@Shoryu MagamiWell, the joke with the paladin in "the gamers" is that he is a lawful good "babysitter" in a rather chaotic evil group. A paladin cannot sit idly by while evil takes place (and since he's the GMs character he can probably kill the party), so whenever they have to do something evil like an interrogation one will go to the door, look out and shout "Hey, is that an evildoer doing evil out there?" When the paladin is outside looking for the evildoer the group will do whatever they do...
I like the idea you have going with your Arcane Tower. It makes sense in a world where magic and a gathering like that exists that they have some respect and reputation. However, I do hope we'll get some kind of "evil/corruption within"-story with them as well.
I didn't realise you were talking about your own project there, good thing it worked out both ways. The race creator-thing actually works for everything, the creator has first dibs on everything. If you step into the tavern first you get to decide what's in there, you get to describe the cave, the dragon and the treasure if you're the first to see it. The others can then add things to that description as long as it doesn't collide with what has been said before.
The treasure cave in Disney's Aladdin is a good example. It is filled to the brim with treasure, which the player of Abu has described in detail and so starts to fill his pockets. The player of Aladdin is next and describes the room with the lamp, ignoring the treasure, instead reaching for the lamp. Third is the player of the carpet, who speaks for the cave as Aladdin takes the lamp and reveals that the treasure really is just an illusion and initiates the collapse, rushing to Aladdin to pick him up.
The treasure was real and an element in the story all the way up to the point where it was revealed to be an illusion and started to melt. It would not have worked if one player saw the treasure and the next said that the room was completely empty.
I see more and more games, at least in the advanced section, use wikis to keep track of what's going on. Fandom-games have been doing it for ages to try to stay relevant to the canon. Some games just have an enormous amount of lore and backstory that needs to be available to the players, and I agree that the current format doesn't really support that kind of game. I do welcome your help if/when we take the step to a wiki, as it will require some work with moving text and arranging it all properly.
To be fair, not that long ago we had to make do with just the IC/OOC, so things are a lot more organised now.
On one more note, you've put in an interesting character yourself. I'm guessing you hadn't originally planned a goblin but after you realized we're all basically not popular with the authorities you rolled with it? It works, at any rate, but with such an unconventional bunch for this sort of story it really does make me wonder about the plot direction.
That is exactly right. I was planning to do a sneaky character all along, but I wanted one or two players to post their character concepts first and show me what they thought was a good character for this kind of game. Once I saw that we were going for unconventional characters the choice of goblin was given. Sneaky, kind of bad but not necessarily evil and of course the beard-thing. I've lifted that from an old RPG I used to play with my friends years ago where the goblins actually thought that if they just put a fake beard on they'd look like dwarves and could walk the streets unharmed.
I wanted some player characters as a base because that way I wouldn't limit the other players to my decision. Instead it would allow them to start co-creating the game with their characters as first contribution. I supplied the basic structure of the game, they supply the direction.
Plot will be what we make of it, we can follow whatever path we choose and do what we want at the end of it. If we stumble upon the great castle Camelot we can either feast and dance with the king or say "On second thought, let's not go to Camelot, it is a silly place".
One thing that I find really interesting is that we don't even have to stick together as a group. If one of us feels that their character has something more important to do than whatever the party is doing, they can go off on their own private adventure and (maybe) rejoin the group later. If the good characters suddenly find the evil ones repulsive the game may evolve into a "good vs evil"-game. Or maybe we develop a meta-plot and follow it like in the classic RPGs. It's all in the hands of our future selves instead of our past selves.
Another thought's come to my mind, so I'll run it by you, especially since this might end up applying to other people too. Are we thinking about having a place to store or keep tabs on any antagonists or other recurring NPCs that people end up creating for this thing? I've already got a few of these characters brewing around in my head and I wasn't sure where you'd want information about them posted up, if at all. This is technically something I'm wondering how the site in general handles too, not just this one RP.
Generally I think most games would like to have that kind of info written up like proper characters and either posted in the OOC for everyone to see or only to the GM via PM. For this game I would prefer if you hold on to the info until we actually meet whatever it is you have planned, and then present them as people in-game.
I'll do my best to search the IC and grab important info and collect it in the OOC opening post, at least to start with. Of course, you can all help with this by copy-pasting important stuff you write and posting it here in the OOC.
@Shoryu Magami@Ailyn Evensen@Fetzen@FickleSickleImportant info for everyone.
I've had a thought about posting length and arrived at the conclusion that it is suboptimal. The rules states two paragraphs of text per post, I believe that three paragraphs will be better suited for this game, and it will make things a lot clearer.
In each post we will not only have to react to whatever has happened since our last post and write out what we want to do next, we also have to resolve whatever actions the guy before us wants to do, in two paragraphs it will get messy.
With three paragraphs to work with a post may look like this:
Β§1: Results of previous poster's actions. This way the player won't have to read the entire post to figure out what happened or if it is irrelevant to their own character.
Β§2: Reaction to what has happened, new info, actions, thoughts, feelings... You get the drill.
Β§3: Declaration of next course of action. This is what the next poster will need to resolve.
Does that seem fair?