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    1. Natsucooldude 8 yrs ago

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8 yrs ago
Current 2 more days and I will return to full availability
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8 yrs ago
I will be gone for a week.
8 yrs ago
Roleplaying involves a commitment to others. And if you cannot keep that commitment I'd ask you to be honest with youself and just say so. It's by far the least painful way of leaving an rp.
8 yrs ago
I'm back in business baby
8 yrs ago
I will be gone for the following week. Posts are possible, but one should not count on it.

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And thus, another one of metal's attempts dies unceremoniously.
I'm quite interested in a secondary european power. Those on the discord chat will probably guess which one.
I had the idea of perhaps a group of four or so banding together and winning the game. I was going to have additional M.A.D or M.E.L.D be rewarded with each death, but with out the elimination requirement the entire group might simply work together, and kill off any of the NPC or Arena threats. This will need to be altered, and I am open to ideas :)


What you need to consider here is that humans will generally band together in the face of danger. Sure, there will be a lone wolf or two, but in a survival situation, such characters would realistically be the first to die. If you want to bring a sense of conflict in the story without outright forcing the characters to kill each other you should bring in a different stake right at the start of the story. Off the top of my head, putting the tournament on a time limit wherein all contestants die if it runs out would be a good way to add tension to the story as a whole. It would drive characters to do reckless things that they would otherwise not even consider just to shave a few hours off of a task. It can also lead to conflict wihin the group as the ever enchroaching end of the time limit drives people to ever more reckless actions, possibly endangering or even leading to the deaths of other characters or themselves.

The supernatural abilities are rolled at random, so someone can't pick what they want. But the limitations would indeed need to be stated along with the power reveal once they have rolled. I was thinking each ability would have a simple statement as how it could be used. Example: You gain the ability to launch a fireball up to 10 feet doing (x) damage, however you take (x) damage of cold due to the exertion. Let me know what you think about that and how it could be tweaked.


Your example uses quite a lot of absolute rules. This can work in a tabletop game, but, speaking from personal experience, this manner of rules mostly works to stifly more freeform manners of roleplaying such as what this seems intended to be. Using this example you would either need hard rules to state how far a character can move in a given 'turn' or else constantly require people to keep track of their exact location. The former brings an even larger rules load with it and the latter just doesn't sound fun at all if you ask me. Hard rules in a freeform roleplay should follow a less is more philosophy

As an example, let's take this fireball ability. Instead of a D&Dlike exact measurement of damage and range, I'd go with rules more open to the varied and often unpredictable situations freeform roleplaying brings. This will require an attentive GM, but would allow for much more real roleplaying. Let's say mike the fireballman wants to shoot a fireball at luke the victim for whatever reason. Mike would describe his aiming, whether he's anticipating dodging action from luke and leading accordingly, and perhaps even reason away potential manners of cover. The one targeted with an attack would then descirbe the measures they take ot defend themselves and possibly how they set up for a counterattack. After both parties have given their side of the scene, the attack is rolled by the attacker. The difficulty of the roll is determined by the GM based on the offenseive and defensive actions of both players taken, with the average result of whatever denomination of dice being thrown being the standard difficulty. Depending on how lethal you want combat to be you could also make hitting a target more or less likely on average by lowering the base difficulty of the roll.

Lastly I do understand and agree with you about the system itself. I didn't want to leave it to pure writing, because inevitably with all PvP there is one writer whos attacks are always "I hit him in the face", instead of "I aim for his face". However the dice rolls are all that are really needed.


Of course, the system as I just described assumes players would somewhat behave themselves, but it also empowers the GM as the ultimate arbiter of how these things go.
The Tl;Dr sounds interesting but looking deeper, I found some hangups.

Firstly, if there's no reason for players to kill each other in this death game there isn't much moral ambiguity to that conflict. The hunger games made it clear only one would survive in the end, which cast a seed of distrust between the contestants which drives quite a bit of the conflict.

I am therefore asking why this core element of the concept has been seemingly removed.

Secondly, the supernatural abilities. This is me advocating caution. Make clear limits what these supernatural abilities can and cannot do. Otherwise you make it very easy for people to make undefeatable mary sues.

Lastly, I would advise simply using dice rolls to resolve combat instead of using a clear cut system like D20. The system has its strengths. Players fighting each other is not one of these strengths.

My regards and hope we can make something good

Eugh, no,that smells like baby juices too much... and I don't mean the good kind of baby juice.

Highly specific acts involving a car battery, a dancing bear and a giraffe on a unicycle?
Alright, So I'll be honest. I astronomically underestimated the workload associated with running this roleplay. I regret to inform you that I do not see capable of GMing this roleplay in the near future. I thank you all for your dedication and hope we can part on good terms.
Xyenal Haluk society is extremely structured and insular. Outsiders, wether organic or sentient in nature, are respectfully but forcefully discouraged from interfering with their grand works. Such incidental contacts have, apart from a few tragic miscommunications around the time of first contact, always been limited to diplomatic exchanges.

The guard-planets appear to be entirely self-sufficient, harvesting the resources required for their continued operation from gas giants and asteroid fields in unclaimed regions of space. Cursory scans of these giant structures has revealed their interiors to consist of thousands of miles of superconductor circuitry linking together thousands of processing units and memory banks.



(discussion)
I felt like expanding on the inner workings of how a society of sentient artificial planets would function in the greater universe.



The qulseoc are a highly intelligent species of amphibian mollusks originating from the ocean world of Krillen-3. They are relative newcomers on the galactic stage, yet their revolutionary technology and ability to incorporate existing knowledge flawlessly has seen them quickly rise to a major player on the galactic stage.

The typical qulseoc stands between 80 centimeters to a meter, though they often appear even smaller than this due to moving in what can best be described as a slimy crawl. Their bodies are brightly colored in a variety of hues dependent on their emotional state. As body color is an integral part of conveying emotion to a qulseoc they are somewhat infamous for their lack of clear intonation that is difficult to rectify even with modern translation software. Similiarly the qulseoc themselves often find themselves flabbergasted at the idea of conveying a range of emotions with one's voice alone.
Alright, superpowers in this setting just seem too ill-defined for my tastes. I think I'll respectfully pass. Good day.
So err. What are the rules on magic exactly. I interpret it as "it cannot do these things except people the story is likely to focus on can ignore these limitations, so what's the point even.

Also, if angels have innate supernatural abilities, that's still magic in my book.
Maybe some less polarized angelsvand demons? From what I've read they are respectively always lawful goodvand always chaotic evil. I don't mind these tropes on their own but am worried they will make the background conflict entirely black and white. Maybe expand on the chimeras or introduce some moral ambiguity to the conflict? For example I could easily see a high-ranking angel resort to evil acts for the greater good.

On the subject of rules, I place great importancr on magic A being magic A. That meaning magic users should be consistent in what they can and cannot do. (Example: a necromancer can interact with the dead but holds no sway over the living). On a more OOC level I'm in favor for a soft posting order. Some organization helps, but it is always in the interest of the group to be able to skip over people's turns if they're taking too long.

I can't think of a title off the top of my head. But please just don't make it a cliche deluxe level title.
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