Do you want profiles in the interest check or the OOC?
Over the past year and a half, I've been working on a tabletop/chatroom adventure game. My big problem with the more popular ones currently available such as D&D is that they either restrict your character, restrict your personal abilities, and really overall simply restrict your freedom. In D&D, if you want to be an effective barbarian, you had better kiss wisdom, intellect and charisma goodbye. Because everyone knows, it’s impossible to both be strong and have a modicum of intelligence, just like it’s impossible to be a spellcaster and also be good at hitting things. That would just be silly. And god forbid you actually try to convince anyone of anything using simple logic without rolling for diplomacy. This may be a bit of an exaggeration on my part, and things may be different now, but that is essentially the big turn-off when it comes to D&D for me. There is an irrevocable choice between having a character with personality and/or distinctiveness versus making a character who is actually good at anything.
So I made F.A.I.T. It's a game about player freedom. To put it simply, you can:
1. Be anything. God, Death, Reality itself? Sure. Sentient Laundry Hamper? Can do. Alligator that can breathe exploding bricks? Childs play. A Quantum Uncertainty Dinosaur? Wilco, just don't look in any mirrors. Samurais, Demons, Accountants, Janitors, Merchants, Aliens, Robots, Inanimate Objects, Abstract Transient Constructs, Eldritch Entities Beyond the Ken of Man, Philosophical Bombs, Time Travelers, Statues, Monkies - Your character can be anything you want it to be, right from the start of the game.
2. Do anything. Literally talk people to death. Leap tall buildings in a single bound (and then go splat against the ground). Teleport. Bend reality to your will. Paint people pink by wiggling your ears. Flip coins so that they always land on the side you want. Summon creatures to do your bidding. Banish others to another plane of existence. Travel through time and space. Really, we aren't picky here.
3. Go anywhere. Most games will generate a very basic and limited world for you to play around in. F.A.I.T. generates 'iterations' - clusters of multiverses. If you have the means, you can go anywhere, and nothing will stop you. The game accounts for every possible genre and setting imaginable. True, you start out in one particular area, but nothing is stopping you from just flying to another continent or planet. (Aside from gravity, atmospheric reentry, lack of oxygen, gamma exposure, etcetera - but in F.A.I.T., there are ways around all of those).
Now the game does have rules. What game doesn't? When it comes to character creation, we work by the premise: Everyone has to start somewhere. All characters are in similar straights at the start of every game - any distinction is caused by their accumulation of skills, powers and personalities. You can implement stat changes within your character as part of what they are, but nominally you can be anything and look like anything and it will not impact gameplay beyond flavor. So yes, you can play as a god. You can throw lightning bolts and fly and grant boons or curse foolish mortals. It's just that, at the very start of the game, you'll be a very puny god. You'll probably spend some time working yourself up to where you want to be. The same applies to other things like eldritch creatures, powered armor superheroes, potted plants and bearsharks. All entities, at the start of the game, regardless of form, will be able to walk, talk, and interact with the world around them by default (although you can elect to make them incapable of one or all of these things as well).
Similarly, you can start the game with the ability to do anything you would like...to a certain extent. You want to be able to punch a hole in the universe? A'right, we can do that. Chances are, it's going to be a very small hole, or a very big hole that closes up very quickly. Or it just might be that punching a hole in the universe doesn't really do all that much. As the game progresses, you can expand upon and improve your punching skills to make punching a hole in the universe more effective. Again, everyone has to start somewhere. You can do anything you want, but you're probably going to have to work on your technique.
That said, when selecting powers and skills for your character, do not worry about the mechanics. I have those covered, and I will contact you in order to fine tune the specifics of what you want. If you put down 'Aura of Healing' as a skill, I'll probably ask you how large you want the aura to be, how long you want it to last, and how powerful you want the healing effect to be, and whether or not you want the healing effect to be a flat boost or a sort of regenerative effect, and whether you want it to cure status conditions and so on and so forth. The rule of thumb here is that less is more. The less complex an effect, the more powerful it will be. Please keep in mind this is at the start of the game. Chances are, you'll be able to improve that aura of healing to have unlimited range and be capable of curing cancer and aids.
Here is what a character sheet for F.A.I.T. looks like:
Name: The name of your character, or at least what other people call them.
As a note, all entities start the game with the same stats, barring variations due to their selections. The default is:
2 HP - How much of a beating you can take.
1 Energy - A mixture of physical and inner strength. Used for heavy lifting and spellcasting.
3 Sanity - Determines an entity's ability to distinguish between fantasy and reality. This score has no bearing on a character's personality or behavior. When Sanity starts dropping, narration starts becoming distorted for that character.
A few things you may want to know before designing your stuff:
LUCK DOES NOT FACTOR INTO GAMEPLAY. You do not need dice, random number generators or coins to do anything in F.A.I.T. All you need is a pen and pad. Possibly not even that. Don’t take that as a sign that things can’t happen by chance. Think of it as a sort of action=>consequence system. You can perform an infinite number of actions, each of which has a contextually specific reaction. The minute details of your performance changes what occurs.
F.A.I.T. abides by a few convenient video game rules. At normal difficulty, you have unlimited inventory capacity. After a fight, your health and energy is fully restored barring certain status effects. Damage taken outside of fights is more permanent, although it will still heal over time. Time itself operates on a vague scale of measure, the units of which consists of actions, travel time and speech. On higher difficulties, these convenient rules are turned off. Finally, spellcasting uses energy, and comes in generalized areas of specialization. Picking a specific area of spellcasting automatically grants you a bonus to energy so you can actually cast your spells. This does not necessarily mean spellcasters are physically strong - it could mean that they are magically augmenting their strength.
The game started out as a text adventure, gradually evolved into a chatroom RP, and is now conceivably advanced enough to function as a legitimate tabletop RP. It still retains a few holdovers from ye olden days however – the OP for the OOC thread will include a MAIN MENU, containing the contents of…the main menu of F.A.I.T.
As to how posting will work: The RP will nominally be taking place in-thread, although a lot of collaborative work is probably going to be involved between everybody. As the narrator, it will be my job to describe the setting and the appearances and actions of NPCs, and so for the sake of clarity and space it may be more efficient to combine posts. I would like to share http://sync.in/ with all of you. It’s a collaborative text document/chat room that allows for realtime writing and editing by multiple authors. I find it to be indispensable when doing collaborative work.
Also of note: While combat may or may not be a frequent thing, it is still liable to occur in any given game. The way fights operate in F.A.I.T. gives lots of leeway towards the player in terms of reacting to enemies and strategizing – and is horrible when it comes to posting, since it would involve potentially hundreds of small, one sentence or paragraph posts describing system messages and actions. As such, all fights will have to take place in realtime, preferably in a chat such as IRC (although I am open to alternatives), and then edited at the conclusion to look nice and neat for posting.
Finally: F.A.I.T. games take a long time to complete. Most groups seem to naturally engage in sessions that chew up three to four hours of time, sometimes even longer. Each game file usually consists of chapters, and a single chapter can typically take anywhere from weeks (assuming one session a week) to months to finish. And that’s with people meeting together on IRC. I expect the pace to be much more languid here on a forum, so please do not join unless you are absolutely committed for a long haul, although I am welcome and accepting of criticism and feedback from people who might not be able to participate.
Here's an easy copy and paste schema for a F.A.I.T. character sheet:
Code:[B]Name:[/B] [B]Details:[/B] [B]Skills:[/B] [B]Attacks:[/B] [B]Abilities:[/B] [B]Specials:[/B] [B]Items:[/B] [B]Level:[/B]
We Try Things. Sometimes they even work.
-Parson Gotti, Erfworld
J'ai la haine
My Theme
Originally Posted by Terminal
Do you want profiles in the interest check or the OOC?
<Xartarin> I've been RPing all day, I need to do more productive things with my time, like drawing cartoons
<Xartarin> ^basic summary of my life
Let's save profiles for the OOC if we get that far. Right now, just decide on what sort of character you would like.
We Try Things. Sometimes they even work.
-Parson Gotti, Erfworld
J'ai la haine
My Theme
Originally Posted by Terminal
My curiosity has been pinched. Interested.
I'm quite interested. My main concern is how much time you'd want for this. I'm not anticipating that being an issue for a while, but I'm starting grad school in the fall and would like to know how much of a time commitment per day or per week you're expecting.
The main problem with time is that F.A.I.T. is essentially a game at its base. We can pause it, and any given challenge might wait for every character to respond - but if we use a one-post-at-a-time format, very simply, the game will never get anywhere. It will require very active collaborative action.
I suppose the main question is to how exactly people might want to do this. The way it was done prior to now, F.A.I.T. was hosted in realtime chat, and people got together on occasion to play through sessions whenever their schedules allowed. If we did that, it would be a simple matter of everyone coming in at the same time of the week and then hammering out a session, which could then be edited and posted. Sessions, as previously stated, usually chew up three to four hours of time - so the bare minimum then would be to clear out that much time a week for the game. On the other hand, since we will be using http://sync.in/ , it is entirely possible we could instead have people come and go, altering a single text document one at a time until we have something long enough to post. That would require coming in much more frequently in order to stay on top of events, although it would also mean you would not have to clear three to four hours from your schedule.
We Try Things. Sometimes they even work.
-Parson Gotti, Erfworld
J'ai la haine
My Theme
Originally Posted by Terminal
So how exactly would things happen in F.A.I.T ? You would control what happened to the characters? I mean it sounds interesting, but there is a reason for dice and things. I just don't get how this would play out without dice (or whatever) could you elaborate?
Which House In Westeros Do You Belong To?
House Targaryen!
Fire cannot harm a dragon. You are strong, confident, bold, and strong. You are likely very wise and good at almost anything you apply yourself to and are quick to pick up both loyal soldiers, fierce friends, adoring fans, and obsessive lovers. There's no doubt that something about you is special and people see it reflected not only in your actions, which are based on a strong intuition you were born with, but also in your appearance. You sometimes just seem to know things and can use this to your advantage. You have a strong mind and are likely very intelligent and poetic and wholly good. You will see injustice and want to fix it. It's your nature. And since you have the blood of the dragon, fire doesn't hurt you. It just makes you more powerful. And fire can also be interpreted as conflict or danger. You are kind and beautiful and wise, like a dragon, but can turn fierce and deadly when angered. No one will want to wake the dragon in you. Targaryens have silver hair and violet eyes.