Avatar of ClocktowerEchos

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2 yrs ago
Current I do not "brainrot". I brainferment so my brain will become even smoother and even more potent than before in its smoothness.
2 likes
2 yrs ago
I live. I die. I live again!
1 like
4 yrs ago
I was gone for a lot longer than I thought >.>"
2 likes
4 yrs ago
Sorry for my absence! A Volunteering position suddenly turned into a Volunteer Leadership position I was not expecting at all so things have been hectic.
4 likes
4 yrs ago
Look at you posers, having to bang dragons or sell your soul for magic when you could just play a lute for some. Anyways, here's Wonderwall. - Bards
2 likes

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Most Recent Posts

1; technology. The whole point of Sci fi is the rule of cool and what's more important than a giant beam saber wielding mecha with particle beam weapon turrets on its shoulders. (well not for all but you get it). The idea should be to follow cool but keep a balance. Technology should be moderately described or a rough guideline, say, "think star trek".

Find a balance of a weapon and let someones technobabble be fluff.


I feel like that the idea of mob democracy would work very well here with the players as a whole judging each other for what is "properly" sic-fiy for the setting.

Something of a more random note that I might get flack for, but I feel like if we're going to be doing the bare minimum of a sci-fi NRP, we should have something like what Infinite Warfare did. There's a trend towards more sci-fi stuff in universe, but people are still fumbling on how to get their and still find refuge in less advanced things to use as a base.

Examples: The energy based weapons are usually modeled some what closely to modern weapons we have now (looking at the Volk in particular which is basically and AK) and their FTL system which is very crude by sci-fi standards (its inaccurate and it jolts the ship around a hell of a lot and can cause fires and power outages, something you'd never see in a normal warp jump on something like the Enterprise)

2; military op, Mary sue etc etc. Alright, some of my more successful nrps have occurred because one or more, (usually me, not taking credit for win but just being honest.) being a tad or overly op. It's called an antagonist. If everyone starts on equal footing, then its just another typical, plain age of empires roleplay game where we all start in the space age. Just, blah.

You need the lack of general balance to encourage struggle. People don't care for slice of life, they want fear and paranoia, that shit could go south quick. All this said, people would need to agree on some basic things. What is considered op. Star trek for example. The Borg are imho pretty damn op. (unless you have picards or janeways.) but in your RP would that race be too op? Would too op be a romulan empire on hgh? Not exceptionally more technologically advanced but far greater in number and experience?

That's where you, the GM has to decide. Just have some faith, let some people be smaller nations that are bound into a bloc like the EU and the antagonist be your Russia. I'll be more than happy to show you how it can work.


I'm not saying that we should all be at the exact same level and that having a super power be the main forces for good/bad shouldn't be a thing; but an issue arrises when everyone tries to be the Russia or the China or the America but also don't want to be the aggressor. And then only try and out do one another in a e-peen contest. I'll admit that not 100% of people who NRP do this, but more than a few people do it and given the overall size of the NRP community, they will end up in NRPs more often than not.

3; points system. No.

Points are the first step away from a narrative towards a stat base. I'm sorry but people like myself are in it for the story, not to use math for making my nation, regardless of how rudimentary it may be.


No one is advocating for EVE Online levels of math, it would be basic addition and subtraction at best from what it seems like now. You pick from a list of traits, good ones cost points, bad ones give you points and you just pick the ones you want so long they come out to X value or only picking so many traits or both with how Stellaris does it.

Yes this would limit player creative freedom but boohoo, its a pretty effective way of having people be specialized in something and preventing power play to a greater extent than simply not having it. In the case of special factions ie spaceRussia, there can be exceptions to that rule at the GM's discretion.

4; absurdly long ns's. I totally agree. People skip to military every time. They'll look at characters when relevant and history only if they are intertwined. But seriously, 3/4 skip right to the military.

5; have an overall story to give a boost. The whole everyone was once in a massive star empire thing is overplayed, ill give clocktowerechoes that, but maybe one of the bigger nations starts the RP at odds with another major nation, forcing those nearby to react. Even if they aren't directly in the warpath, what would tip the balance more than a nation near nation B, who fears nation A, announcing it is siding with nation A. Now B is in a pickle, facing a strong force from A, but now having a small nation that albeit couldn't win in a major war, still be a real concern.

Gotta make some sort of overreaching story that can affect everyone or its boring first contact stories over and over.

Feel free to agree/disagree as all prior posts points are fair and respectable, but these are the major points I can think of.

Edit,
Oh and 6; Have fun and don't be butthurt if your nation loses. It shouldn't even be a loss, it should be a new story arc about the oppression of your people, the forcing of a new government and the shit storm that follows. Look at Iraq. More drama exists today than before the second Iraq war. And drama is king.


I agree with this much, preach it brutha \o/
@Zetsuko Yeah... I kinda realized I might have gone a bit overboard last night ^^;
Kinda recommend people start a new conversation instead of trying to tact on to the one prior tbh.
Still amazed I got that much written out considering I'm still unsure if I'll be joining.
@ScreenAcne I'd say change it so that an outpost would be a 1 and have 0 be your defeated stated. But on defeated states, are we dealing with one planet or several? Since if there's multiples, then perhaps you could have something like everyone has an outpost on all of the planets but will have to prioritize certain ones and let others die. Another idea is to have like 5 planets but only allow people to claim outposts on 3 and have one planet be your main seat where you start with like 10 on the bar or something as to mix things up.

I still think that the amount lost by the enemy on the bar would be the same amount you gain, how exactly that works will need more thought and coffee (which I lack atm), unless you have your own idea.
Couldn't help but embrace my fellow 4/20 birthday pal. (;


>looks at OOC and why people are acting the way they are
>sees name
>chuckles and prepares for buttsplosion
>reads, picking up the historical details
>dies laughing

seriously holy fuck XD

@AdobeFlash TIME FOR ANSCHULUSS
<Snipped quote by ScreenAcne>

I would counsel against making RPs too 'gamey'.


I say there needs to be a level of gamey-ness to it to help keep the RP afloat.
Otherwise you get a freeform NRP which don't tend to last long and people will also argue on their progress and such.
Personally I see no reason why you shouldn't use game-like concepts if they can work; there's a reason why strategy games exist and how some have become so famous, widespread and popular, no shaming in using some game concepts to improve and RP.
Its also not like we're asking people to play spread sheet simulator a la Aurora 4X style with heavy number crunching (and yes, I've been in those NRPs too)
@ScreenAcne Personally I would say that if we were to use this "growth bar", that actions like war wouldn't help it grow, but more damage anyone else and let you take over say... half their progress. If you and I were both on the planet notEarth and we both went to war having 10% on the bar each and you won, you would get 5% from me instead of just generating 5% from no where.

Now this means I would have only 5% left which draws me to my next idea of having a minimum limit on the bar that once you drop below a certain point, you're out of the planet and would have to try again from stratch or go somewhere else. Like, if you drop below 8%, you get the boot but your colony starts out with something like 20% ish (just throwing numbers out). If the GM/players are willing, there could also be random events that happens to everyone, picked from a player generated list of events with a dice roller/RNG that could provide buffs or debuffs which players would have to represent in their new posts.

Also like your special rules idea, sounds neat.
@Darkraven This

As a spin off to @ScreenAcne's idea, why not have it be like a cluster of virgin, gaia planets/systems, prime space real state, that we're all fighting over? Some of us could be in it just to colonize and expand, some just see the war as excellent practice for a highly martial culture, and for some, its literally their last hope for survival as they have no where else to go and their homeworld is destroyed or something.

In this way, we can have the mix of races/empires without having to be overly advanced but still have the colonization and all of the politics and warring involved!


@ScreenAcne As for direction, I'd say it would have to be somewhat focused around colonization with a primary focus on said colonizing worlds. There could be a thing that each planet has a colonized bar and who ever controls the most/all of it ends up with that planet officially their's but a colony could try and gain independence at any time. This happens more when you have a larger amount on the colonizing bar and have other people actively encouraging and supplying rebels. If there's something like National Decisions, one of them could be to make it a penal colony which would dramatically increase the bar but also proportionally increase liberty desire.

As for keeping a cap on power gaming, I believe that a mix of GM intervention and collective agreement, it should work out. Everyone looks at each other's sheet and point out any glaring issues in the hopes that such a process will naturally create a tech cap that everyone agrees on and finds fair as they technically made it themselves. Its like democracy in a way although I'll admit this isn't a completely fool proof system, its still better than forcing all the work on the GM or letting everyone run wild with their flaming bastard swords of sci-fi skullfucking +99
*feels like suggestion has been ignored :c*
feelsbadman
As a spin off to @ScreenAcne's idea, why not have it be like a cluster of virgin, gaia planets/systems, prime space real state, that we're all fighting over? Some of us could be in it just to colonize and expand, some just see the war as excellent practice for a highly martial culture, and for some, its literally their last hope for survival as they have no where else to go and their homeworld is destroyed or something.

In this way, we can have the mix of races/empires without having to be overly advanced but still have the colonization and all of the politics and warring involved!
@ClocktowerEchos Sky warriors.....maybe rekindle something?


Sorry but I'm not sure I'm really looking into 1x1s atm.
Partially amazed that you'd still contact me for something like this
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