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Hidden 9 yrs ago Post by Ammokkx
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Ammokkx ShaDObA TaNOsHiI

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Sister thread


The old bus shuddered as it made its way down the sand-coated road, with no stopping point in sight. The sweltering heat made you almost regret your decision, but with the promise of cool air, comfortable conditions, and dueling at the end of your journey, you simply had to endure the trip. The chatter of other students on the bus made it almost impossible to think, though you tried, as you had an important decision to make. Which structure deck did you want? Around 3 weeks ago, at the entrance exams, you were told that you wouldn't be able to bring your own cards, and would instead have to earn the cards you wanted. You would be able to choose a structure/starter deck to start with, and would earn points to buy more structure decks, cards, and packs. Not only that, but you are also going to have to choose two study courses right before the placement duels...

At some point, you noticed a massive skyscraper, which looked extremely out of place here, in the middle of the desert. This was the Duel Tower. You could here the other new students cheering around you as the bus came to screeching halt in front of the school. Your group is stopped at the door by a staff member of some description.

"Follow the blue line on the wall to Arena B. You will pick up a duel disk and a deck there, and then we will commence your placement duels." The staff member stepped aside, letting your journey truly begin.

Welcome to the Duel Tower.



Oh, hey look. A reboot of someone else's RP. So not too long ago, this RP called the Duel Tower came into existence and died down. I've taken up the banner, however, and am fully ready to revive it better than ever!

As you can read in the little prologue, this RP will take place in a large skyscraper-esque building called the Duel Tower, situated in a desert. We'll all be playing first year students attending this place for the first time for various reasons. It'll be the first of a three year study period, so the characters will be aged 14-17 depending on when they decided to join the academy. The focus will mainly be on the interactions between all these different characters and their different skill levels, evolving and growing over time. This isn't to say the entire RP will take place INSIDE this building however. There are a few locations situated outside of the tower, such as various arenas who focus on different styles of dueling. There's also another skyscraper, already half broken down... The old building. Insects and animals roam the place and use it as shelter, so it's strictly forbidden to go there.

Naturally, I plan to add some form of danger to the RP later as to not have it be stale. But that's for the future. I'll be honest, I can't say I'll completely stick to what I have planned as I am curious to see what the characters do and will happily adjust some elements of the story if it doesn't quite line up with what is happening at the moment, or if certain personalities don't allow for it. Players will be able to earn cards over time, but don't worry! I've made sure that no matter if you win or lose a duel, you can always buy two card packs. This is so that the progression isn't too slow and we don't constantly see duels where people use the same deck over and over, as that wouldn't be fun. Part of the appeal is that while you may start with one theme, your character can grow and evolve over time with something entirely different.

There are certain things I am not quite sure of, however. There's the issue with Life Points for example. Some people prefer to fight with only 4000, like they do in the show, but others feel like sticking to 8000 is the way to go. What do you guys think of this? I've also added a feature to make this academy feel like one, and that is the option to have your character study two courses. These courses will be chosen at the start and justified in-story. The general gist of it is while everyone will have these dueling lessons, those who choose to specialize have more general hours in that subject and will also be learned new tricks, or be allowed to nominate themselves for exhibition duels so that the school may show off their best. For example, someone who specializes in Turbo Dueling will be taught more in-depth on how to ride a Duel Runner on manual, as well as be allowed to duel with Auto-pilot off. I would like to add this feature, but if you guys don't want it then I won't add it.

That's the general gist of it all! Sorry if it was a bit much to read, I just wanted to share the idea and make it sound more appealing. Everyone is welcome to join, no matter what experience level. You're attending a dueling school after all, so making mistakes is allowed! If you have any questions or concerns, ask them now and I'll do my best to answer them. But right now I have a question for you all: Who is interested in joining?
Hidden 9 yrs ago Post by vancexentan
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vancexentan Hawk of Endymion

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I have a couple questions:

How will we duel? Will be using something like Yugioh Pro or will we be doing some sort of weird dice rolling thing or how will that work?

Are we restricted to an archtype at the start? Will we be able to use support from other archtypes to help our starting decks? (AKA Silver's Cry in a Red Eyes Deck/Noble Arms in a different warriors deck)

Will we be divided into classes like GX?

Hidden 9 yrs ago 9 yrs ago Post by Ammokkx
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I have a couple questions:

How will we duel? Will be using something like Yugioh Pro or will we be doing some sort of weird dice rolling thing or how will that work?

Are we restricted to an archtype at the start? Will we be able to use support from other archtypes to help our starting decks? (AKA Silver's Cry in a Red Eyes Deck/Noble Arms in a different warriors deck)

Will we be divided into classes like GX?


1: I'm not picky, as long as you can have a decent duel written by the end of it. I prefer if people would use titanpad and roll dice to determine their hands and draws, and this has to be what you do for placement and plot duels, but I can allow freeform writing or using a dueling program. Note though, that some people might be allowed to use custom cards and thus the program might be less of an appealing option.

2: You choose a structure deck and a pack at the beginning. Then you can buy more packs for points. You're allowed to construct any deck you want and/or trade, as long as you have what's neccesary to do so. You can create a custom structure deck if you want, and I'll explain the rules for that if it gets enough interest.

3: Yes, but that'll mostly be irrelevant. It's more of a deciding factor for how I'm going to include your character in the general plot and social status, and hey, discrimination can be a thing if you guys want it to be. Aside from a little more luxury this won't affect anyone that much though, I'm not going to go to extremes like GX did.

EDIT: Also, I've made sure the progression isn't slow by guaranteeing you enough points for two packs at the end of each duel. I know how slow these can be from videogame experience, so in order for players to get the decks they want I'm not going to punish them by having them need a stupid amount of duels.
Hidden 9 yrs ago Post by vancexentan
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vancexentan Hawk of Endymion

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Alright then but what about people who want to play a certain archtype? Will they just not be able to do so? Like for example Noble Knights they need three medraut and borz otherwise the deck isn't viable. U.A need to get out that midfielder. So are we restricted to just having the basic structure decks?
Hidden 9 yrs ago Post by Ammokkx
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Alright then but what about people who want to play a certain archtype? Will they just not be able to do so? Like for example Noble Knights they need three medraut and borz otherwise the deck isn't viable. U.A need to get out that midfielder. So are we restricted to just having the basic structure decks?


Again, like I said, the packs. I made sure that they're able to be gotten easily so that you won't have to grind too much to get them, however not fast enough so that people could build something like a red-eyes synchro deck in the first week. The point is to upgrade your deck as you go along, and if you really wanted, you could create a structure deck of that deck and then upgrade it with the packs you get later on.
Hidden 9 yrs ago Post by vancexentan
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vancexentan Hawk of Endymion

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alright fair enough. I just wanted to clarify that.
Hidden 9 yrs ago Post by Ammokkx
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alright fair enough. I just wanted to clarify that.


Is there anything else you worry about? I'm open to explaining some things further or change some things if you feel there's a good reason.
Hidden 9 yrs ago Post by vancexentan
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vancexentan Hawk of Endymion

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I'm just trying to think of a good deck that can be run with only two of each cards. The decks I'm considering are: Noble Knights, U.A, Cyber Dragons, and D/D/D's. After all structure packs maximum only two cards of each but I'd assume we would be allowed to have two of certain cards to make them viable at least in the start.
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I'm just trying to think of a good deck that can be run with only two of each cards. The decks I'm considering are: Noble Knights, U.A, Cyber Dragons, and D/D/D's. After all structure packs maximum only two cards of each but I'd assume we would be allowed to have two of certain cards to make them viable at least in the start.


Actually, no. That's not how structure decks work. There's been structures where there's been three copies of a certain card, and I'm not pushing for any hard limits on copy as long as it's within reason. Here, I'll show you the rules for them:

You may have up to 7 custom cards (7 custom cards, but you may have multiple of each custom card) and you choose up to 30 cards in your deck, the rest will be balanced out by the GM. Five of them will be generic "Staple" cards, such as Bottomless Trap hole and Mystical Space Typhoon, while the other five will be 'niche' cards suited to your deck. The standard ratio of cards is 20/10/10, BUT, you can alter these numbers by a maximum of five digits. This means you can have as low as 15 monsters, 5 spells or 5 traps but also can't go higher than 25 monsters, 15 spells or 15 traps. All structure decks are 40 cards main deck, with a maximum of five extra deck cards. The more you choose however, the more niche or weaker they have to be.
Hidden 9 yrs ago Post by vancexentan
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vancexentan Hawk of Endymion

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Alright that makes things a bit easier for me thanks.
Hidden 9 yrs ago Post by Ammokkx
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Alright that makes things a bit easier for me thanks.


Oh, and on that note: I'm not going to allow Structure Decks that are too similar to an already existing one. I saw you included Cyber Dragon in your list, but there's already one out there. I'm doing this so that people don't run around with the same theme, I want them to be different from each other. I also don't allow structure decks to be re-taken at the start. They can be bought later, though.

Keep in mind your power level also has to be in line with that of others. I can verify that the Dragon's Roar structure deck has beaten three other, more modern, decks while it's a relatively old one itself. So keep in mind that you're expected to follow a certain power curve so you don't stomp other players.
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vancexentan Hawk of Endymion

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Fair enough however if I pick Noble Knights I just want to say it's incredibly easy to get out their King and keep him on the board as it only requires two cards at the least. I once got him out four times in a round against a bujin player.
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Fair enough however if I pick Noble Knights I just want to say it's incredibly easy to get out their King and keep him on the board as it only requires two cards at the least. I once got him out four times in a round against a bujin player.


Again, as long as there's a chance other structure decks can beat it it's fine. Ask yourself "Is this deck able to be beaten by three other structure decks?", and if the answer's yes then you're probably good. I'll be judging each one individually, so if you're unsure I can give advice on how to buff/weaken it.
Hidden 9 yrs ago Post by vancexentan
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vancexentan Hawk of Endymion

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The thing about noble knights is their versatility. They're king is basically a wall that can't be destroyed once per turn, gains 500 life points per turn, and can't be targeted. He can be tributed with volcanic queen, weakened by spells or fusions, or straight out pummeled to death assuming he has no xyz materials. The normal knights are weaker on their own but with their queen they can simply destroy bigger foes assuming they turn dark. Noble Knights are deadly but if you lock them down they have no chance with no chance of using their arms then they're pretty screwed. It's just that Noble knight King Artorgius is literally a wall of destruction. They're not overpowered by any means they're just really good but not comparable to some of the meta today like Kozmo or pendulum.

Also I plan on adding a younger brother to my main character who uses an archfiend (not necessarily red dragon archfiend, the fiend type monsters) beatdown deck that's high risk high reward if that's fine with you.
Hidden 9 yrs ago Post by Shiny Keldeo
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I'll toss my interest in for it, I saw this posted all the time and have been a fan of Yu-Gi-Oh for some time. I do have a particular liking to the 5Ds series, so expect to see some things from that most of the time from me.
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The thing about noble knights is their versatility. They're king is basically a wall that can't be destroyed once per turn, gains 500 life points per turn, and can't be targeted. He can be tributed with volcanic queen, weakened by spells or fusions, or straight out pummeled to death assuming he has no xyz materials. The normal knights are weaker on their own but with their queen they can simply destroy bigger foes assuming they turn dark. Noble Knights are deadly but if you lock them down they have no chance with no chance of using their arms then they're pretty screwed. It's just that Noble knight King Artorgius is literally a wall of destruction. They're not overpowered by any means they're just really good but not comparable to some of the meta today like Kozmo or pendulum.

Also I plan on adding a younger brother to my main character who uses an archfiend (not necessarily red dragon archfiend, the fiend type monsters) beatdown deck that's high risk high reward if that's fine with you.


Again. I don't really worry about Noble Knights. As long as your structure deck can beat and be beaten by others, that is completely and utterly fine by me.

I'm fine with you having multiple characters, by the way, but you can not have them duel each other without GM permission. This is to prevent you scumming out more points and/or cheating for a win. I hope you can understand and agree with that.
Hidden 9 yrs ago Post by Ammokkx
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I'll toss my interest in for it, I saw this posted all the time and have been a fan of Yu-Gi-Oh for some time. I do have a particular liking to the 5Ds series, so expect to see some things from that most of the time from me.


If you like 5D's, why not sign up your character as an aspiring Turbo Duelist? It's going to be an element of the RP anyway, so why not.
Hidden 9 yrs ago Post by Shiny Keldeo
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I was planning on it, and I also have a few questions of my own:

1. Does this take place in the same universe as the other Yu-Gi-Oh Series? And as such, can we expect visits by Duelists from these series?

2. Is there a strict card ban list? Or is it kept up with the current IRL Yu-Gi-Oh Regulations?

3. As you said we can purchase decks with out points, can we also purchase Duel Runner parts with these points?

Hidden 9 yrs ago Post by Ammokkx
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I was planning on it, and I also have a few questions of my own:

1. Does this take place in the same universe as the other Yu-Gi-Oh Series? And as such, can we expect visits by Duelists from these series?

2. Is there a strict card ban list? Or is it kept up with the current IRL Yu-Gi-Oh Regulations?

3. As you said we can purchase decks with out points, can we also purchase Duel Runner parts with these points?


1: Yes and no. It's a mixmatch: ZeXal and Arc-V never confirm to be in the same universe so I'm handwaving that it all takes place in the same universe. I may throw in off hand references to heroes and legendary duelists, but don't expect them to show up in the flesh. This also leads into the next point...

2: A slightly modified IRL banlist. Plot cards such as the God Cards, Signer Dragons, Sacred beasts etc. are a natural ban as the PC's should not have access to those, but some cards or series I don't agree with in real life are also banned such as Nekroz or Kozmo. I don't particulary have anything against them, I just feel that if players were to get a hold of one of these decks they'd stomp everyone.

3: Interesting! I hadn't actually thought about that. I'll say no to that, since you're in a school and all Duel Runners are supplied by them. I might think of a way of a PC getting their hands on one now that it's been brought up, though! Thanks for the idea.
Hidden 9 yrs ago 9 yrs ago Post by Satoshi Kyou
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oh... this one is more active than the other with scar in it... yeah i think that is a good point since it is a academy yes we should just provide the runners but... wouldnt learning how to customize your runner be something to consider in a academy environment

best option is to have a "end of the month duel runner parts salesman" if we do go with buying parts
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