little bit too quickly here with all these criticisms about the levelling/achievement mechanics? If this role-play is meant to be inspired by MMORPG-based franchises, it sort of only make sense that these sorts of mechanics would exist in the background for the purpose of maintaining the right aesthetic sense; however, some people seem to be missing a very crucial detail -- that doesn't mean that these mechanics are going to take priority over the role-play and storytelling itself.

I'll be perfectly frank... I hate role-plays that allow RPG mechanics - like statistics or dice - to take over the narrative and get in the way of the role-play being what it's fundamentally supposed to be -- a story. With that said, did it actually occur to people that @Gowi more than likely didn't intend to let these mechanics interfere with the narrative itself, and that they were possibly put into this role-play simply in order to make the setting accurate? .hack anime series are based off a world that includes stats, levels, dungeons, items, et cetera, but do you actually ever see these things taking priority over the storyline? I don't think so. The sole purpose of these elements is to set the groundwork for the world in question -- if you're a fan of MMORPG role-plays, you'd think that's something you'd appreciate.

With this in mind - rather than simply criticize the idea - I think people should be focusing more on discussing how these mechanics can be implemented in a way that doesn't become invasive to the role-playing. Obviously, this is meant to be a discussion thread, but what's the point of deconstructing an idea if you're not going to reconstruct it with positive input or suggestions? If you don't want to take part in the role-play but have nothing constructive to say, why even bother commenting? He did say this was all open to discussion, so things aren't technically set in stone yet.

Who says the achievement mechanics are actually going to do anything but be part of the setting's background? Was this confirmed?


I agree alot of jumping the gun here, but it seems that every single person is confused so why not change it, explain it better in the OP, or get rid of it all together? From what I gathered altogether it actually is just fluff to explain the function in the game, not actually a part of the RPing(unless we use it to justify why chars are doing certain things which means its still just fluff).

Im still would like us to not start from the very beginning and just be mid level players so that those benchmarks and stuff don't become to prominent and leveling up/grinding isn't a thing we are always basing are posts about.
Hidden 7 yrs ago Post by NarcissisticPotato
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@Savo
As others pointed out, the levelling system doesn't even matter. Hell, Jabbers didn't even point out his levelling system, he just mentioned skills and skill points or something along those lines. So, very possibly, Jabbers could have had a levelling system that was similar if not the same as the levelling system in this.

What I'm trying to say is if you try and find all the negatives, you won't see this for what it is - a decent chance at reviving the old interest check. Unless Jabbers comes back, which is unlikely, this is all we really have left. At least give it a chance!
Hidden 7 yrs ago 7 yrs ago Post by Shoryu Magami
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I agree alot of jumping the gun here, but it seems that every single person is confused so why not change it, explain it better in the OP, or get rid of it all together? From what I gathered altogether it actually is just fluff to explain the function in the game, not actually a part of the RPing(unless we use it to justify why chars are doing certain things which means its still just fluff).

Im still would like us to not start from the very beginning and just be mid level players so that those benchmarks and stuff don't become to prominent and leveling up/grinding isn't a thing we are always basing are posts about.

I don't think anyone is going to argue that writing posts about doing nothing but grinding would be boring (I could be wrong here, so anyone who takes offense is free to voice an opinion), but I also don't think it's an inevitable problem that could result from the system. If the priority is the storyline and role-play, a character could be grinding in the background and become stronger without you needing to see how it happened -- exactly like how an anime or video game might present it.

Honestly, I don't think calling setting details 'fluff' is doing justice to what's being presented here -- I'm an extremely detailed writer by nature, and I quite often judge the quality of a writer - or role-player - by how extensive and fleshed out their world is or their characters are. You might call it 'fluff', but I call it making the setting immersive and alive. If you happen to dislike the content in question, that's a matter of personal preference towards the concept. If it's 'fluff' to add additional background information, then it's 'fluff' to write a backstory for a world if that backstory never ends up bring brought up directly in the narrative -- many writers do this.

That being said, obviously the OP should emphasize how significant to the role-play these elements are.
Hidden 7 yrs ago 7 yrs ago Post by Thecrash20
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<Snipped quote by Thecrash20>
I don't think anyone is going to argue that writing posts about doing nothing but grinding would be boring (I could be wrong here, so anyone who takes offense is free to voice an opinion), but I also don't think it's an inevitable problem that could result from the system. If the priority is the storyline and role-play, a character could be grinding in the background and become stronger without you needing to see how it happened -- exactly like how an anime or video game might present it.

Honestly, I don't think calling setting details 'fluff' is doing justice to what's being presented here -- I'm an extremely detailed writer by nature, and I quite often judge the quality of a writer - or role-player - by how extensive and fleshed out their world is or their characters are. You might call it 'fluff', but I call it making the setting immersive and alive. If you happen to dislike the content in question, that's a matter of personal preference towards the concept. If it's 'fluff' to add additional background information, then it's 'fluff' to write a backstory for a world if that backstory never ends up bring brought up directly in the narrative -- many writers do this.

That being said, obviously the OP should emphasize how significant to the role-play these elements are.


But that's exactly what fluff is.

Fluff (or Lore if you want to be more polite and less demeaning) is gamer slang for the histories and colorful descriptions used for a game or game setting that have no mechanical effect on the game's rules. It is the opposite of Crunch.

It's really slang. I didn't mean any disrespect by using it. Even though technically its demeaning. Whoops...

Still doesn't change my point. It's more for the background and setting then actually a game mechanic.
Hidden 7 yrs ago 7 yrs ago Post by Ailyn Evensen
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Fluff (or Lore if you want to be more polite and less demeaning) is gamer slang for the histories and colorful descriptions used for a game or game setting that have no mechanical effect on the game's rules.

I'm guessing fluff is gamer slang for people who love games like CoD or the likes that have zero plot or captivating story?

My overall point to no one in particular is:
I thought a story was to be written here?

Hidden 7 yrs ago 7 yrs ago Post by Shoryu Magami
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@Thecrash20

But that's exactly what fluff is.

Fluff (or Lore if you want to be more polite and less demeaning) is gamer slang for the histories and colorful descriptions used for a game or game setting that have no mechanical effect on the game's rules. It is the opposite of Crunch.

It's really slang. I didn't mean any disrespect by using it. Even though technically its demeaning. Whoops...
Thecrash20

This is why people picking their words carefully is very important. I'm not a tactful person by nature, but I feel I get my accurate point across.

Still doesn't change my point. It's more for the background and setting then actually a game mechanic.
Thecrash20

Indeed it is, and I encourage people to include as much lore as possible. Think of it this way -- a skilled role-player would actually take that lore and use it as the basis for some of their character's posts. Perhaps your character just returned from a quest and gained a new achievement? That's not a bad thing to have the character reflecting on internally during the opening of your post, and if the GM hadn't specified that detail about the world then I'd need to ask him if such a concept existed before writing about it. The finer things are in the details.
Hidden 7 yrs ago 7 yrs ago Post by Gowi
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I agree alot of jumping the gun here, but it seems that every single person is confused so why not change it, explain it better in the OP, or get rid of it all together? From what I gathered altogether it actually is just fluff to explain the function in the game, not actually a part of the RPing(unless we use it to justify why chars are doing certain things which means its still just fluff).

Im still would like us to not start from the very beginning and just be mid level players so that those benchmarks and stuff don't become to prominent and leveling up/grinding isn't a thing we are always basing are posts about.

These are points that I appreciate and wantedβ€” if I change it, I have an idea on how to make it work, but it’s something that I’ll cross only if this is continuously an issue. What is the general consensus on it overall though outside of Savo and Rune’s criticisms of it? Is it a unique system, do I need to phrase the description of it in the OP better, is it not worth arguments, and so on. I need to know things if I’m going to get this cohesively done.

I think not starting as an introductory level would be sensible, yes.

As for the points on fluff, well let me redirect you to a certain quote by a guy who made chairs for a living.

β€œThe details are not the design. They make the design.”
- Charles Eames
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Hidden 7 yrs ago Post by Shoryu Magami
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β€œThe details are not the design. They make the design.”
- Charles Eames

I've never heard that quote before... Nice.
Hidden 7 yrs ago 7 yrs ago Post by Thecrash20
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<Snipped quote by Thecrash20>
I'm guessing fluff is gamer slang for people who love games like CoD or the likes that have zero plot or captivating story?

My overall point to no one in particular is:
I thought a story was to be written here?


Actually its slang made by salty vet Warhammer 40k players(such as myself back in the good 'ole days) cause all that good shit about Space Marines moving so fast they dodge bullets wont save your models from being roflstomped by my Hive Tyrant. I took the quote straight from 1d4chan, a satire wiki for 40k and Role playing games in general. Not surprised no one here has heard the term or its meaning before. Now on to the more important topic at hand. Dude the Cod 4 remake is lit. Tried it yet?
Hidden 7 yrs ago Post by MissCapnCrunch
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Interested, if you'll have me :)
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Hidden 7 yrs ago Post by NarcissisticPotato
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@Thecrash20
I would but it would mean buying Infinite Warfare as well! ;-; I don't want to waste my money on that stuff!

@MissCapnCrunch
Shhhh, I'll let you in the back entrance Capn!
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Hidden 7 yrs ago Post by Gowi
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Interested, if you'll have me :)

Pssssh, You’re always welcome in my RP’s.
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Hidden 7 yrs ago 7 yrs ago Post by Shoryu Magami
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I'm guessing fluff is gamer slang for people who love games like CoD or the likes that have zero plot or captivating story?

My overall point to no one in particular is:
I thought a story was to be written here?

Actually its slang made by salty vet Warhammer 40k players(such as myself back in the good 'ole days) cause all that good shit about Space Marines moving so fast they dodge bullets wont save your models from being roflstomped by my Hive Tyrant. I took the quote straight from 1d4chan, a satire wiki for 40k and Role playing games in general. Not surprised no one here has heard the term or its meaning before. Now on to the more important topic at hand. Dude the Cod 4 remake is lit. Tried it yet?

This is the reason why I keep warning people about not using slang if they're not certain the other side knows the meaning behind it -- all it does is ends up creating needless misconceptions and bickering. I really don't care about all this urban language at all, and it's hardly my fault if I don't understand it.

With that said, Ailyn (my fiancΓ©, just for the record -- we actually know each other) and myself have no interest in CoD whatsoever, from a gameplay perspective or from a plot perspective. I don't need to try the game -- a ten minute look on Wikipedia would likely be all it takes to have an idea of what the storyline entails, but I honestly don't have enough interest to go and look it up. There's nothing wrong with people liking the series, but me and her simply don't consider it storytelling. I don't have any interest in Warhammer either -- this doesn't mean there's a problem with you liking it.

Nevertheless, the main point stands that depth of setting is often more important than the role-play itself, since the details are the foundation from which the storyline is based off.
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