Avatar of webboysurf

Status

Recent Statuses

2 yrs ago
Current Some of y'all are either too old to act the way you act, or too young to be taken seriously. Hard to tell some days.
5 likes

Bio

User has no bio, yet

Most Recent Posts




"Keldabe ATC, Iron Leader is returning back to base. Coming in hot."

The Dauntless II zipped through the lines of assembled civilian transports with deft precision, rapidly breaking back into the atmosphere and approaching a military hangar on the surface. As the Eta-3 suddenly slowed down and glided through the open hangar doors, the assembled ships of the Iron Squadron came into view. The second Ro's signature starfighter touched down, the cockpit opened up and the Jedi Ace quickly hopped out into the hangar. A couple of flight mechanics instinctively moved toward the interceptor to begin inspecting it. The Jedi Ace watched the mechanics with his brow knitting in confusion.

Of course, a clone pilot with gray stripes designating his status as a member of Iron Squadron started approaching his CO, holding his helmet against his side under the crook of his elbow. He gave a curt salute when but a few steps away from Ro. "Orders from command, sir. Mechanics are performing routine inspections and making sure armaments are restocked."

Ro gave a curt nod as the mechanics were already carting in ammunition for the Dauntless II, setting his second in command at ease. "Thank you, Booker. Have you finished the preparations for our new recruit?" The Jedi Ace began walking past the interceptors and towards the back of the hangar, where a few members of Iron Squadron were lingering. Booker kept up pace with Ro Nuul, his walk more of a stiff march compared to Ro's nimble steps.

"The Eta-3 is prepped, though his astromech should be here momentarily. I made sure he has a bunk and his standard issue gear is ready as well. As for his welcoming party, Rally volunteered as per usual. The rest of the squadron insisted on drawing straws, and Trigger got the short stick this time."

Ro turned his head towards Booker, his breath mask rising slightly as the Kel Dor gave a small smile. "We'll see how long the rookie lasts if Trigger is responsible for showing him the ropes. The boy showed courage, but I would have rather stared down a Krayt dragon from legend myself than have Trigger show me around."

The two had approached the small assembly of four pilots huddled near some crates in the back of the hangar. Sitting on a crate with his back to Ro and looking towards the others expectantly was the Rodian pilot called Runner, while the Duros called Flyboy leaned against the wall shaking his head. Two humans, an olive-skinned man called Ball and a darker-skinned woman called Chain, were busy rolling their eyes.

The Rodian continued his story. <"I'm telling you, Corellians never check your... He's behind me, isn't he?"> The Rodian turned around and gave a curt nod towards his squad leader, cutting his story short immediately.

Flyboy piped up almost immediately. <"Engineers seem to be rather thorough today. Do we finally have an assignment?">

Behind Ro's stoic expression, the Jedi Ace internally winced at the question. Not because he was shying away from the idea of serving as more than simply a space honor guard, but due to his lack of knowledge. "I'll let you know as soon as I have official orders from Command."

As if on cue, R3 quickly rolled over after having been released from the Dauntless II by the flight engineers. With a series of whirs, R3 managed to get all of the pilots on edge. Ro gave a curt nod towards the droid. "I'll take the message in the conference room."

Ro and R3 exited the hangar through the nearby door. The facility outside of the hangar was rather small, at least what was dedicated to the Iron Squadron. A short jaunt down the singular hallway on the left hand side was a small room with a conference table with thirteen seats, and a spot near the center of the table with access to the Holotable. R3 assumed his spot near the holotable, while Ro stood with his arms folded near the doorway. Within moments, the room grew dark and a holographic projection's blue light illuminated the room. It portrayed a female mandalorian in Beskar, moving to stand at attention as her gaze fell on Ro Nuul. "Jedi Ace Ro Nuul. Mandalorian Command is calling you in to meet with your operations Commander on the Ring. Enter through Docking Bay B-32."

Ro Nuul furrowed his brow once again. "Does Command have a mission for us?"

"That information is top secret, Captain. Please direct further inquiries to your operations commander."

Within that instant, the communications cut out and the lights in the conference room began to light up. Ro Nuul shook his head as his droid turned to face at him with a small string of inquisitive beeping. "I can't know for sure, but it looks like we've got an assignment."
The summary sounds about right. As for the two topics of discussion:

Turbo duels sound like a cool option. Given the setting and my previous mention in a post that's irrelevant due to my own confusion about matters being discussed, it would open up for a character who tends to any of the gang's duel runners for those who want to turbo duel. Problem is speed spells... I mean, it might be best to can them since introducing custom spells and such might just make things a little janky, but I'm not steadfast in opposition if people are interested. Especially since canning speed spells seems like it would defeat the purpose of a turbo duel being anything other than a regular duel on wheels if memory serves me right.

I like the duel gang concept personally. Again, to me it seems to open up possibilities for character motivation. A duel gang doesn't just have to be full of delinquents. We can have a mechanic who can't get any other kind of work, a former sector security type who got kicked off the force for any number of reasons and wants to try and keep people safe in any way he can, or someone who just loves to ride fast and live hard. The duel gang also ensures that there's plenty of interaction potential, and that someone doesn't feel like they're kind of stuck off in a corner without the chance to interact with people.

In regards to a duel gang, I like the idea of having those NPC and outside threats, but don't want to overload the GM by having everyone duel NPCs the whole time. The stakes of facing outside foes is good and can lead to some interesting drama and possibly recurring rivals. For example, I know a couple of us mentioned wanting to play as underdogs. What if one of those underdogs is forced to play a duel while putting up their duel runner as an ante, only to lose it. It can open up the possibility of someone else stepping in to duel for that duel runner back. Same opponent, same deck, different outcome and stakes.

One final thing I figured might be worth tossing out there as well, and possibly address at a much later time: tag duels could also be interesting to RP and have been Staples of the earlier shows (can't testify to the later ones). Just thought the logistics, possibility, or desire of those could be interesting to discuss as well.
<As for the scale, I see the appeal of street level RPs, but I've always liked the high stakes, world/universe/dimensional-scale lore underlying everything myself. I guess I'll see how this all hashes out.>

I'm going to get there eventually whether people want me to or not, dw about it bby.


Scaling up over time might be nice. Starting with the stakes high would make it hard for growth.

But, to address my thoughts on the RP and to try and synthesize my thoughts on a few points that have been brought up, I do think starting in a place where decks are getting built up would be great. It would be fun to have to RP the whole process of not only opening a random pack of cards, but having to trade and barter with other people to get the cards you need to make your deck better. The only thing I see as a potential obstacle is just being bogged down with cards that you don't need if you're playing a highly customized or specific deck.

An idea that I'd like to toss out and might help in some way: as part of people applying as a character, have people make a base deck and then include a list of cards for building the deck down the line. It allows people to start out with the base cards they might need to play a specific character that would fit into the universe (like, for example, the idea of having a character who works on duel runners and/or duel disks as a mechanic and also uses a gadget or machina deck) from the beginning with only room to improve over time. Then, with opening packs, it could be that there is a certain percentage chance that one of the cards in the pack is one that you specified for your deck later, or that you have to buy a more expensive pack that guarantees one or two cards that you specified from character creation to improve the deck.

If you went this route, you can even have people updating their lists of cards down the line in stages over the course of the RP, or have it tiered off. People's "unique" card can be changed at key points within the RP as sort of upgrades, so that decks don't remain stagnant or focused on static card types.
<Snipped quote by webboysurf>

Master Rule = the rules of the game. In Master Rule 4, an extra type zone was added to the game board called the "Extra Monster Zone", of which 2 are on the middle of the board. Each player can summon a single extra deck monster (Fusion, Synchro, Xyz, Pendulums that were sent there, Link) to one of those zones, after which they can no longer summon a monster from the extra deck *unless* they have a link monster pointing to one of their other monster zones, or unless the monster in their extra zone is destroyed or moved somewhere else.

Link monsters are monsters summoned from the extra deck that contain up to 8 arrows on their cards, with each arrow equalling one monster you need to sacrifice for its summon. Those arrows point diagonally, horizontally and vertically, which is how they point to certain zones to allow for summoning.

Pendulum monsters are like regular monster cards, but two of them can be played in the Spell and Trap zones as Spell cards. When two of them are there, look at the pendulum scales printed on the cards. Unless the card says otherwise, once per turn, you can summon any number of monsters from your hand with levels that are in between the Pendulum scales of your two pendulum monsters (so if you had a scale 1 and a scale 3, you can only summon level 2 monsters. if that scale 3 was a scale 7, you can summon anywhere from level 2 to level 6.)

Additionally, pendulum monsters that are destroyed on the field go to your Extra Deck instead, from which they can be pendulum summoned back, but the same rules apply to them as to Extra Deck monsters (where you cannot summon more than 1 without a link monster)

Under master rule 5, the restrictions on extra deck monsters were lifted and you could now summon as many as you like again, with two exceptions: Pendulums, and Links. For links it makes sense since they get effects based on if they're pointing to another link monster or not, but for pendulums this rule absolutely guts them as they are meant to come back into play over and over. Therefor, I would lift the restriction and allow a player to summon any number of Pendulum monsters from their extra deck again, regardless of whether or not they have a link monster pointing to a zone.

if this sounds confusing, don't worry. It is.


You're saying a lot of words, and they make some amount of sense.

TBH, I dropped out of the game during the time of Synchro summons, so anything beyond that I'm gonna have to take a refresher course in understanding. Might even just make a character that uses a more old school deck rather than the new pendulum or link cards or whatever.
<Since I know a fair number of people hated Master Rule 4, would there be any special rules in place for summoning extra deck monsters or is Master Rule 5 going to be used as is?>

don't hit me with the hard-hitting questions like this

Probably just going to use a slight mod where I unscrew pendulum because Konami's done it dirty.


Yeah, I've clearly not been keeping up with the game cause I have no idea what the hell any of that is.

<Snipped quote by Kaggs>
What I was mainly asking at the start was if everyone wanted something unique to just them, and I've only seen a "no" on that front. There's absolutely still going to be a way for me to prop up specific cards in the story even without that, though.


I mean, I personally don't see a problem with this and wouldn't be opposed to it. At the same time, I understand the reasoning for being opposed to them being that people are looking for a more street level, character driven RP that isn't focused on these super important cards and people but everyday folks living in the world. I don't really care either way. It might be interesting to have people who join make decks for a specific card that acts as a signature or whatever you want to call it, but that might be a limiting factor that other people wouldn't like.
<Snipped quote by 1Charak2>

I could definitely make a Satellite expy if enough people vouch for the idea. Not the actual Satellite though, considering the situation mostly unfucked itself by the end of 5D's


I never got super into 5Ds beyond the first season, but what I did love was the setting of Satellite primarily due to the idea of it. Dueling wasn't just something you did for fun, it was a way of life and even survival at times. I think this sort of setting would lead to more interesting characters and motivations. All our characters could be part of the same dueling gang, or could sort of get forced together by any number of reasons or obstacles.
@Ammokkx

Well, I mean, There has been a high vote for super special card and cultural appropriation, So this means you sort of have a historical/legend basis for how everyone could have come to be drawn to this one place. You also similarly have the ease of producing forces counter to it (Ala Dark signers if you will) Meaning that it wouldn't be impossible to set up Shadow duels/Ante duels against the villians where the price is your super special awesome card.

The value you subject to them is up to you as GM.

Just a thought.


I think the problem there is DM overloading. While it would be cool for all of us to play the heroes of a Yu-Gi-Oh style story, what you're suggesting does one of two things: either we have to split some of us fellow writers up to play as the villains of the story, or we are all dueling the DM.
A perhaps unpopular thing that's worth noting, and it's a mentality that could help in this RP: The duels in Yu-Gi-Oh rarely follow the actual rules. If we treat dueling like the anime does, it's about character interaction and writing the drama and stakes of a duel, not so much making sure we are following tournament rules.
I have a soft spot for some of the older Yu-Gi-Oh shows. Watched the shit out of GX when I was younger. I might be interested in joining this, and would agree that keeping things loose at first might be best to let people decide how they want to duel with their partner. I'm more into the idea of playing the sort of underdog type like others have mentioned, and would probably try to play more of a niche card set without the intent of winning but to just sort of exist in the world.
This is a pretty wild party in the best sense of the word. Looking forward to RPing with you all.
© 2007-2026
BBCode Cheatsheet