Avatar of SyrianHamster
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    1. SyrianHamster 12 yrs ago

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11 yrs ago
The fishes aint biting like they used to.

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*Equips sword and shield*

Monster Numbers:

Re-spawning over time? I wouldn't worry about that, RP's don't last long enough for things such as these to be a problem.

Jerks and Levelling up? There's no levels here, although if you're looking to increase your stats, this'll be achieved by completing GM-given quests.

Jerks clearing out dungeons/areas? Then you'll be able to walk across the landscape, picking up the odd discarded item that the one-man army couldn't carry,

Dungeons already being fuck-yeah-aventured? GM quests will repopulate them. For example, if someone else goes there, clears it out- hold on, let me run ahead and cover the quest system.

Ahem.

THE QUEST SYSTEM


I post a series of quests on the OOC. You guys team up and go do them. Once you've done them, you get your promised rewards.

Quest plots will account for cleared areas, when needs be. I.e, a cleared dungeon may suddenly become home to a group of bandits holding a nobleman's daughter captive.

Quests will not overrun someone else' presence in a dungeon or area if it is considered 'game breaking' to them.

THE SANDBOX TIE IN SYSTEM


You go off, doing you're own thang, wandering across the hostile landscape, killing stuff and harvesting weapons, meeting all kinds of strange characters.

Sometimes you'll encounter a hapless NPC in need of aid.

Sometimes you'll encounter a competent NPC in need of your head.

Monsters are background noise, the dungeons are explorable. Your life is meaningless like in Skyrim after the intro quest.

Your needs are considered secondary though; so if I send someone after that golden amulet in the Temple of Tears, and you decide suddenly you want it, then you better explain to everyone how your guy/gal suddenly knew it was there.

This will be expanded upon. Freedom basically, is what the sandbox life style gives. The quests give structure and direction. Both have their pros and cons, and both can coincide under the warm and watchful eye of yours truly.

.................

Getting back on track.

You think an iron clad warrior is invulnerable to a skeleton using a bow? I don't. I really don't.

I see the point you're trying to make. OMFG guys walking around with OMFG weapons and armour like this is WoW, clearing out the level 1 starting area. This is not WoW. Weapons and armour certainly offer bonuses, but not on that scale. I'm getting to the loot levels, just give me time, then all will be clear. If I start letting players decide what spawns and where, I will probably see fallouts. Let me mull over this, if you would be so kind.

NPCs


Deciding on this at the moment; not sure if to let players have more than one character, or for me to allot NPCs to them. If I let them have more than one character, then we'll get bands of adventurers played by one guy going solo across the land, defeating the point of the RP. If I allot them NPCs, then I can see myself spending hours each night designing them or answering innate questions about their hair styles.

Will be mulling this over tomorrow, whilst at work. However, your/everyone's thoughts on this will be valued.

Magic Fauna


It's a good question, and a painful one too. I know what you're asking.

Mr. SyrianHamster sir, please can you give me a fully fledged description of Ironshore's animal and plant life, along with their latin names, mating rituals and osmosis levels?

The short answer is: Unless you want this to be in development for the next ten years, then we'll have to rely on player in-put for this. I'll draw boundaries, you guys fill them... you know, so like I draw a circle in the sand, and you guys draw shapes inside said circle - but if you EVER GO OUTSIDE THE LINES I WILL END YOU.

Thanks for bringing it up though, I'll be sure to address this.

Common Persckeptive of Magic


Another good question that requires more than a half arsed answer.

I'll get back to this tomorrow, but the plan was to focus on traditional dungeon crawling magic lore. So yes to potions, yes to fireballs, yes to everyone knowing what magic is.
Forsythe said
Sorry If I rub off the wrong way, it'S just that for something optional, to me it does feel a bit too much. dunno, personal opinion. Sorry.Anyway... take your average fellow a whole day to travel across... - Are you going to measure time somehow? Because this could create time inconsistency while travelling a border between areas, not that we can't jsut wave a hand over it, it's not that big.Region 6 missing Friendly/hostile rating.


Lol it's fine I'm just typing words at people. Been averaging like 4 hours a night for the past seven days because I love my job, but not enough to waste potential free time by going to sleep at a decent hour. I'm surprised I'm even coherent.

Thanks for the heads up.

The average day thing, was my way of explaining how large these areas are. They're not massive, but you're not going to walk across them in ten minutes. Maybe I should opt for one of those distance measuring lines on the map? You know, ----------------- = 5 miles?

Anyway, map is updated (missed a few regions originally, added a little bit more). Regions are complete.

Tomorrow I'll go on to do more work, so far here's my list of to do's

    - Cover Dungeons.
    - Explain what different item materials are about.
    - Cover Quests and Rewards
    - Add mechanics section for those who care
    - Cover 'Friendly Settlements'


Will get through them quite quickly. I'm hoping Wednesday at the latest, for this to be in its final draft for you guys to nay or yay at. Unless something drastic happens, like I catch a crippling STD for example.
PhoenixWhite said
I am predisposed towards naturally agreeing with our current game overlor-- I mean, resident friendly roleplay provider-In all seriousness, since the 'die roll system' is portrayed as, for the most part, unecessary, I find it to be something... Not worth really altering or adapting beyond what the GM wants. Which Ser Hamster so happens to be taking into his own accord and creating his own, which is appreciated for those of us new to die systems/too arbitrary to bother learning them-In any case, it's likely the last thing we should worry over xD


WHY WONT YOU LOVE ME?

Zero Hex said
It was just a suggestion, we'll see how this goes and all. I am just slightly annoyed at someone more or less implying that 4 pages is somehow too big or complex a system.


Let it go man, hater's gonna hate.
On another note, I have to include the mechanics system because I mentioned it when I first put this interest thingy up, and I NEVER go back on my word. What do you think this is? Steam Early Access?

If it doesn't work though you can't get mad at me. Although I think it's awesome and am actually playing a mini D&D game using it as we speak. Even if this RP sinks into a hole, I'll have achieved something for later/personal use.

Will hopefully have all the regions fleshed out tonight, then I'll go on to detailing the dungeons, then... I dunno, just making this up as I go along, not gonna lie to y'all.
I don't much care for the new way of saying 'lol'.

In any case, we'll try my system. Even if it doesn't work, you all have to act grateful that your GM cares so much about the RP as to spend his entire day messing about with it.

I've started adding region descriptions. They're brief, allowing for player-creative license, but basically rule out people finding doomsday weapons in the starting areas, and let you know what kind of monsters to expect - and how hard they should be to kill.
Zombehs said
Basically this.


Basically that.

If you want to tour the dungeon, deciding from a writer's view point on what goes down in those dark stone hallways, then that's fine - more than fine.

Anyway, system is almost done and an example of how it works will be up for public scrutiny soon.

Moving onto detailing of locations, and player starting areas.
Jivusa said
So, say I wanted to make a half-elf/full elf Archer character that uses Alchemy to make malign poison from the vegetation and animals that surround him, for example. How would the perk spread be lain out? Their descriptions are rather vague, as it's hard to decide what they encompass. Would Archery be decided based on Dexterity or Strength? Would Alchemy be based on Wisdom? Also, shouldn't different races have different base perk spreads? For example, elves would have less Strength, but more Wisdom, inherently? Vice-versa for Orcs?In addition, specialized abilities for different races may do this game some good, but I fear that leads to leaning on tabletop RPG territory. Just throwing in some ideas willy-nilly.


This guy here trying to pour cloudy milk into my transparent stream of simplicity.

What you say would fit the profile if this were a tabletop RPG. It's not. Let me run through the whole thing real quick.

Normal RP: Guy runs around, getting into one near miss after another.

My RP: Guy runs around, getting into one near miss after another. Player controlling him gets bored of being the master of his own destiny. Next time guy fights a monster, player decides to use dice. Play then goes with whatever happens.

... So in conclusion, if I were making this RP a tabletop version with mandatory dice rolls, then yes, you can bet that not only would races have cu- fuck it, i'd just host a D&D game. It's not though, it's just a simple roleplay with the option of someone not so familiar with dice rolling table top games to take a stab at not being the invincible hero.

Okay? IT's my fault, I drew too much attention to the stats and rolls. I'll revisit the whole issue once I'm done sawing my foot off. In the meantime, keep the questions coming because that's how we get to that utopian level of GM-Player clarity. In other words, thankyou for speaking up :)

Bows are actually a strength weapon, son. I know Diablo and the like think bows are all about the flexibility of one's arms, which may be the case if you're using some alien contraption, but by and large, you're looking at how far the guy can pull back the string. My country made excellent use of the longbow, back when Elvis Presley was still alive, and those guys were HENCH because of the force needed to pull back the string. For the sake of simplicity, your bow's accuracy would come under your strength rating (which is also logical, as a weak pull would undersell your firing arc).

Poisons... poisons... poisons. That's a good one; they're not reliant of magic, because they're just mixed herbs, but wisdom is needed to understand how to mix these things to perfection. This'll get a nice covering in the mechanics section, but if you wanted to see whether or not your poison arrow was going to hit and kill, you'd more than likely make two rolls. If you hit the target (strength roll), you'd then see if your poison worked, (wisdom roll).

If you wanted to sneak up on someone, and thought to yourself "Should he see me? Should he not see me? Wow, what way to go with this?" Then your agility will go up against your victim's to determine the successful sneak attack. I'll detail this more at a later date, but just know that Strength dominates the field of ROAR, Agility the field of sneaky/glass shotgunism, Wisdom the field of I WANNA USE MY MAGIC MISSILE, and Vitality the field of BITCH I AINT DYIN.

I'll get to revealing this system soon. I'm trialing it at the moment, and so far so good. I've made the mistake before though of making a system, thinking it looked good in theory, releasing it, and then getting cannibalised by impatient twats who do not appreciate how much work they take to get right. So bear with me on that.
EDIT: Sorry if it looks like I'm mad up there ^, I'm not, I'm just typing at warp speed 7 and things come out a bit rough. As mentioned, please keeping asking stuff like this, as it gives me a chance to first explain, and then modify so that similar questions do not pop up.
Rewritten the intro.

Character Sheet is almost complete, it'll likely come with a link to Titanpad for ease of formatting.

Stats are touched upon. If you guys wouldn't mind taking a lookee at them, and see if that's there is clear enough to understand, that'd be grand.

I'm actually liking these stats, I can see them doing the honourable job of preventing OMGLOL custom races from arising.

Will be working on this throughout the day, because I am one awesome and sometimes sexy GM who just loves toiling away... so you know, check back now and then on the first post. I've made an 'update date/time' next to the top of it so you'll know if something has changed.

PEACE.
Tatsua Aiisen said
How am I supposed to not love this RP when it's hosted by one of my favourite GM's, and it includes not only myself but an ENTIRE Keia Vewyx.: Wow, I'm getting a serious Dark Souls vibe from this, and that's a very, very good thing.


Haha thanks, the RP loves you too! :)

Just got back from work. My job is dull and depressing, which leaves my mind to run wild as I handle heavy duty machinery. Putting my colleagues at risk of serious injury or death is worth the opportunity to mentally develop this thing.



I've gotten the combat system figured out, which was probably the most important part. If it's similar to another established system, then blow me, it's what you're getting and was the simplest thing I could think of that still worked effectively. Again though, it's an optional feature designed to break monotony of writing about how awesome your guy/gal is.

Need to go out and get me some food, but when I get back I'll take another whack at the intro to allow for people of all walks of life to appear at Ironshore. I'll also start hashing location details, and all that other time consuming nonsense.

Please be patient with this, I normally choose weekends to develop RPs because of the amount of free time I usually have. Last minute overtime has taken away my ACE card, so I'm having to build it in-between all of the other crap I gotta do on a daily basis.

It's happening though.
Zero Hex said
I'd like to discuss starting powerlevels, which ties into the general atmosphere of the game as well, I suppose. What should we as players expect from the tone of this roleplay? How much can we define our characters from the start in terms of gear and abilities? In some roleplaying games even level 1 characters will have a fairly well defined set of skills and expensive gear that puts them on a whole different league from more or less any NPC soldier or town mage or whatever. In others the player more or less starts out at NPC tier and needs to carefully plan and pick his battles to avoid death and grow into something respectable, which he needs to plan for as well. And then you have something like Dark Souls where you start as a well defined and moderately well equipped character who is nontheless vulnerable as all fuck because the game is a grindhouse, and will continue to be vulnerable as all fuck even as he grows.


Well, with the inclusion of fuck yeah adventuring, we'll lose the whole "dirty pauper" starting point, and exchange it for a more "here are the boundaries, your character's strength starts within them" system.

I've got work in 7 hours, so I've gotta go get some shut eye. When I get in from work tomorrow, I'll think about the possibilities and where this needs to be taken.

You're asking the right questions though. Keep it up.

Keia Vewyx said
Saw this yesterday."Eh, looks cool. I'll subscribe to it and see where it goes."Came back today."This sounds awesome. Why did I not say anything yet?"And there you have it. If you will have me, I'll be looking forward to where this roleplay goes.Good to see Tatsua Aiisen in this as well~When I get back on a real computer, I'll see if I can do anything to help polish the roleplay (i.e. ask obnoxious questions that have already been answered).


I'm glad you like it.

Obnoxious questions are welcome.
Zero Hex said
Interested indeed, though I have to say I'm not sure whether always starting out as a deprived castaway no matter what is the best choice, just because fantasy has a lot of heroic people going to horrible death lands because fuck yeah adventuring. I mean the reasons can be very different superficially, revenge, a long lost family heirloom, magic secrets, whatever, but it all boils down to fuck yeah adventuring.


Everything is subject to change, and I appreciate your passion for fuck yeah adventuring. Fuck yeah adventuring has now made it into my mind, so fuck yeah adventuring will probably now feature. I will rewrite the intro so that fuck yeah adventuring can be covered.

All hail fuck yeah adventuring.

Seriously though, keep stuff like this coming. What's up there is a really early draft, just me spewing words onto a page. I always rely on people to help me forge things, so that they can be best tailored to the audience in question. 9 times out of 10, no one says anything, so I do my own thang then once it goes up peeps are like OMFG WHY IS IT LIKE THIS?! !?!? U WOT M8!? forcing me to make late concessions.
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