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8 mos ago
Current Been on the back of my mind for several months now, but I will be retiring from my position as a Guild Moderator and more or less just logging off seeing as I need Mahz to be able to demote me.
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roleplay concepts


This is a thread that will contain several roleplay concepts, ideas and WIPs that I have crafted and will possibly reuse/build upon in the future. Unfortunately it won't contain every concept that I have created as some of them are not always worth mentioning, however these are the ones that I wish to expand on.

I would ask that people do not post in this thread, and if you wish to comment on any Roleplays you are more than welcome to PM me. :)
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R O L E P L A Y I D E A S
A list of possible roleplays.

Coal
Red's Redemption: The Rise of Team Rocket
Steeledge Nights: a cyberpunk heist
Artemis: A Borderlands Story
Valour & Vale:
The God Complex
Soul Eater

You get that itch, you browse the forum, and then you find that roleplay you really want to enter—or you decide to make your own. At which point you have entered the all too familiar waiting game until the eventual IC. Have any of you noticed that it is often several days or even a week or so later until a roleplay truly starts?

So the thought crossed my mind, but do some people space out the process of starting a roleplay to a length that is too long? That decision to wait until a certain date/number of "interested" comments before migrating from Interest Check to eventual OOC. Could, or more should, a GM place a character sheet template in the Interest Check so people can start working on their characters sooner? And how much should a GM prepare their own works (OOC, Characters, and IC #1) before choosing to start their roleplay?

Understandably there is a point when you go too fast and it falls apart, but I wanna hear thoughts on what pace has worked for others, and whether there are choices you would whole heartily avoid because they burn too fast or too slow.
Write to the theme of the roleplay, not the theme that you want to insert.

Start off by thinking about their adventure and what you wish to achieve. Maybe they're a complete nobody that hot pull in because they were at the wrong place at the right time, or perhaps they got mixed up in identity with someone else, or maybe they—instead of having someone die—owe some money or have a stolen set of goods.

On a lot of my characters now I rarely use the death aspect unless it works in with the character properly. As an example my last character is a superhuman who discovered her abilities by accident after they lead to the death of another human. She's gonna be haunted by those memories and will hate her abilities, but that's because I want to write a character who has to come to terms with how dangerous she is when everyone else is able to fly, teleport or even read minds—abilities that are safe in comparison.
In Mahz's Dev Journal 7 yrs ago Forum: News
@Mahz We love you Mahz!
In Mahz's Dev Journal 7 yrs ago Forum: News
@Hank
Could you check with mahz to see if the server needs a reset?
<Snipped quote by Leotamer>

I agree. But normally the start is more like "Alright let's get together and form a team because XYZ." In this case everyone is ignorant of one another and all brought to one place against their will. They're thrown into the action rather than meeting and then going to it.


There's so many good ways to open up on a group/team based rp and ultimately we'll have to wait til IC1 to see how it rolls off the production line—which I am so itching for right about now! The benefit to this rp in comparison to others I've been in is that everyone appears to be close to each other. A few times when I've been in rps (Garden of Shadow with @dreamingflowers as an example) where people started on opposite sides of a city or even country. While yes they work, they tend to be slower in getting into player interactions.
In Mahz's Dev Journal 7 yrs ago Forum: News
Getting a few 502 Bad Gateway Errors at the moment
[502 error double post]
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