Avatar of Innue
  • Last Seen: 5 yrs ago
  • Old Guild Username: Innue
  • Joined: 12 yrs ago
  • Posts: 1478 (0.33 / day)
  • VMs: 1
  • Username history
    1. Innue 12 yrs ago

Status

Recent Statuses

7 yrs ago
Current Re-released our creature capture thread: roleplayerguild.com/topics/…
9 yrs ago
Mostly Janna is best summoner name. Sadly, Project, that is mine.
9 yrs ago
FF12 Zodiac Age players - if you want to have the optimal party, PM me. Working on a spreadsheet to determine best party makeups and I will share it once done.
1 like
9 yrs ago
Too many things I want to write right now, which is resulting in 0 writing getting done. Yaaaaaay.
9 yrs ago
Pondering re-releasing my western fantasy thread. >.>
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Most Recent Posts

Schradinger said
I'm not sure about grip strength or why those specific numbers were chosen, but punch force was set at double lifting strength just to keep things simple. Realistically, it can easily be three or four times lifting strength for a well-trained fighter, but then they're going to be in a higher tier anyway due to their training.


That is an incredibly odd rationalization for a combat tiering list.
Could someone answer some questions about the RPG tier list for me?

Especially in regards to the physical limitations of the lower tiers, why are those the numbers that were went with (further taking into account punch force and grip strength)?
I also agree that Mizuho is a good GM.

As well, you are more than welcome to bring that experience my way and join my thread :D. Here.
If you like pen and paper, you may be interested in here.

It kind of has some elements of it that may be familiar. Let me know if you have any questions on either RPG or this thread.
Albireo Dreamweaver said
It's not really about looking for alternatives right now, more just thinking aloud. Even if everyone goes the same way, I'm trying to come up with ways to make the experience unique and memorable. I honestly really like the idea and the mon, I just never imagined it would be popular to the point where iirc, every player character possesses one.From your standpoint as designer, though, that should be an accomplishment, I'd imagine.


Mkay. If you just want to bounce ideas off for new routes for your character, let me know!

Mythin is likely popular because he is so flexible.
Albireo Dreamweaver said
Is it wrong that I'm seriously considering a completely redone character as "Guy who never captures mons and only sticks with his soul-bonded Mythin" is seeming to not be that interesting of a character type as a ridiculous percentage of the current cast seems to be running with the magical lizard?Not really a complaint, per se, just an observation, and why I wasn't sure my idea of running with solely a unique mon was going to work out using the Mythin line; It's a wildly popular choice making my characters myth arc presumably something -every- character with said mon would go through.Still, I suppose they're just hollow words since I really have no reasonable substitute...Post by end of the day, btw. Just polishing it up.


Few people will get to the stage where you are going with your Mythin, so it would still work the way you wish, since it is likely you'd get access to Mythraxus.

It is up to you though.

I'm on the IRC if you want to run through alternatives with Alex (KarlThuzad) and myself.
Accepted.
Kazuakisake said
I'm just waiting for my Divine item story so i can start


You can start without it. Travelling took a lot out of me, so I haven't had time to really craft any of the puzzles or story for it.

We should be able to start on that sideplot sometime tomorrow. I apologize for the delay on it.
Withdrawn.
That is a good extraction to take from those works.

I'd say especially in work that you can spend the time and effort, your descriptions should have a purpose beyond fodder. In terms of roleplaying, I would say that it is also true, to some extent, for roleplaying. It is easier to pull this kind of description off in writing by yourself, as you have control over the progress. Description as a means to foreshadow becomes difficult in a roleplay to pull off given the mass amount of variables.

I don't necessarily agree that there isn't a point in creating a visual aide for the reader to ensure the scene is properly set - it does create a real aspect to the scene. However, this should probably be done to a more limited basis than it now is. A lot of my friends, who 'write' (I hate to use it like this, but if you knew them you'd know why), fail to appropriately balance description for the sake of setting up a scene and description with a purpose of furthering the story or creating some element of foreshadowing. In roleplaying it is a bit different in that the balance shifts towards description for the sake of scene setting, especially so in early posts of a scene.
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