Avatar of Darth Cognus
  • Last Seen: 8 mos ago
  • Joined: 3 yrs ago
  • Posts: 78 (0.07 / day)
  • VMs: 1
  • Username history
    1. Darth Cognus 3 yrs ago

Status

Recent Statuses

2 yrs ago
Current yawn
2 yrs ago
Hey, you. You're finally awake. You were trying to cross the border, right? Walked right into the Guild ambush.
2 likes
3 yrs ago
v-- I'm stealing that one
3 yrs ago
Dominate the country you live in. Learn the power of the dark side.
1 like
3 yrs ago
prove your point

Bio

Hello! I'm on and off, semi retired, just hanging around.

Most Recent Posts

The Sith welcome you. We sold out on cookies but now we give milkshakes.
This cloak is incredibly comfortable.
I won't starve.
Shrug. I'd hit it.
Eh, we're just spitballing possibilities at this point. I couldn't resist, myself. It's not the way of forum threads to just end when the OP is satisfied...
Pour your all into a single personality that's convincing and different from your own, and I'd say you're pretty advanced even if you play nothing else. Particularly if the split is distinct...
I've shied from starting/joining anything in general from the highly pessimistic take that anything I'd start would probably just die off, and it's tiring to put my mind into something that's not gonna continue if the thing it was made for doesn't. Either I'm gonna put heart into it and others will leave, or I do the same but I realize it's not something I'd stick to for a longer period. Kinda depressing when the going mindset is 'if they don't kill it I probably will'. The idea of doing stuff is fun, but the doing stuff is an exhausting prospect.

My answer to part of above has been 'start something you can remix into original content', but I haven't had enough thoughts in general that I think would actually work for the Guild. I have random stuff like thoughts of a Battletech based roleplay or something to revive Arena, but again. All stuff that takes energy to pull off for returns I'm not sure are there.

Mainly I'm here out of nostalgia, and remembering why I vanished. Add tangents of real life, very fickle muse and other hobbies and the result is not much at all happening. Sorry if I took it a little too dark.
<Snipped quote by Ruby>

Why strictly focus on cutting out the force-using? Just asking out of pure curiosity.


So the trick with this and the subsequent answer is the potential of the setting. A western that does a good deal of worldbuilding might get samey to people when literally everyone you meet is also a gunslinger. There was a fairly successful star wars game that got on well with a somewhat small, but devoted audience that explored everyone except Jedi/force users. I often hear the reason it failed is because of the update that added force users, resulting in everyone wanting to be that guy... resulting in that getting old rather quickly and the immersion of the game falling apart.

I don't strictly fall in this camp, but the trick is ending up with a very large scope project where everyone is special, and then nobody is special. The reverse, where nobody is special and everybody is unique can be a strong appeal when the setting has enough background for most people to just get started. You might lose the people who just want to play force users, but there have been examples where being more humble in a setting of special can be quite successful.
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