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    1. Dragonite777 12 yrs ago

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<Snipped quote by Dragonite777>

Literally just shot cola through my nose laughing at that gif! Goddamn it! XD


Sa-weet! XD
<Snipped quote by Happy Go Lucky>

Aww.


That might be a good idea for behind-the-scenes. I want the player to choose what they think is best. The sanity would come into play as a "haunting", like the example of the family losing a member.
No, but I'm currently in a PM with another user trying to get that going. The setting is obviously going to be in an area conflicted. Most likely a social divide (i.e. civil war, rival and powerful families) And the PCs will be neutral, 3rd parties (i.e. travellers).
@RomanAria Alright, glad to see there's interest for the RP itself.
... the illusion that people are interested, thus making the odds of drawing further interest higher.


Very devious, but PM would probably be best.
@UnendingEmpire Alright. Sounds good. Any preference on whether we figure it here or PM?
@Snarl No problemo. I think we can handle gathering at the ToH. School is most important. Have fun. And if there's a group involved, try to not kill them.
*pokes head in door* this sounds quite great, story-wise. I'm up for it.
So, I was thinking of moral choices in RPs. It's a little hard, but usually it's "kill or be killed" choices that are obvious, with the occasional chatty character that tries their best to talk their way out of situations (bless 'em). I'm not saying those are the only ones, but I've seen few that are outside of that. I'm guessing it usually have to do with the player characters being the saviours, survivors, or super-dickhead-evil, or whatnot.

I don't really have a plot, but I want to either create a plot, or purely insert my idea into a plot: the moral grey area. That place where you have to choose the lesser of two equally bad evils and live with those choices. You're forced to stay in town where a person you killed in an argument that you stepped into to deliberate has family there that has word that you killed their family member. In said RP, you character can't be Mr. stone-cold-heart and just blow it off. Each person needs to have a moral breaking point. Either a number or magnitude of how much guilt they can take before they snap, and go crazy. Suicide, homicide, or just sitting in the corner crying 23/7, taking an hour to eat and sleep. Just gone cray-cray. Eventually, those who have not snapped will have the mission of bringing those who have back to sanity (those who have snapped can still RP as their crazy-ass self, just doing whatever). Obviously the suicidal ones are more of an immediate issue to confront.

I just really want to do something this calibre of moral greyness. Where every hard choice you make will eventually attempt to haunt you in some way. Each character could have one type of moral haunting they're immune to and one that's super effective. The GM (whether it's myself or not) could have a way to numerate a scale of sanity and how badly a choice will effect said sanity when it tries to haunt them. Again, I got no plot, no setting, no iconic NPC to make some broad intro. Just an idea of a moral system and things characters would include. If anyone makes something for this, please leave a link. If you would like to collaborate with me and make something, PM me and we can throw ideas around.

Thanks in advance!
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