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Offline ddevans96Topic starter

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Elemental Adventure II - Preparation https://elementscommunity.org/forum/index.php?topic=42052.msg522445#msg522445
« on: July 16, 2012, 07:06:49 am »
I'd really like to get this started again. I think I need to be much more open about what I'm doing, so I'll start here.

For those not familiar with Elemental Adventure, it was a collaborative RPG based off games I played in real-life and threads on Kong that was well-liked while it lasted. I'd recommend looking here: http://elementscommunity.org/forum/index.php/topic,34996.0.html, as it contains the last set of rules, links to the first thread, and useful information. However, this thread is directed to those who participated in the original.

To-do list:

Plot/World Map: Will be using new plot. World map in prototyping.

Voting and Schedule: Removing polls, discussion will remain in thread. Round lengths will be on a case by case basis.

Statistics: Finalized:
:darkness Karma
* Affects quest requirements.
:death Stamina
* Affects health and quanta changes.
:water Adaptability
* Affects awareness and elemental affinities.
:air Agility
* Affects dodge chances and critical strikes.
:aether Wisdom
* Affects spell and artifact effects.
:life Empathy
* Affects relationship with pets.
:time Intellect
* Affects quanta production.
:gravity Charisma
* Affects inventory space and quest rewards.
:earth Defense
* Affects damage reduction.
:fire Strength
* Affects damage dealt.
:entropy Fortune
* Affects luck, such as randomized spells.
:light Leadership
* Affects relationship with allies.



Character Template: Work in progress. Once this is done we can start.

Characters: One character we all control, like the first EA.

Rotating Hosts: Not going to happen.
« Last Edit: August 09, 2012, 04:49:50 am by ddevans96 »
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Offline ZephyrPhantom

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Re: Elemental Adventure II - Preparation https://elementscommunity.org/forum/index.php?topic=42052.msg522523#msg522523
« Reply #1 on: July 16, 2012, 02:39:25 pm »
Quote
Plot: I'd rather not continue with the previous plot, as it got sort of tangled up, but I'll probably get burnt to death by certain people, so I'll point out the option is there. Or we could restart the previous story so it flows more smoothly from the beginning, or start a new story (which I have carved out right now).
Starting a new plot/restarting the old one gives an opportunity for newer players to get familiarized with system and allows PCs to take different paths. If you feel starting a new story/hitting the 'reset button' would be better for you, go ahead.

Quote
Voting and Schedule: I want to scrap the poll system and make all decisions posting-based to encourage posting activity. I think more thread activity instead of silent voting would be best for the continuity of the game. How long should most rounds be?
You'll probably have to experiment with round length, depending on the activity of particpants. Otherwise, I agree with more thread activity and scrapping the poll system - people will more likely act in a thread with a lot of posts going on.

Quote
Statistics: I'd like to implement more statistics, perhaps elemental stats loosely guided by the ones planned to be used in Nerora's Rising. I already talked with Zblader about this and he's on board with the concept. If we do this, how should be implement them? Should one be based on the friendship formula I never really used?
For reference:
Spoiler for Character Template:
Element: :air Air :air
Name: Gia
Gender: Female ♀
Bio : *working on it*
:rainbow Base Stats :rainbow
:fire Strength: 6
:air Inteligence: 6
:time Wisdom: 6
:life Empathy: 5
:darkness Karma: 4
:aether Perception: 5
:earth Defence: 6
:water Agility: 5
:light Loyalty: 2
:death Stamina: 5
:entropy Luck: 4
:gravity Charisma: 4
:underworld HP : 95

Suggestion - Unless you're going to make companions/summons a central part of the part, keep the friendship aspect simple - I would make it a visible stat for NPCs (allies or not) that determines their mood towards you.

Quote
Character Template: I'd like to phase out the Anime Maker and give us greater control over her appearance. Playing Realm recently and starting to play FATE again today has given me a really cool way to do this. Beyond that, how do we de-clutter the item sections? Should the synopses be shorter, longer, or are they good in general?
I'm not sure what you're planning to do here, but if we do go back to avatar making we could always use The Gaia Avatar Creator instead (which works a lot better than ACM for our purposes since Nele constantly changes her appearance and Gaia allows you to edit your already existing avatars rather than being forced to recreate the whole thing.)

For decluttering the item system, I'm not really sure - you pretty much have it as compact as you possibly could get IMHO with {desc} tags to inform newer players. I think having each item correspond to an icon (and just putting the whole description in the {desc} tag instead) could shrink it a bit, but otherwise I don't have any better idea ATM.

The synopses seem fine.
Quote
Characters: I really like the idea of everyone being a part of our character's mind, but indivdual characters controlled by different people but working as group (much like we would in real life) could greatly increase activity. Or it could decrease it. i'm honestly not sure how to expect that.
Multiple characters within her mind could indicate Nelevitas has Schizophrenia. I'm not sure how effective that would be in terms of roleplaying - I would limit the amount of 'mental' allies to a small number, and have any other interested RPers join up as separate allies with their own motives.

Quote
Rotating Hosts: I brought this up in the last thread but it wasn't well-recieved. Real-life versions I've played usually rotate hosts to allow for more creativity. If I scrap the poll system, this becomes very possible with decent organization.
Again, activity dependent. If you feel certain players have become especially active in this thread, you could try recruiting them as GMs.

Quote
World Map: This delayed it a lot before, as I was reluctant to continue without one. Should I use one already existing or take another stab at creating my own? Do we even need one?
We should have a world map to determine where events occur and where Nele should head next. A sandbox needs boundaries, otherwise it'll just be a pile of sand.
Pick one of the already existing maps and stick with it. That way we bypass the whole issue of drawing one in the first place.
« Last Edit: July 16, 2012, 02:41:57 pm by Zblader »

Offline Onizuka

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Re: Elemental Adventure II - Preparation https://elementscommunity.org/forum/index.php?topic=42052.msg522691#msg522691
« Reply #2 on: July 17, 2012, 04:38:55 am »
Restart old
2ish days/the length it takes to make the next part (voting then waiting is boring)
Friendship power evil
Iunno I imagine anyway
I like Schizo
Need active and motivated people
Sandbox needs boundaries.
You're just as selfish as I am. You're just not as good at it yet.

Offline furballdn

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Re: Elemental Adventure II - Preparation https://elementscommunity.org/forum/index.php?topic=42052.msg522692#msg522692
« Reply #3 on: July 17, 2012, 04:39:12 am »
Hm. Never actually done any real full length RPs before. Not sure if want.

Offline Drake_XIV

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Re: Elemental Adventure II - Preparation https://elementscommunity.org/forum/index.php?topic=42052.msg522693#msg522693
« Reply #4 on: July 17, 2012, 04:42:10 am »
Interesting.  Just keeping track for now...

Offline ddevans96Topic starter

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Re: Elemental Adventure II - Preparation https://elementscommunity.org/forum/index.php?topic=42052.msg522696#msg522696
« Reply #5 on: July 17, 2012, 05:05:16 am »
Starting a new plot/restarting the old one gives an opportunity for newer players to get familiarized with system and allows PCs to take different paths. If you feel starting a new story/hitting the 'reset button' would be better for you, go ahead.

Yeah, there's only so many changes to this game we can make without requiring a total reset. Anything we do here will probably make it most optimal for us to do so, and it would regroup the older players and phase in the newer ones.

Quote
You'll probably have to experiment with round length, depending on the activity of particpants. Otherwise, I agree with more thread activity and scrapping the poll system - people will more likely act in a thread with a lot of posts going on.

Round length could be sporadic at first, just to test the waters, but it should fizzle down to about 2 or 3 days within a few rounds.

Quote
For reference:
Spoiler for Character Template:
Element: :air Air :air
Name: Gia
Gender: Female ♀
Bio : *working on it*
:rainbow Base Stats :rainbow
:fire Strength: 6
:air Inteligence: 6
:time Wisdom: 6
:life Empathy: 5
:darkness Karma: 4
:aether Perception: 5
:earth Defence: 6
:water Agility: 5
:light Loyalty: 2
:death Stamina: 5
:entropy Luck: 4
:gravity Charisma: 4
:underworld HP : 95

Suggestion - Unless you're going to make companions/summons a central part of the part, keep the friendship aspect simple - I would make it a visible stat for NPCs (allies or not) that determines their mood towards you.

This is definitely the base I'd be working off of. Of course, there's a lot of differences between Nerora's Rising and this, so they're be implemented in much different ways. Where possible, the shard's virtues should be related to the stats.

Spoiler for Remainder of Reply to Zblader:
Quote
I'm not sure what you're planning to do here, but if we do go back to avatar making we could always use The Gaia Avatar Creator instead (which works a lot better than ACM for our purposes since Nele constantly changes her appearance and Gaia allows you to edit your already existing avatars rather than being forced to recreate the whole thing.)

For decluttering the item system, I'm not really sure - you pretty much have it as compact as you possibly could get IMHO with {desc} tags to inform newer players. I think having each item correspond to an icon (and just putting the whole description in the {desc} tag instead) could shrink it a bit, but otherwise I don't have any better idea ATM.

The synopses seem fine.

Definitely not using Gaia, for reasons I'll keep to myself. What I will probably do is have an equip slot for head, chest/armor, left hand, right hand, legs/boots, and a bunch of auxiliary crap. Basically adapting the system used in FATE to this.

Quote
Multiple characters within her mind could indicate Nelevitas has Schizophrenia. I'm not sure how effective that would be in terms of roleplaying - I would limit the amount of 'mental' allies to a small number, and have any other interested RPers join up as separate allies with their own motives.

We did this the same way last time. It was even noted that Nele must feel so confused with all these people talking in her head. Schizo should be the last of our concerns :P

Quote
Again, activity dependent. If you feel certain players have become especially active in this thread, you could try recruiting them as GMs.

Yeah, this all comes to do activity.

Quote
We should have a world map to determine where events occur and where Nele should head next. A sandbox needs boundaries, otherwise it'll just be a pile of sand.
Pick one of the already existing maps and stick with it. That way we bypass the whole issue of drawing one in the first place.

I'm really reluctant to use a map that's not drawn me be or the most basic of templates, as the art styles would probably clash horribly. That said, I'm pretty sure I could make it work if it's required.

Hm. Never actually done any real full length RPs before. Not sure if want.

As we're probably not going to do individual chracters, that's not a huge problem. You can go at your own pace, and to be involved in discussion all the time is no more than a half hour of read, debating, and talking every few days. Considering you're on all the time, I think we'll be fine ;)
« Last Edit: August 07, 2012, 07:01:59 am by ddevans96 »
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Offline Onizuka

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Re: Elemental Adventure II - Preparation https://elementscommunity.org/forum/index.php?topic=42052.msg524518#msg524518
« Reply #6 on: July 23, 2012, 07:00:38 am »
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You're just as selfish as I am. You're just not as good at it yet.

Offline ddevans96Topic starter

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Re: Elemental Adventure II - Preparation https://elementscommunity.org/forum/index.php?topic=42052.msg527914#msg527914
« Reply #7 on: August 01, 2012, 02:49:08 pm »
Alright, I want to start planning for elemental stats. Whether or not we do multiple characters or one collab character, this can be worked in. The stats from here (used with permission) are really solid.

Right now, this is what we have:

:darkness Karma
* Affects quest requirements.
:death Stamina
* Affects health and quanta changes.
:water Adaptability
* Affects awareness and elemental affinities.
:air Agility
* Affects dodge chances and critical strikes.
:aether Wisdom
* Affects spell and artifact effects.
:life Empathy
* Affects relationship with pets.
:time Intellect
* Affects quanta production.
:gravity Charisma
* Affects inventory space and quest rewards.
:earth Defense
* Affects damage reduction.
:fire Strength
* Affects damage dealt.
:entropy Fortune
* Affects luck, such as randomized spells.
:light Leadership
* Affects relationship with allies.
« Last Edit: August 07, 2012, 07:01:02 am by ddevans96 »
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Re: Elemental Adventure II - Preparation https://elementscommunity.org/forum/index.php?topic=42052.msg528362#msg528362
« Reply #8 on: August 03, 2012, 12:56:52 am »
Loyalty can be something for pets.
Karma can be how other people see you.

Depends how storylined you want it to be.
You're just as selfish as I am. You're just not as good at it yet.

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Re: Elemental Adventure II - Preparation https://elementscommunity.org/forum/index.php?topic=42052.msg528372#msg528372
« Reply #9 on: August 03, 2012, 02:10:28 am »
this idea seens to be interesting, but it's a little confusing.

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Re: Elemental Adventure II - Preparation https://elementscommunity.org/forum/index.php?topic=42052.msg528379#msg528379
« Reply #10 on: August 03, 2012, 02:59:10 am »
:death makes me think Assassins.  So why not Dexterity?  Something like Crits since :air has chance to miss.

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Re: Elemental Adventure II - Preparation https://elementscommunity.org/forum/index.php?topic=42052.msg528384#msg528384
« Reply #11 on: August 03, 2012, 03:18:40 am »
:death makes me think Assassins.  So why not Dexterity?  Something like Crits since :air has chance to miss.
What I was thinking. More :death allows for greater chance of lethal blows. :gravity would be more inventory space. :light or :darkness can be reputation, things that influence events, NPCs, growth, quests, etc.

 

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