Cognisant
cackling in the trenches
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- Joined
- Dec 12, 2009
- Messages
- 11,155
A Pick-Up-&-Play style forum RPG, for people who have never played table-top or video-game role playing games before, i.e. if you can't figure this out you're an idiot, because there's nothing to figure out, I give you choices, you make choices, and you have fun.
DESIGNED SPECIFICALLY SO YOU CAN LEARN AS YOU PLAY
The game works on a 24 hour cycle, players will each choose an action from a list of available actions provided by the DM at the beginning of each cycle, ideally before the end of that cycle, that being when the DM works out the results of those actions and provides new lists of possible actions. Think turn-based combat, but all the players take their turns simultaneously and the DM is the simulator who has to figure out (calculate) the results of all these actions occurring at once.
The order in which players post their chosen actions is utterly irrelevant.
For example lets say the game is taking place inside a bar, Player1 is chatting with a NPC at the bar itself, Player2 is in a drunken brawl with another NPC and player three is just enjoying a drink by hirself.
Player1 is "in conversation" and so has these actions to choose from.
-Converse: Write what you want to say to the NPC (DM role-plays the answer).
-Excuse yourself: Politely leave conversation, takes a whole turn.
-Up&Go: Just leave the conversation in a hurry, for example if Player1 wanted to assist Player2's brawl within one turn instead of two, very rude though, and being rude to NPCs makes them less co-operative.
-Other: Depending upon Player1's character's abilities there will be other actions available like coercion, charm, hypnosis, bribery, blackmail, intimidation, etc.
-Attack: Self explanatory really, Player1 enters into combat with the NPC.
Player2 is "in combat" and so has these actions to choose from.
-Block/Dodge: High chance of success, reduces or negates incoming damage.
-Counter: Low chance of success, essentially a Block & Attack at the same time.
-Light Attack: Low damage, high chance of success.
-Medium Attack: Reasonable damage & success rate.
-Heavy Attack: High damage, low chance of success.
-Flee: Exit combat, and I promise to make it as funny as possible.
-Negotiate/Surrender: Try to enter into conversation with the enemy.
(sometimes a silver tongue is the best weapon)
Player3 isn't in combat or conversation, meaning s/he can choose to do more-or-less whatever s/he wants, although complex actions like repairing something or travelling to another location will take a number of turns to complete and there's no guarantee there wont be interruptions.
-Enter Combat: With a chosen NPC or another player if you want.
-Enter Conversation: With a chosen NPC, or another player... but why?
(you can enter an already ongoing conversation between a NPC and another player, which really isn't all that useful unless they're trying to hit on someone and you want to undermine them, or whatever pointless for-the-sake-of-it pursuit, also you can enter into conversation with another player but I don't see the purpose of this when you can PM each other, although good role-playing is known to be “encouraged” by DM's)
-Travel: To a chosen destination, this may take several turns, although travelling inside an enclosed space like a room whilst not impeded by conversation or combat is a free action, unless there's a guard to stop you going somewhere or whatever.
-Free Action: Whatever you want it to be, heck you could even try teleporting by willpower alone, of course it's not going to work but I'm not going to stop you from trying, or you can try something practical like climbing up a drain pipe, although probability will decide if you fall off or not and how badly you'll hurt yourself if you do. Why not try eating something instead? Or flipping random switches just to see what happens, who knows what'll happen, random experimentation gets random results.
Character Creation
Name: (if it's a silly name, the NPC will react appropriately)
Age: (being a child has pros/cons, as does being elderly)
Appearance: (human & unaugmented please, we’ll get to that later)
Background: (not strictly necessary, but DMs "encourage" good RP)
That's it, don't worry about Stats, Attributes, Items & so-forth, they'll become relevant as the game progresses, think of this as an introductory phase, I'm not going to throw you into life threatening situations until you know how to handle them.
I'm only accepting max 10 players, be quick or miss out.
And if you miss three cycles in a row, I'm making your character a NPC.
DESIGNED SPECIFICALLY SO YOU CAN LEARN AS YOU PLAY
The game works on a 24 hour cycle, players will each choose an action from a list of available actions provided by the DM at the beginning of each cycle, ideally before the end of that cycle, that being when the DM works out the results of those actions and provides new lists of possible actions. Think turn-based combat, but all the players take their turns simultaneously and the DM is the simulator who has to figure out (calculate) the results of all these actions occurring at once.
The order in which players post their chosen actions is utterly irrelevant.
For example lets say the game is taking place inside a bar, Player1 is chatting with a NPC at the bar itself, Player2 is in a drunken brawl with another NPC and player three is just enjoying a drink by hirself.
Player1 is "in conversation" and so has these actions to choose from.
-Converse: Write what you want to say to the NPC (DM role-plays the answer).
-Excuse yourself: Politely leave conversation, takes a whole turn.
-Up&Go: Just leave the conversation in a hurry, for example if Player1 wanted to assist Player2's brawl within one turn instead of two, very rude though, and being rude to NPCs makes them less co-operative.
-Other: Depending upon Player1's character's abilities there will be other actions available like coercion, charm, hypnosis, bribery, blackmail, intimidation, etc.
-Attack: Self explanatory really, Player1 enters into combat with the NPC.
Player2 is "in combat" and so has these actions to choose from.
-Block/Dodge: High chance of success, reduces or negates incoming damage.
-Counter: Low chance of success, essentially a Block & Attack at the same time.
-Light Attack: Low damage, high chance of success.
-Medium Attack: Reasonable damage & success rate.
-Heavy Attack: High damage, low chance of success.
-Flee: Exit combat, and I promise to make it as funny as possible.
-Negotiate/Surrender: Try to enter into conversation with the enemy.
(sometimes a silver tongue is the best weapon)
Player3 isn't in combat or conversation, meaning s/he can choose to do more-or-less whatever s/he wants, although complex actions like repairing something or travelling to another location will take a number of turns to complete and there's no guarantee there wont be interruptions.
-Enter Combat: With a chosen NPC or another player if you want.
-Enter Conversation: With a chosen NPC, or another player... but why?
(you can enter an already ongoing conversation between a NPC and another player, which really isn't all that useful unless they're trying to hit on someone and you want to undermine them, or whatever pointless for-the-sake-of-it pursuit, also you can enter into conversation with another player but I don't see the purpose of this when you can PM each other, although good role-playing is known to be “encouraged” by DM's)
-Travel: To a chosen destination, this may take several turns, although travelling inside an enclosed space like a room whilst not impeded by conversation or combat is a free action, unless there's a guard to stop you going somewhere or whatever.
-Free Action: Whatever you want it to be, heck you could even try teleporting by willpower alone, of course it's not going to work but I'm not going to stop you from trying, or you can try something practical like climbing up a drain pipe, although probability will decide if you fall off or not and how badly you'll hurt yourself if you do. Why not try eating something instead? Or flipping random switches just to see what happens, who knows what'll happen, random experimentation gets random results.
Character Creation
Name: (if it's a silly name, the NPC will react appropriately)
Age: (being a child has pros/cons, as does being elderly)
Appearance: (human & unaugmented please, we’ll get to that later)
Background: (not strictly necessary, but DMs "encourage" good RP)
That's it, don't worry about Stats, Attributes, Items & so-forth, they'll become relevant as the game progresses, think of this as an introductory phase, I'm not going to throw you into life threatening situations until you know how to handle them.
I'm only accepting max 10 players, be quick or miss out.
And if you miss three cycles in a row, I'm making your character a NPC.