Hidden 7 yrs ago Post by PandaBrady
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PandaBrady

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I wanted to do an OCT (Original character Tournament) a while back, similar to Law of Talos or Everafter Asylum (i think that's the name of the OCT). However, I wasnt sure if that would work as an RP. I also realize that an OCT needs good artists, and would probably be invite only. I also wanted to do a prize, but wasnt sure.
Any suggestions people?
Hidden 7 yrs ago Post by TwelveOf8
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TwelveOf8 The second apostle is mine.

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My idea is simple in theory but may very well be slow and pain staking in practice. I wanted to create an RP about a small group of teenagers who get together to have a sleepover one Friday night. They then proceed to play a multiplayer co-operative roleplaying game on the original xbox or something relatively retro. Whilst they are playing they also crack jokes about what is happening in the game and how the game is being played by themselves and their friends. Basically, it's like the lets play Oney Plays but in RP form. If anyone is interested though maybe I can draw something up.
Hidden 7 yrs ago Post by The Harbinger of Ferocity
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The Harbinger of Ferocity

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This is a long ongoing project in concept, as I am curious how it would fair in execution and how to enforce portions of it, but a setting where the players themselves - those behind the screen - are the characters. Their names and some personal information changed to preserve anonymity, but the rest of them modeled as the actual people, thrust into a foreign world and forced to work together as though they were stranded. Specifically, the idea would be to mechanically reflect them through a medium such as a tabletop game, but they must explore and invent themselves within it and in as much detail and lengths they can; they must convince the Dungeon Master of these traits and provide examples to earn them, among offering hints to the others to curry some agreement.

As an off the cuff example, just how far can they run and over what time and what speed? How much education have they been exposed to and what of, be it private or public? How much life experience do they have in age, story and breadth of diversity? What do they know of the mystic and arcane, if not spiritual things in life? Have they life skills that translate from the mundane to the practical when all else fails? What terrors and triumphs have they faced first hand before?

More or less having them reflect their ability scores, classes, skills and talents the best they can, keeping them all in secret and allowing them to try and find their way through and into them with the story. Some will mature faster and take to the methods of exploring their unbound and evolving selves, others will find difficulty in that sort of reflection and legitimacy, while others yet are already the rare intuitives, those who will just know what is or is not them. In many ways this requires a great deal of trust to reveal so much about one's self, even if away from prying eyes and to a Dungeon Master who is sworn to utmost and unwavering secrecy.

The game is more about them interacting with people they do not truly know and discovering themselves in the process of the journey. A focus not so much on the end result, but the interactions and conflicts, especially the idea of losing one's self through personal alchemy; the transformation into what might well be frightening to admit, given these are inner desires and reflections. Such a creator of a game would need have great psychological skills, but the group? They get only bits of information of who these people are at all, a brief, vague write-up at absolute most almost as though it were a profile; even better, using examples of said profiles.

How does one explain their philosophy of life just allows them to feel as though they can do something. No less, can they actually do it in the game or just believe they can? What happens if they really cannot? That they explain it too poorly or insufficiently? It does not make them a bad person, or a lacking one, yet the perception and taste of failure is strong, it is personal. It says a great amount about one's self when others cannot see what they think they see.

An odd idea, one quite delicate, though I think would make for a remarkable concept. Real people having to reflect on their mirrored selves and the choices they would need make in a hypothetical, ongoing, and foreign - fantastic rather - world.
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Hidden 7 yrs ago Post by Emma
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Emma Amme

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Something to do with characters who were born and raised in a cult adjusting to the real world after they escaped or the cult was shut down by police.
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Hidden 7 yrs ago Post by ArenaSnow
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ArenaSnow Devourer of Souls

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While not something I was exactly afraid to pitch, I remember making a parody NRP after seeing so many super-serious NRPs. Called it Memepires: Age of Grimdankness and the name of it should tell you something about it. I also remember trying to remake my beloved Empire of Fuso into the Otakucracy of Nipponji. Unfortunately it died in its infancy and now I debate if there should be a day which I should remake it.

Here's the begining of the OP from the old Check.



>might join upon seeing it again
Hidden 7 yrs ago Post by Sierra
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Sierra The Dark Lord

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I'm still too self-conscious to properly pitch anything involving Lyra because as a character she is actually a textbook sadist. That's part of what makes her fun ... but am I mentally prepared to write that? Jury's out.
Hidden 7 yrs ago Post by Darcel
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Darcel Half Priest, Half Sinner.

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I'm still too self-conscious to properly pitch anything involving Lyra because as a character she is actually a textbook sadist. That's part of what makes her fun ... but am I mentally prepared to write that? Jury's out.

If you're not sadist, or if a part of you doesn't enjoy the idea of inflicting pain on others, no fun or exhilarating then why bother writing about it?
Hidden 7 yrs ago Post by ArenaSnow
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ArenaSnow Devourer of Souls

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Roleplay that can be chalked down to a band of mages going on missions to hunt random ancient era demons, half serious, half "MiB" serious.
Hidden 7 yrs ago Post by vancexentan
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vancexentan Hawk of Endymion

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After marathoning a bunch of Danganropa stuff I kind of want to make a non-killing game post apocalypse game focused on 'pseudo' ultimates who want 'justice' not hope, or despair. Just 'Justice'. Basically ordinary people fighting both sides to make the world a place where crazed specialists don't screw it up again. They don't want hope because hope bore the despair. The don't want despair because it fucked the world. Wouldn't know where to start with it.
Hidden 7 yrs ago Post by Todd Howard
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Todd Howard States facts, makes fiction

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Grilled Cheese Adventure deserves a revival...

roleplayerguild.com/topics/89006-gril…

/s
Hidden 7 yrs ago 7 yrs ago Post by shamrocknroll
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shamrocknroll Cosima Niehaus's stuffed squid

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Here's one I'm very tentative to pitch mostly because it's a world I created with my friend and a lot of characters in the world are his. That among other things since it's so many genres, it's urban fantasy, some biopunk (genetic augmentation is a VERY common thread in how humanity now works), some romance, some mild-post apoc (though it's only from the magical races mindset) and far more relationship based than combat based. It also has no standard fantasy races, except gnomes who are cool.

The main story is that it takes place AFTER the story that I wrote. It's a modern setting (story was late middle ages almost renaissance). Magic as in spell slinging and how it's executed is dead however they're TONS of magical weaponry in this world since the magic is still alive just under another disguise. It's basically what if Harry Potter actually trained kids in the art of combat (which is something I can get why they didn't but I still thought the fact wizards are pathetic WITHOUT their wands is lame and flawed but that's besides the point). Magic is openly discussed and they are two schools one's evil and one's good. The schools are based on how they make a relationship with said weapons they wield (which are usually sentient but not always). The good school focuses on mutualism or commensalism while the evil school focuses on basically parasitism and if you've read any Michael Moorcock Elric books you'll know what that means. Swords that are truly evil and while VERY powerful will suddenly stop working because well, they're full or want to mess with you. A sword will turn around and decapitate your girlfriend and such.

The players would at times have to think about not only their player but also their relationship with their weapon. Is the weapon attracted to the wielder in some way? Does it demand things or just want someone to talk to?

I have A LOT of stuff ready for this RP I just have no idea if anybody will be willing to undertake this, plus this would need a co-GM.
Hidden 7 yrs ago Post by The Nameless
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The Nameless An Adventurer by Trade

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@shamrocknroll That sounds pretty cool. Let me know if it ever gets off the ground.
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Hidden 7 yrs ago Post by shamrocknroll
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shamrocknroll Cosima Niehaus's stuffed squid

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@The Nameless

Knowing that I have literally PAGES of lore, characters and timelines. Chances are that I'll post it up tomorrow, especially since at least you are interested. I'm thinking what draws a lot of people to an interest check is a deep long out plot and loads of effort taken into the RP. Not sparse sandbox pitches which what I usually did 4 years ago.

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Hidden 7 yrs ago Post by ArenaSnow
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ArenaSnow Devourer of Souls

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Something boring. A roleplay about mages hunting demons. And... that's it, in terms of arching plot. Just an order that recruits people and goes on missions based on my fantasy canon.

Too boring. >.<
Hidden 7 yrs ago Post by Patches
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Patches The Man Who Sold the World

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A ghost train idea. The main setting being a ghost train to the afterlife/limbo, that passes through the living world to pick up spirits.
The protags would be the staff on the train or people getting on the train.
I haven't really made an idea for it since I've felt there isn't much to work with, even though I have a character and setting in mind. Plus it'd be confined to one setting, at least for the first stages.
Hidden 7 yrs ago Post by shamrocknroll
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shamrocknroll Cosima Niehaus's stuffed squid

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@Patches That sounds kinda awesome. Especially for a free or a low casual game. I'm not saying the game sounds shallow by saying that. However I think slice of life where there are no antagonists tend to gravitate towards lighter type of RP.
Hidden 7 yrs ago Post by Patches
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Patches The Man Who Sold the World

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@shamrocknroll
Ihave three reasons why I haven't tried
1. 40 hour weeks at work
2. Roleplays don't seem to last long, I've joined too many that died before the ball got rolling
3. I'd need to get people interested

But yes, the main idea would be slice of life. The staff of the ghost train would be ghosts themselves, capable of interacting with the mortal world. There would be antagonistic elements, but I wouldn't say I plan on a "villain" per say.
Hidden 7 yrs ago Post by shamrocknroll
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shamrocknroll Cosima Niehaus's stuffed squid

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@Patches Not trying to be a jerk or condescending, far from it however from my experience and from what others have done here is some advice:

1. Ever considered a Co-GM? It might sound silly for a free to casual game but I think if work is your issue you can get one that runs "the daily maintenance" when you deal with the actual story.
2. Sadly I know the feeling from both a player and a GM side. One of the reasons I pitch so many games now isn't due to me being obsessed with RPing but more due to the fact I want at least one going and most tend to die quickly
3. Interest is easy, it's keeping that interest going that's difficult

And I figured they would conflict of course just no mustache twirling bad guy lol.
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