Hidden 9 yrs ago Post by YamiCuoreLaroux
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There's a series I like with a beautiful blend of high fantasy, action, and mystery. It's basically a super magical "whodunnit" with a cool quest to save the world driving the characters. I was wondering if maybe something like that could be played out with a group of people.

Anyone up for a brainstorm?
Hidden 9 yrs ago Post by ArenaSnow
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Maybe?
Hidden 9 yrs ago Post by Light
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Interested.
Hidden 9 yrs ago Post by YamiCuoreLaroux
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Any suggestions so far? What kinds of things to people want to see?
Hidden 9 yrs ago Post by ArenaSnow
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Players working on both sides of the mystery, perhaps? Multiple parties, some good, some less than good acting to figure out the same thing?
Hidden 9 yrs ago Post by Garth
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Do you mean a DnD version of Clue? Do characters die off one by one? Is one of the characters the killer? But nobody knows who it is?
Hidden 9 yrs ago Post by YamiCuoreLaroux
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I'd kind of like to have one of the characters be the killer, maybe. It would certainly make for an interesting game. Actually, it would be even better if there were more than one and we had multiple parties like @ArenaSnow suggested.
Not sure if I can manage a DnD type setting exactly, but maybe I'll see if any ideas from that could work well with it.

What kind of place would work best for this? I don't want it to be too small a place, but investigations would be easier on some kind of closed circuit, I think. It doesn't even have to be the same one for the whole game, but we'll have to see how one round goes first.
Hidden 9 yrs ago Post by ArenaSnow
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A palace, perhaps?
Hidden 9 yrs ago Post by Karos
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I'd be interested in giving this a try.

Some ideas for a setting perhaps a university or other large academic establishment?
Hidden 9 yrs ago Post by ArenaSnow
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I'd be interested in giving this a try.

Some ideas for a setting perhaps a university or other large academic establishment?


Eh... I'd prefer not to have another school-based roleplay.
Hidden 9 yrs ago Post by Karos
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@ArenaSnow Fair enough there are a fair few of those around.

Perhaps a walled city might work?
Hidden 9 yrs ago Post by Mr Rage
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I did a high-fantasy who-done-it in a previous role play forum I was involved in. I had it take place over the geographical area of the city we were in. Allowed for certain types of investigation that you wouldn't necessarily get if they were only able to investigate the building the murder took place in. It allowed for the investigators to look in places that maybe wouldn't be helpful at all. The city had a busy harbor area, so going down there and looking around for witnesses might have been helpful, might have been a waste of time. Perhaps a bribe could have helped them out, or perhaps that bribe was a waste of time and sent them down the wrong path. Because ultimately, one should prove not only who, but how, and why whenever possible.

In my setting I did not have a player be the killer because it was a setting where a player had only one character forever unless they retired it or it was killed off, so unless I had a player actually choose to be the killer it wouldn't have been fair to make one of them play it. Even then, however, there is too much chance of the investigators meta-gaming and making assumptions without actually finding the evidence to support it. As such, I maybe wouldn't recommend having someone play the killer because any thoughts that were presented could be meta-gamed and used to figure out which character it was without the correct effort being put into it.

But anyways, I would be interested in being in such a thread.
Hidden 9 yrs ago Post by ArenaSnow
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@ArenaSnow Fair enough there are a fair few of those around.

Perhaps a walled city might work?


It could, but it would have to be well organized so that the setting wouldn't get too confusing. I would suggest some sort of map be made as well. I've had experiences where a few OOC questions too many came up from a poorly defined city.

I did a high-fantasy who-done-it in a previous role play forum I was involved in. I had it take place over the geographical area of the city we were in. Allowed for certain types of investigation that you wouldn't necessarily get if they were only able to investigate the building the murder took place in. It allowed for the investigators to look in places that maybe wouldn't be helpful at all. The city had a busy harbor area, so going down there and looking around for witnesses might have been helpful, might have been a waste of time. Perhaps a bribe could have helped them out, or perhaps that bribe was a waste of time and sent them down the wrong path. Because ultimately, one should prove not only who, but how, and why whenever possible.

In my setting I did not have a player be the killer because it was a setting where a player had only one character forever unless they retired it or it was killed off, so unless I had a player actually choose to be the killer it wouldn't have been fair to make one of them play it. Even then, however, there is too much chance of the investigators meta-gaming and making assumptions without actually finding the evidence to support it. As such, I maybe wouldn't recommend having someone play the killer because any thoughts that were presented could be meta-gamed and used to figure out which character it was without the correct effort being put into it.

But anyways, I would be interested in being in such a thread.


That's an unfortunate reality. I'm co-gm'ing one right now that may involve a "killer" like character, but the revealing stuff would be posted by me and vaguely reference the other character; not give out who it is exactly, but enough detail to possibly suspect and proper loopholes that it could be plausible for said player to be discovered.

But, alas, metagaming... all I can really say is that I try very hard not to do that in any roleplay I'm in, even if the identity of a secret character is obvious. I'll instead try to make my char come to more logical conclusions and possibly find his way into the answer... but still fall to the side and possibly even accuse the wrong player if that too is reasonable.

I'd like to believe in benefit of the doubt and folks being able to seperate OOC and IC info... but unless we do, it'll probably end up any incriminating info be left out of the char's post or integrated into the GM's post. Assuming the idea's put in at all.
Hidden 9 yrs ago Post by YamiCuoreLaroux
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I did a high-fantasy who-done-it in a previous role play forum I was involved in. I had it take place over the geographical area of the city we were in. Allowed for certain types of investigation that you wouldn't necessarily get if they were only able to investigate the building the murder took place in. It allowed for the investigators to look in places that maybe wouldn't be helpful at all. The city had a busy harbor area, so going down there and looking around for witnesses might have been helpful, might have been a waste of time. Perhaps a bribe could have helped them out, or perhaps that bribe was a waste of time and sent them down the wrong path. Because ultimately, one should prove not only who, but how, and why whenever possible.

In my setting I did not have a player be the killer because it was a setting where a player had only one character forever unless they retired it or it was killed off, so unless I had a player actually choose to be the killer it wouldn't have been fair to make one of them play it. Even then, however, there is too much chance of the investigators meta-gaming and making assumptions without actually finding the evidence to support it. As such, I maybe wouldn't recommend having someone play the killer because any thoughts that were presented could be meta-gamed and used to figure out which character it was without the correct effort being put into it.

But anyways, I would be interested in being in such a thread.


I was thinking that all planning involving the culprit would shared between the player and the GM through PMs to keep everyone else from using information they shouldn't have. All info reveals would probably be done by the GM so the player just has to act accordingly to the situation and try to keep the others off their trail for as long as possible. I'll admit that there are probably a few holes in my logic that I haven't noticed yet, though, so feel free to point them out if you see them.

Anyone who wanted to be a culprit would have to make a request by PM before submitting their character as well, and the decision would also be announced the same way, I suppose. Of course, only the player who has the culprit could be told that they are the culprit, and the GM wouldn't be telling how many people sent requests either.

I suppose the GM could just play the culprit, but I wonder if that still makes it too easy for people to figure out. Even if the GM controls multiple characters, it's still pretty narrowed down immediately and I'd like to keep the mystery as interesting as possible.

As for the one character thing...I guess anyone who gets ousted could be allowed another character, but I'm not sure what to do if someone dies in the middle of a round. Would it be alright to just introduce another? We could keep the policy as one character at a time, but depending on the circuit, I wonder how awkward it would be to get them in.
Hidden 9 yrs ago Post by YamiCuoreLaroux
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A palace, perhaps?


That's entirely a possibility. I'll keep it in mind.

<Snipped quote by Karos>

Eh... I'd prefer not to have another school-based roleplay.


Agreed, those are pretty plentiful already. It could also lead to another Dangan Ronpa.
...Not that I mind that either; it is an interesting series. I'd like to keep my options open for now, though, and see if we can make something a little more our own.

@ArenaSnow Fair enough there are a fair few of those around.

Perhaps a walled city might work?


I gotta agree with Snow on this one. I've been in a couple of games where the layouts were too disorganized and unplanned for anyone to function, so we'd definitely need a solid, organized map for this one. I do really like this idea, though, so if we can get a map to work with, I will seriously consider this.

Actually, any location would probably work best with at least a basic map. Anyone know of good places to generate/borrow maps from? I'll admit now that map-making is not my strong suit.
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<Snipped quote by ArenaSnow>

That's entirely a possibility. I'll keep it in mind.

<Snipped quote by ArenaSnow>

Agreed, those are pretty plentiful already. It could also lead to another Dangan Ronpa.
...Not that I mind that either; it is an interesting series. I'd like to keep my options open for now, though, and see if we can make something a little more our own.

<Snipped quote by Karos>

I gotta agree with Snow on this one. I've been in a couple of games where the layouts were too disorganized and unplanned for anyone to function, so we'd definitely need a solid, organized map for this one. I do really like this idea, though, so if we can get a map to work with, I will seriously consider this.

Actually, any location would probably work best with at least a basic map. Anyone know of good places to generate/borrow maps from? I'll admit now that map-making is not my strong suit.


One possible idea for a map is to use this, screen capture it, bloat up the size in <insert image editor> and work from there.

This could help make up some of the details if ya need them for ^, or even with another map.

Other than that... all I can really refer ya to is google. I'm notoriously bad with images and the like...

As for the one character thing...I guess anyone who gets ousted could be allowed another character, but I'm not sure what to do if someone dies in the middle of a round. Would it be alright to just introduce another? We could keep the policy as one character at a time, but depending on the circuit, I wonder how awkward it would be to get them in.


I'm wondering if a cap of 3 chars would be alright; assuming said player can keep up with them all. That could migitate the loss of one character.

From there, I suppose it would be a matter of working out with you beforehand how to best integrate into the story with a new face, especially if a player has one char and that char dies.

1x Thank Thank
Hidden 9 yrs ago Post by Mr Rage
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I think that one character at a time would be sufficient, but if we are worried about deaths then we could pre-plan to have three characters in the wings to take over. Just like a DnD campaign, your character dies? Oops, oh look here is your cousin Bob here to take over. But also, this leads to another meta-gaming situation. If someone's character is killed, it would presumably be done by the culprit or associated with them. We could all read said murder, and we could then act off of that, whether our characters saw it or not.

I personally would stick with one character and one character only, makes it a much more risky situation. You have to survive and detect smartly, you know you are on the trail of a murderer you can't make any stupid mistakes and jump to any wild conclusions without proof. If they all die before figuring out who the killer is, well then, the murderer gets away with it. A realistic scenario, makes a way for the murderer to get away with it and 'win' too.

Beyond this, are all the players private detectives that have been brought in by the local governance to help out the constabulary, sleuthing for our own personal vendettas, or are we all working for the constabulary? Or shall we make this just a part of our individual characters backgrounds?
Hidden 9 yrs ago Post by luclovers
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Interested
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I think that one character at a time would be sufficient, but if we are worried about deaths then we could pre-plan to have three characters in the wings to take over. Just like a DnD campaign, your character dies? Oops, oh look here is your cousin Bob here to take over. But also, this leads to another meta-gaming situation. If someone's character is killed, it would presumably be done by the culprit or associated with them. We could all read said murder, and we could then act off of that, whether our characters saw it or not.

I personally would stick with one character and one character only, makes it a much more risky situation. You have to survive and detect smartly, you know you are on the trail of a murderer you can't make any stupid mistakes and jump to any wild conclusions without proof. If they all die before figuring out who the killer is, well then, the murderer gets away with it. A realistic scenario, makes a way for the murderer to get away with it and 'win' too.


Sounds like a good idea... if executed right (but then, that applies to everything on this site...).

Beyond this, are all the players private detectives that have been brought in by the local governance to help out the constabulary, sleuthing for our own personal vendettas, or are we all working for the constabulary? Or shall we make this just a part of our individual characters backgrounds?


I'm liking the idea of personal agendas. Makes us all have so much more trust for each other.
Hidden 9 yrs ago Post by YamiCuoreLaroux
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I think that one character at a time would be sufficient, but if we are worried about deaths then we could pre-plan to have three characters in the wings to take over. Just like a DnD campaign, your character dies? Oops, oh look here is your cousin Bob here to take over. But also, this leads to another meta-gaming situation. If someone's character is killed, it would presumably be done by the culprit or associated with them. We could all read said murder, and we could then act off of that, whether our characters saw it or not.

I personally would stick with one character and one character only, makes it a much more risky situation. You have to survive and detect smartly, you know you are on the trail of a murderer you can't make any stupid mistakes and jump to any wild conclusions without proof. If they all die before figuring out who the killer is, well then, the murderer gets away with it. A realistic scenario, makes a way for the murderer to get away with it and 'win' too.

Beyond this, are all the players private detectives that have been brought in by the local governance to help out the constabulary, sleuthing for our own personal vendettas, or are we all working for the constabulary? Or shall we make this just a part of our individual characters backgrounds?


Hmm...I think I see what you mean...

The only thing is that I wasn't originally going to limit possible killing to just the culprit, but depending on the set of characters we end up with, I'm not certain whether it's a good idea or not. I guess if I put a limiter on the characters, some sort of device that generally keeps everyone wanting to keep as many members alive as possible, then maybe, but...

I'm still working it out. The whole 'character death' thing is looking to be the most complicated problem so far. I want there to be high stakes, but I don't want it to just be over too soon for any players if their characters just disappear before the end of the round. I at least want to give them something to do so nobody feels ripped off...

But yeah, an equal opportunity for the culprit to 'win' is probably a best case scenario. More reason to be smart about whatever the characters do. Gotta think about this more.

For the characters, I guess some of them could be part of some kind of official investigative group, but I think it would be more interesting if most of them didn't really have such a background. More of a 'detective by chance' than 'detective by choice' group. If anyone wants to add some experience to their background, though, I don't mind. Just not an entire party of them.

Personal agendas are good. I was just going to tie them all together with a common goal outside of 'find the dude, clear your name.'

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