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    1. DeltaV 10 yrs ago

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Sometimes I partake in the computers.

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We're still open even if you didn't see the interest check, and will be so for the forseeable future!
After the End -- A Post-Apocaylptic Fantasy RP




Background

The year is unknown, and the world has fallen into chaos. Though none still alive recall the reason, nor whether it was a hundred or a thousand years ago, "modern" civilization befell a great catastrophe, and the shattered remnants of humanity were plunged suddenly into the dark ages. Once-gleaming metropolises are now left as either rubble, relics of an ancient culture half-revered and half-deified, or crudely fashioned into sprawling castles and keeps that fuse crumbling concrete with fresh-hewn stone bricks. Up and down the eastern coast of what was once known as North America, dozens or hundreds of squabbling city-states feud with one another over struggling farms and isolated villages and crumbling roads. Men fight and clash and die as the ancestors of their ancestors did, with sword and armor -- only the barest traces of musketry are beginning to reappear on the horizon. Most powerful, though, are the very few remaining artifacts of a time long past, rumored capable of spewing fire for hundreds of yards to fell armored knights mid-charge.

The year is unknown, yes, but one thing remains constant: the desire for glory. Half-crazed travelers have returned from a land far across the continent's inland wastes, claiming to have discovered riches beyond anyone's wildest dreams across the endless scrubby plains and toxic sands. And so your party has been assembled, from every corner of a hundred feuding realms, your mission to travel across what was once a proud and unfathomably advanced civilization, to find what truth there might be to these allegations of great treasures, and to return for the glory of your people.

But is anything ever quite so simple?



OOC






Traits

One way that I hope to set this RP apart mechanically from the others is the introduction of a basic trait system. The point of these are to outline your character's primary skills and weaknesses in a way that makes them easy to process and for other players to understand. They shouldn't be viewed as the end-all-be-all of your character (that is, don't let yourself be limited by them) but rather as a few distilled bullet-points summarizing the ten-page-essay that is their life.

In addition, you might find that players who roleplay their character's actions in accord with their traits are rewarded, while things may not go so well for those who try to exploit or ignore them.

Everyone gets 7 points to work with. Positive traits cost points, while negative traits give you them. In other words, if you've already used up your seven but absolutely must have another positive trait, you can take some negatives to balance things out. Traits will also be able to be gained or lost through your actions in the RP.





The Setting




Unexpected computer problems delayed the getting-the-OOC-up, sorry! Should still have it within an hour or two.

EDIT: It's alive!
@WilsonTurner I've been puzzling over this for a bit, and I think my conclusion has to be along the same line as Shorticus':
First, "hunter" is just a single-point trait. It covers being able to hunt, skin, clean, etc. animals. You could probably interpret this to being able to cook them, too, but notice that the chef trait mentions being able to cook at an above average quality -- anyone can char some meat over a campfire. Your character's ranged weapons trait, then, covers their skill with a bow or crossbow or what-have-you. A person might be an excellent shot with a crossbow on the battlefield, but terrible at hitting deer in dense and unfamiliar foliage.

My problem with upping the trait to include a bunch of facets of being a hunter is that it kind of opens the way for a bunch of very traditional-class-oriented traits, i.e. "why not make a 'Warrior' trait for ten points that includes weapons, armor, toughness, etc?" The reason is that all of these things already exist, you just have to pick the traits out yourself. By having it be more modular than that, the system allows for variability, and for people to stray a bit outside of traditional RPG "classes".

Anyways, I will be adding more traits to cover a wider spectrum soon, so maybe that will solve the problem. OOC most likely goes up in, oh, ten hours or so? Gotta go to school.
I'd add in even more traits. Perhaps even sub-traits?


More traits coming soon! Probably with the OOC (which itself will most likely go up tomorrow, given the good reception). If you have ideas, PM them to me and I'll add 'em if they're any good.
I like the concept, @WilsonTurner. I do think that I might end up re-revising the amount of points down to five, though, so be aware of that. Especially if the idea is introduced of gaining new traits through actions once we get going, which is a very distinct possibility.

And no, not having a trait doesn't completely bar you from performing an action -- a trait just means that your character has some significant skill or ability in that particular topic. Not having the "intermediate weapons" skill doesn't mean that you won't know which end of a sword to point at an enemy, but you wouldn't be so knowledgeable about parrying with it, proper stances, etc.
How would the trait system be enforced? By the players, or the GM? How would they come into play? I could imagine perhaps a sort of "Dungeon Master" route to this, where you'll present us a scenario/obstacle that only a few traits could be used to overcome.

Example: The party needs to find a way into some ruin, and there is debris of some kind blocking the obvious entrance. A character with a trait that grants strength could move it, but if none of us have strength, we would have to find a different entrance.

Yes?


Yep, that pretty much hits the nail on the head! Other uses include the ability to provide a quick synopsis of your character's skills and weaknesses, and a way of avoiding overpowered characters without the need for complex character sheets and dice rolls. Free-RP should hopefully still be at the heart of it, though -- your characters shouldn't just be a bundle of traits that get used as tools to bypass obstacles.

Nice trait system you got dere. Interested!


I suppose now is as good a time as ever to admit that I blatantly stole a lot of traits from your zombie RP that got started, and then quickly died out, a month or so ago.
This sounds very interesting. I've experienced too many issues in playing this genre of game in the Casual forms so I'd be more than interested in taking on an Advanced RP of this nature.

Just a quick question:

<Snipped quote>

Just to be clear, there are 7 points, not 5, right? I'm already looking at possible trait options.


Oh, nice catch! I originally had it set at 5, upgraded to 7, and didn't notice that I'd mentioned 5 again a sentence later. I'm still playing around with what is an appropriate number of points for people to have.
We're starting up the RP, but still very much looking for new players! Join here: roleplayerguild.com/topics/91824-after..

After the End -- A Post-Apocaylptic Fantasy RP




Background

The year is unknown, and the world has fallen into chaos. Though none still alive recall the reason, nor whether it was a hundred or a thousand years ago, "modern" civilization befell a great catastrophe, and the shattered remnants of humanity were plunged suddenly into the dark ages. Once-gleaming metropolises are now left as either rubble, relics of an ancient culture half-revered and half-deified, or crudely fashioned into sprawling castles and keeps that fuse crumbling concrete with fresh-hewn stone bricks. Up and down the eastern coast of what was once known as North America, dozens or hundreds of squabbling city-states feud with one another over struggling farms and isolated villages and crumbling roads. Men fight and clash and die as the ancestors of their ancestors did, with sword and armor -- only the barest traces of musketry are beginning to reappear on the horizon. Most powerful, though, are the very few remaining artifacts of a time long past, rumored capable of spewing fire for hundreds of yards to fell armored knights mid-charge.

The year is unknown, yes, but one thing remains constant: the desire for glory. Half-crazed travelers have returned from a land far across the continent's inland wastes, claiming to have discovered riches beyond anyone's wildest dreams across the endless scrubby plains and toxic sands. And so your party has been assembled, from every corner of a hundred feuding realms, your mission to travel across what was once a proud and unfathomably advanced civilization, to find what truth there might be to these allegations of great treasures, and to return for the glory of your people.

But is anything ever quite so simple?



OOC

So there's the concept -- essentially, a post-post-apocalyptic world in which some unknown catastrophe befell the 21st-century world a significant amount of time ago and society has reverted to a much simpler medieval-ish level of technology. I'm aiming to go for primarily a low-fantasy setting, i.e. there probably won't be any spooky demons from beyond the abyss involved. Your characters will be relatively unknown individuals who have volunteered to attempt to cross the wastelands of central North America, and bring back the incredible treasures that are rumored to be on the other side of the continent.



Traits

One way that I hope to set this RP apart mechanically from the others is the introduction of a basic trait system. The point of these are to outline your character's primary skills and weaknesses in a way that makes them easy to process and for other players to understand. They shouldn't be viewed as the end-all-be-all of your character (that is, don't let yourself be limited by them) but rather as a few distilled bullet-points summarizing the ten-page-essay that is their life.

In addition, you might find that players who roleplay their character's actions in accord with their traits are rewarded, while things may not go so well for those who try to exploit or ignore them.

Everyone gets 7 points to work with. Positive traits cost points, while negative traits give you them. In other words, if you've already used up your seven but absolutely must have another positive trait, you can take some negatives to balance things out.





The Setting








So there it is. Rather lengthy for an interest check, I will say, but the idea's been stewing in my head for a while. Leave your questions, comments, expression of interest, scathing criticism, and thrown poop below.
Here.
<Snipped quote by DeltaV>

Well, I'll put this question to you guys. Do you want to fight some more monsters in Aquilonia, or do you want to move on? I can do either. I feel like the story has progressed as far as it will in Aquilonia, but if you guys want I can spice in some more drama, action, bloodshed, etc.


I personally think there's been enough Aquilonia focus.
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