Oh, I wasn't necessarily looking for steampunk tech and such, I just wanted to know whether my Paladin would be sporting the usual full white plate regalia or going Crusader-style.
Whatever you like, although personally I favor crusader-style ;)
When you said you wanted early medieval technology, did you mean "All our armor is chainmail and pith helmets"-early, or "We just use catapults instead of cannons"-early?
The former, but this is certainly up for debate. I'm not a stranger to steampunk-esque gunpowder weaponry and the like.
But I wouldn't want to play an actual mafia game, since our characters would be killed left and right, but I'm thinking maybe if we caught up with a doppelganger/shapeshifting villain and we'd like them to be a recurring one, then as opposed to killing them, we could do a little thing where the lights go out/an illusion is cast/a convenient blinding action occurs, and one of us gets a PM from the person currently in charge of the doppelganger arc saying that, if they're okay with it, their character would be caught in a box/cell/trap somewhere with magic somewhere near the end of the dungeon, and was swapped out for the clever Doppelganging impersonator.
Could lead to some fun "The Thing" antics. Especially if their blood reacts to hot paperclips and the like...
That sounds awesome! I'm sure we could work that in somehow!
And, for our dearest Duck, I should probably ask: How much, exactly, did you mean to be completed before we began roleplaying? To ask the rest of the thread, as well, what do you think about the balance between planning and creating things on the fly? I would not be against creating the core concepts revolving around our characters and motivations, and then filling out the rest as we go.
Maybe we should have a Titanpad or similar tool set aside for the thread's use? That way, it may be easier to compile ideas-in-progress and work together on constructing something with some semblance of continuity between the lot of us.
Good to see you made it over :)
I'm actually all for creating things on the fly. I've done dozens of RPs like that on other sites, and they're among the best I've had. BUT if you want to plan ahead and create stuff for the world, I won't stop you. I might even join in on that :)
As for the Titanpad, I have no idea what that is.
Assuming doppelgangers exist in this universe... Who's up for breaking the OOC ice and bringing out some GM Co-Op playing a game of Mafia mid-dungeon?... Somehow...
I don't know what that means, but it sounds fun :P
Although great care has been taken to ensure her not standing out, there is something about Sarna that attracts the attention of people. An aura, almost. She is dressed in simple travelers clothes, topped off with a brown hood and cape. She also carries a backpack with necesseties with her, and that's the most people usually see of her. Beneath hood she has shoulderlength, unkempt brown hair and vivid green eyes. She also has a small scar from a cut on her upper lip, and (if anyone should ever look there) a small tattoo behind her left ear in the shape of some kind of letter or symbol.
When speaking or interacting with other people, it's easy to see in which mood Sarna is on account of her mimicry. She wears her heart on her sleeve, almost to the point where you would suspect her of acting. She has a temper, but is passionate rather than fierce or aggressive. Sarna is an expert at glaring, and people who know her would say she could outstare a rock. It is also very obvious to local people that she's not from around here. It's just something about her that screams foreigner.
For those who hail from or are familiar with the lore of Junnia,
the tattoo behind her left ear would mean that she is a member of the Gilorn, an ancient and dying order of wizard knights. The order is dedicated to the preservation and control of magic and magical artifacts. It has a long history in Junnia, full of legends and myths. To see a Gilorn in the flesh today is rare, however.
Ah, right. Has the issue of multiple characters been cleared up? I've never seen if people were specifically on or off-board with that idea.
We should hold a vote, if only to save people typing hours.
I would like to excercise my right as thread owner and suggest (and by that I mean enforce) a compromise: We will stick with one character each for the first page or two. Then, once we've established some kind of setting and story, we can go on to multiple characters.
This looks interesting...But I would recommend deciding if you want to build from the top down or the bottom up. I.e. Design the tavern first and then the town or the kingdom first and then the town. Etc.
I'm more for the tavern first and the world later. We could give hints about people and places while in the establishment, that we get to meet or see later on in the game. Like reverse world-building or something.
I'm game, if this gets off the ground, of course.
Then go ahead and write yourself a character, I guess.
This here is a game in which we play out the usual business of the usual medieval fantasy adventures. The world is just like it always is; full of wizards and dragons and knights and bandits and rogues and all of that. And we're the usual adventurers, braving it all, trying to find our place in it. So far, everything is as it always is. No surprises.
The one difference is that we skip the GM and the red thread of the story. Everyone is the GM! Noone is the GM! And there's rules that we all need to follow:
We are allowed one protagonist each. Our protagonist is our personal hero with which we experience and interact with the game. Our protagonist has Rights; you can't kill another players protagonist without her/him agreeing on it. You can't control another players protagonist. You can't decide if or how another players character gets hit or notices something. Basically, your protagonist is your own and is basically untouchable.
We are allowed several NPCs each. NPCs are other inhabitants of the gameworld. An NPC can be anything from a questgiver to a barmaid or perhaps some kind of monster or villain. NPCs have little or no rights. You may control or kill other players NPCs at will. If doing so, you might first want to consult the creator to avoid frustration or anger, but you don't have to. It is ok rule-wise.
We are all allowed to create lore for the world. We can make up settlements, schools of magic, peoples, cultures, monsters... you name it. Once created, the particular piece of lore belongs to it's creator, but not entirely; other players may add information as long as it doesn't contradict the already established lore.
Apart from these rules/guidelines, the usual code of conduct still applies. Don't be an asshole. Don't purposefully sabotage the game for other players. As the owner of the thread, I reserve the right to kick assholes from it.
We're already into discussions about rules and lore and stuff like that, so just jump right in if this looks interesting to you!