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    1. Chickadee 10 yrs ago

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10 yrs ago
Feeling down and antisocial today. Forgive my lack of replies, please.

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All items are listed in alphabetical order for simple location. Gathering projects are listed in peach.

**IS = Inventory Space
**LS = Lifespan

Item Resource Cost Energy Cost Effects / Properties Lifespan
corn (5 units) N/A 7% replenishes 3% hunger raw N/A
grass (20 units) N/A 5% replenishes 1% hunger N/A
grass basket 100 units grass 15% +200 IS, +10% LS to contents 20 days
grass hut 2000 units grass 400% +2000 IS, +20% LS to contents 100 days
mud (20 units) N/A 10% N/A N/A
mud hut 1000 units mud 500% +1500 IS, +25% LS to contents 100 days
strawberries (5 units) N/A 7% replenishes 2% hunger raw N/A
tomatoes (10 units) N/A 7% replenishes 3% hunger raw N/A

*Humans are considered to consume 750 IS inside any building.


Skill Set Multipliers
List of Skills
**Note to self: each project needs a skill assigned to it
Welcome to An Island of Opportunity! This rp is all about letting your creative juices flow while implementing the thrill of simple mechanics. This means your character can die if proper care isn't taken. While most things will be under your control, events and numbers might occasionally force you to make decisions or change plans. Exploration, survival, and community building are key components of this game, but don't let that limit you! Below are some questions and answers that should help you understand the nature of this game. If there's anything I haven't included, feel free to speak up! Send me a pm and I'll happily add your question (and its answer) to the list. Good luck, and I hope you join!


FAQ



How do skill sets effect my character?
Does the game move in real time?
What is a health meter?
What happens if my health meter reaches 0%?
How can my health meter be diminished?
How does the attack system work?
What is a hunger meter?
What happens if my hunger meter reaches 0%?
Isn't water necessary to provide a living?
What is a energy meter?
What happens if my energy meter reaches 0%?
Why do some projects cost more than 100% energy?
What is inventory space?
How much inventory can I hold at any one time?
What is lifespan?
Why do characters take up inventory space?
Can other characters steal my items?
Am I limited to only creating items from the list in the next post?
How do I suggest items to be added to the list in the next post?
Do I have to rp every project?
What are gathering slots and how do they work?
Are shelters necessary?
How are random events chosen and how do they effect my character?
Does the weather serve any purpose?
How does a location get named?
How do we explore new locations?
Are there any animals in this game?
Why are there only five resources?
Why are some resources so hard to get?
What if I forget to rp eating my food?
How can my characters do anything privately?
Are mature scenes allowed?
Can I choose what happens to another character?
What if I can't calculate my own numbers, or if I make a mistake?
I'm going to be on hiatus. Does this mean I'll lose my character?
I'm not interested in playing anymore. What happens to my character / how do I quit?
Why is this game so hard?
I am in the process of building an island, creating a spreadsheet for calculations, and designing other various forms / events / processes. When I have finished enough to begin play, I will summon those who have expressed interest. For those who haven't seen my interest check with a brief description of the role play, you can find it here: http://www.roleplayerguild.com/topics/80108-survival-very-basic-mechanics/ooc

Please refrain from posting here and instead... express any interest or share any ideas in the interest thread. Thank you. :)

_________________________________________________________________________________________________________



Today's weather: Moderately breezy, very few clouds, around 70 degrees Fahrenheit

If inhabitants of this island were to stand at the edge of Body of Water A, they'd see nothing but waves to the south. On most days, the water is calm and rests against the shore like an old friend. Occasionally, stalks of grass will bend under gentle breezes, dipping into the water and leaving rippled fingerprints. This gentle shore extends to the east and west as far as the eyes can see, sloping steeply inland to the west and taking a more casual approach to the east.

On the easternmost edge of the shore's horizon, lifeless brown land strikes a contrast to the clear waters. This location supported denser vegetation in a past lifetime, but drowned itself out with incessant thirst. Thus destroyed, the ground become unsuitable for growth and remains quite fluid to this day.

On the northwest face of the mud pit, fat and clumsy plants thrive by pulling from the neighboring moisture. This vegetation looks as though it strives to stand tall but lacks the support to do so. Like old men and women, the branches are bowed toward the earth baring plump red fruits large enough to fill human hands. Each plant attempts to make up for the disgrace through star shaped palms which hang the fruit. The stems also embellish their existence, brandishing compound leaves that mostly arrange themselves in opposite pairs.

Not to be outdone, shorter plants enjoy the wetness of the mud pit further north. These too bare red fruit in star shaped palms, but the delicacies are much smaller and are riddled with tiny yellow seeds. Embracing the fruit in somewhat round leaves, these plants are fuzzy to the touch and smell sweet. Less gangling than their larger cousins, they tend to grow in small clusters.

As the eye continues to sweep westward along the horizon, it should note the lack of animal life. Green and yellow grass is rampant throughout most of the scenery, however. It occasionally rustles under the wind and finally gives way to yet one more type of vegetation. On the westernmost front of this Location A, tall plants grow in dense masses. They stand stiff and proud, boasting sharp and narrow leaves along the lengths of their single stalks. Peppered between the sword-like leaves are yellow bundles of rock-hard nubs. They huddle tightly together as though afraid of everything around them, fragrant-less and stubborn.

Map of spawning location:


(Please excuse the crudeness of my drawing. I am no artist. Note that this piece of the map is huge and nothing on it is drawn to scale.)

List of Natural Resources and Gathering Slots:

corn (0/2)
grass (0/4)
mud (0/3)
strawberries (0/1)
tomatoes (0/1)
I can't seem to find an ideal writing partner, so I thought I'd give this a small bump. If I can't get any good results soon, I might try elsewhere, or focus on my group rp only. Also, since I fleshed out my ideas a little better, I'm going to post an updated list. They are listed in order of preference.

The Auburn Queen
In a fictional nation / world, the studies of science are forbidden and have been so for generations. The queen who enforces such law uses it to her advantage and owns a few personal scientists. By working together, they rule the land through fright. The people under her reign believe she is capable of very terrifying things simply because they do not understand the science behind her exhibitions and claims. However, there are (of course!) people who break the law and seek knowledge. The story focuses on two scientists who barely escape the raid of their town. The queen's men capture a young female botanist who is special to the two men and proceed in a hunt for the 'criminals'. The two men travel across the land with soldiers on their heels, seeking the truth of a myth about the queen's supposedly dead husband. They strive to raise an army and bring down the queen. (For this story, I'm actually willing to play a few men because it's a novel I've started and never been able to get far with. Either that, or we can edit roles as necessary and one of the scientists can be female. I'm willing to be pretty flexible with this one.)

An Unpredictable Journey
A woman wakes up from day to day with various parts of her memory in tact. On some days she remembers nothing at all, while on others she can recall vague details. She is travelling with a male companion for whatever reason. Although this is the premise of the plot, it too derives from a novel I've started and never progressed far in. Thus, although I'll state the original intents of the journey and a few other details, be aware that you certainly don't have to abide by them.

In my original plot, the man discovers the woman wondering aimlessly and crying, and suggests she travel with him as a companion. He quickly becomes aware of her situation and vows within himself to take care of her, as she seems very leery of people in general (suggesting at a rough past). His own traveling has been uninspired and simply served as a way to escape the towns that would not accept his views. A very religious man, he believes in a 'god' of fire and in keeping names sacred whenever necessary. In fact, he believes that too many uses of a name causes the fire to consume its owner. His unwillingness to share or use names creates suspicion about his character, and very few people seem to understand his unique religion. After traveling together, the man eventually falls in love with her and dreams of finding a place which will accept them; a place in which they can build a home and cultivate the land. She becomes accustomed to his ideas on a subconscious level, being weary of names even on her bad days. This acute awareness makes her curious about her background and her situation, and she eventually decides that she wants to seek answers. There are more details to the story, but they involve a lot more explanation and the ending of her partner's life. Obviously in our role play, I won' be seeking the end of his life, but the story of their journey and relationship-building.

I Want to Be There
A wife is abused mentally and physically by her husband. She has no friends and doesn't know how to improve her situation / doesn't value herself enough to seek a way out. She's terribly shy and doesn't dare breathe a word of her situation to anyone. However, one day while running errands for her husband, some incident causes her to stumble into a possible friendship (little does she know it). Basically, she spills some milk or something (doesn't matter), and a sensitive soul (would be your character) notices some bruising. She doesn't say anything about it to give her a sense of security, and strives to slowly develop a relationship with MC. This story would be about helping the woman heal and realize she has some value.

The Drug
In a futuristic setting, society is split between the uber privileged and the not-so-lucky. The world is infatuated with a drug which, unbeknownst to most, creates a sense of apathy and a willingness to accept whatever events / politics take place around it. Those who refuse to incorporate the drug into their lives are seen as little more than street scum and anarchists. Trying to keep her brother out of political trouble, my character gets caught by the police and sent to a huge prison facility. In this fictional world, prisoners are kept in tiny cells surrounding a huge arena where the drugs are grown and cultivated. The prisoners stay in their cells by night, released during the day to collect and prepare the drugs in the open fields. Meeting quotas gains them living essentials. Your character is a prisoner also and had been working to reveal the true nature of the drug. They somehow band together (maybe he protects her or just wants to befriend her) and they develop a plan to escape and fight the drug war.
@ClocktowerEchos@Rhymer@tabbycat

I know there is only the four of us, but since a few of you mentioned that you're okay with option B, we could go ahead and start if you'd like. If you three are still interested, I'm willing to go ahead and begin designing the island and discussing the mechanics.
I think something that's also worthy to note.... even with one other player, the rp can get started if option B is chosen. The nature of option B allows the 'world' to progress unimpeded by the introduction of new characters. :) If you two are truly interested in playing regardless of group size, we could start whenever you want and just hope it grows and that new personalities are introduced.
@CountryGirl1995 I'm more comfortable playing females, but I can be coerced into playing males. haha
Bumpity bump.
@ClocktowerEchos I don't know if it's fair to call it a TRPG or not. I've always wanted to try one and never have had the time or the knowledge to do so. I think of this more as a normal RP with a few mechanics involved. In my opinion, it can add some fun because not -everything- is under the control of the writers. For example, if your character doesn't gather enough food and eat to sustain health, they can die.

@Rhymer When I ran this game on my own forum, as silly as it sounds, I used Excel to randomly generate most things. For example, I assigned a number of 1-5 for varying levels of skill, then rolled the generator for each character. If JANE DOE rolled a 3 for fishing, a 5 for melee fighting, and a 1 for building... then she'd be an average fisher, an excellent melee fighter, and a lousy builder. Thus, if JANE DOE wanted to fish, she'd gather a normal amount of fish. If she struck someone with a weapon, she'd do more damage than the normal person (say 1.25 times the damage); and if she wanted to build a shelter she'd require a bit more material or take longer to accomplish the task. ((Or her shelter simply would have 0.75 times the average shelter lifespan. Since time keeping might be an inconvenience, I'll probably adopt the idea of an exhaustion meter instead of monitoring time. If there's enough interest, I'll propose some ideas and go with the one people think will work the best.))

As for hunger and thirst meters, they would diminish by a certain amount each day. Previously, a fully healthy adult would start with 100% on each meter, and lose 5% for each day they didn't eat or drink. (So no eating or drinking in 20 days = a dead character.) Eating or drinking replenishes any loss, but the food and water has to be gathered and available, obviously.

Health meters can be diminished by random events generated (again, through Excel) or through attacks carried out by other characters.

Finally, character inventories would be kept up to date on character sheets. (This is why I'm hoping any players would keep track of their own numbers and be honest about it. The more people that join, the harder it is to update every day since I'm typically busy in real life.) Items can be acquired and lost through gathering, trading, gifting, using, building, etc etc.

[And for the random event generator, I have a huge list of things that can happen and their likelihoods of happening. Others can offer things to add to the list so that more fun and variety can ensue.]

Does this help?

The bulk of the game would be actual role playing. For example, a day between multiple players might look like this (a very very simplified summary of the day):

JANE DOE walks up and talks to JOHN SMITH and GRANNY APPLE. They discuss how crazy the waves have been, then settle on the decision that food for the town is running low. They glare at MACK JACK who keeps his own stash and refuses to share. They plot a way to lock him up. JANE DOE gets to work on creating a fish net and does this and that and bla bla bla. JOHN SMITH and GRANNY APPLE go into the trees and gather wood to create a jail. After role playing the creation and gathering in as much detail as the writers desire.. presto(!), a net is added to JANE DOE's inventory at the end of the day, and wood is added to the other two schemers' inventories. JANE DOE and JOHN SMITH ate, so their hunger meters look great, but GRANNY SMITH and MACK JACK did not eat, so their meters look a little worse off. The sun sets and a new day begins for more role playing, with all character sheets updated.
I tried this idea through a forum board and had a LOT of fun with it. However, keeping up with the numbers became time consuming and I had a lot on my plate in real life. Thus, I sadly had to end it.

I still have a lot on my plate, but I'd ADORE giving it another shot if writing partners were willing to (honestly) help me keep track of numbers and such.

Basically, this rp would be ideal for casual AND advanced rp'ers. There are two ways it could originate, so I'd take a vote and go with the majority.

Options:
A. Typical shipwreck. Survivors build a community, explore the island, and get to know each other. Relationships of all kinds can develop and random events would be rolled to add some spice and challenge. This means that characters would need to come in with a background, or have sustained injuries that have them suffer amnesia. Obviously, some characters might want to be rescued while others can be perfectly comfortable making a living away from society. Introducing new characters would be a little trickier (natives on the island? Other shipwrecks? Explorers? etc.)

B. Ever played Cantr? Whether you have or not... basically, people 'spawn' into the world. This would just be an accepted fact and allows people to enter the story and start developing characters from scratch. No backgrounds would be needed and new writers could join at any time. Again, the goal would be to build a community on an island. There'd be no "drive" to be rescued however, because arriving and living on the island would be a natural and 'normal' process.

Whichever plot is voted (I personally prefer the second because it allows for more opportunity), character strengths and weaknesses would be rolled by me, and everyone would start with very little inventory. Everyone would have a basic food, thirst, and health meter. Characters can die if any meters reach zero. Resources can be gathered from the island (which I or we would design), and amounts taken would be determined by the skill sets. Those resources can be used to build tools, create shelters, cook food..... etc... whatever you imagine up! We'll create the 'numbers' as we go along and keep a running tab. For example, if Character A wants to build a stone hammer and we decide that a stone hammer will 'cost' 3 pieces of wood and 1 rock, we'll add it to the list. From then on, a hammer will always cost 3 pieces of wood and 1 rock. It will also be assigned a life span so that it eventually deteriorates and another is needed. In this manner, progress can always be made.

((Additionally, I think it should be noted that a certain number of actions can be taken in a day, so that characters aren't exhausted. Maybe there can be an exhaustion meter, or various actions can take a certain amount of time to complete. In my previous efforts, we had projects take a certain amount of time, but that was difficult to monitor.))

If I haven't made this clear enough, just ask questions and I'll try my best to make more sense. Again though... the big part of this is in needing help keeping track of the numbers.

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