Elemental Adventure III - Planet of Charm
Basics:Welcome to Elemental Adventure!
For those of you new here, this is a collaborative second-person roleplay of a single character, with decisions made by the particpants and hosted by myself. It's based off a game I have often played in real life, as well as similar threads on the Kongregate forums. It requires minimal activity, but becomes much more fun if you get throughly involved. While the rules below may seem daunting, this game is really easy to learn just by following along and asking questions.
For the older players, this will be a new experience, with many aspects of gameplay overhauled. Except for the fact most of this post is copied from the failed Signal of the Sun.
In this roleplay, you will help choose the actions of a single character who will progress through an elemental world, collecting items based on Elements itself and meeting other people (NPCs) along the way.
Every round, there will be an image depicting the the character's appearance, an overview of your statistics and quanta, a categorized section of the items you currently possess, a synopsis based off the actions chosen in the previous round, and a selection of options recommended for the next round.
Below I delve further into the mechanics of this roleplay.
If you've come this far, I definitely encourage you to keep reading and become involved.Character:This roleplay is the story of a single character, molded by the community. This character and their status is represented by a template, spoilered below. Please note that this will change a lot as more things are able to be added to the template. The spoilered template uses the [desc] tag heavily - move over text that looks like
this!Spoiler for Hidden:
Name
[Image]
| Statistics
Round: *
Health: */*
Experience: *, */*
*
Element | Quanta | Statistic | | * | * | | * | * | | * | * | | * | * | | * | * | | * | * | | * | * | | * | * | | * | * | | * | * | | * | * | | * | * |
| Recurring Items
Amulets: • Pillars and Pendulums. Limit 8 equipped.
Armor: • Weapons and Shields. Limit 4 equipped.
Artifacts: • Artifacts. Limit 8 equipped.
Pets: • Creatures. Limit 8 equipped.
| Vanishing Items
Scrolls: • Spells. Can only be used in battle.
Nutrition: • Can only be used outside of battle.
Miscellaneous: • Various other items. Cannot be used outside of battle.
Key Items: • Items required for plot.
|
Synopsis • This is where the round's story is held. It forms the very heart of the roleplay, and will include hints, lore, and humor that you would not get without reading it, enhancing the experience of the roleplay. It builds off the previous rounds actions and forms the basis for the current rounds.
| Notes • This is where notes from myself are contained. It may include changes in gameplay, tips about plot, notices, or anything important that doesn't fit in the world of the roleplay itself.
Options • These are your options for the next round. Sometimes, you will have a vast number of possibilities, but at other times you may be quite restricted.
|
Phases:Gameplay shifts through two different phases. These affect how, and how much, players are able to make decisions.
Discussion Phase: This will be used in the majority of rounds. In these kinds of rounds, players discuss their options, come up with new ones if they choose to do so, and in the end vote on what action to perform. This is done through the thread to encourage activity and discussion.
Quickfire Phase: This is used for decisions with a very high amount of clear options, for battle, and for minigames. Players decide on a first come, first serve basis, usually with the first agreement deciding the action. A response to this action is then posted and the cycle repeats if needed. Players are limited in how much they can suggest during these phases, to promote activity.
Some rounds will use both phases for different things.