[@Grnmachine] Evidently I'm not making myself clear. [quote]I know this- and think it would be very jarring for Yew to suddenly come across real world physics.[/quote] [quote]As for the turn-based combat, I was explaining BP and how his game worked. I know I didn't specify, but I also planned on him coming to terms that the brave/default system he'd known just [i]doesn't work[/i].[/quote] The application of real world physics was [i]not[/i] caused by the virus in the VR system. These classics were remastered for a [i]Virtual[/i] environment. With access to the kind of technology that would allow someone to physically experience a game such things a turn based battles would become rather tiresome. If I wished to play Final Fantasy VI simply as it is I could on my SNES. I would go to a VR arcade because it allows me to experience the game fully, in real time. The developers designed these games to eliminate mechanics that would be required on old style gaming consoles but with the advent of VR become redundant. The allure of a Virtual Environment is marred slightly if the fight sequences amount to one simply standing on a field and doing what amounts to pushing buttons. Therefore when it came time to adapt Bravely Default they would have had to find a way to keep the Bravely and Default systems relevant while still having them work within the narrative as a game named Bravely Default without the thing that gives it that name becomes rather pointless. Example: The Legend of Zelda if Zelda weren't in the game. Effectively what the virus did among other things was wipe out the games overhead capabilities, accessing the menu, inventory, equipping skills, crafting. Any items that are not visible or equipped would be lost and without overhead capabilities the games default to Reality Mode which swaps HP and MP for physically (simulated) damage and a magic system fitted to act in reality. [quote]I will make an argument for MP. MP is AKIN to mana, it isn't the exact same. When he runs out of MP, he either has to regain it or do something else. Plus, there is no [i]real world[/i] equivalent of mana OR MP, so there's no "one way and that's how it all works" thing for magic.[/quote] MP (Magic Points), FP (Flower Points), Mana etc is a fairly standardized concept from game to game, a refillable meter that holds the cost for performing magic or skills. When it is depleted those skills can no longer be performed. If MP in Bravely Default is somehow different enough from equivalents in other games as to be considered its own thing that is something that seriously should have been explained in your CS as I will reiterate not everyone including myself is familiar if your particular game series. As for magic this being my RP were I to say it was "one way and that's how it all works" that [i]would[/i] be how it all works. I don't want to do that because standardizing something that we are taking from possibly hundreds of different sources depending on where this goes could have disastrous results to the story but I will make executive decisions as best I can on various things. A general rule and fairly common explanation in novels is that magic draws on the power of the caster's soul. Depending on strength and experience a caster is capable of doing more magic all at once. The older a caster the bigger and more numerous the spells he can perform. However a caster's soul must also maintain the person it manifests so the energies it can devote to magic are limited. Were a caster to push too far past those limits the energy that his soul uses to maintain his mind and body would be burned through by the spell and kill the caster in order to accomplish the spell. Obviously some addendums to that would have to be made depending on the game a character comes from and how magic functions there specifically. It would be a bit different for someone coming from a Harry Potter game as they channel magic through their wands. The Fire Emblem magic is a slightly different bag as well and actually safer to use as they have tomes to act as a buffer. [quote]And as for the asterisks, I failed to specify yet again. Yew can only use one at a time, gaining its proficiency and stats (I know stats are useless I'm just describing the game), while having access to the active abilities of one other job. He can't use all of them all the time.[/quote] And that's sort of the problem. You learn how to use a greatsword, you become a master at it. You decided to learn thief skills and suddenly you don't know how to use the greatsword anymore until you go back to learning swordsmaster skills. These are with a few exceptions skills someone would learn through practice and hard work. There is no logical reason for such skills to be only accessible to a person who learned them at certain time. Like if I were to learn kung fu and marksmanship. There would be no reason why I couldn't kick the crap out of someone with kung fu then turn around and shoot them with my awesome marksmanship. And given there are such a large number of skills he can't know all at once and he can't know some sometimes and others othertimes it just doesn't make sense. I realize this is how it in in game but without an overhead the most logical conclusion to this is that he would be stuck in one class. [quote]And as for the backstory, I left it vague on purpose as to avoid spoilers, and short as I was cramped for time at the time. If you would permit me, I'll revise my CS for Yew, going into further detail with the backstory, and adding the other categories. [/quote] Vague is never good in an RP. We can't work with your character if we have no idea who they are. Besides if a game become not worth playing just because you know some of the twists then it wasn't worth playing in the first place. There is a spoiler disclaimer in the OP. Anyone who doesn't want to be spoiled wouldn't be here. So if you wouldn't mind a more detailed backstory would be helpful. [h1]For Everyone[/h1] I have a question for everyone. Since we are playing in a game world I wanted to address the subject of Permadeath. Should we have it so that death in game means death. Or as in Log Horizon dying means your return to the last save point having lost any memories up to that point. A third option would be that we follow the save rules of whatever piece of game world we happen to be in. If we are in a Fire Emblem game death is death. If we're in a Zelda game restart from one of three save places. Dragon's Quest you restart from the Cathedral. Etc, etc etc.