Bleach AU RP - Brainstorming & Discussion
written Apr 23, 2022 23:18:21 GMT
Mouse, ๖ۣۜLord Orivien, and 2 more like this
chandrew
New Member
hullo
Hullo all So after starting my rewatch of Bleach in anticipation of its return in October and basically falling (back) in love with the setting, I was surprised to see that there's a real lack of options for it for RP, even when a quick search here and on other forums/Discord servers shows there's at least some recent interest. I've since dug out my old Bleach-related notes and ideas, contacted old RP buddies, and set to work on making a site. I know I can't please everyone but I do want to take into account some of the expectations and criteria others may have. I expect to do a lot of public spitballing and brainstorming so this place probably isn't going to function the same way as most interest checks. Instead, I'll be treating this thread as an extension of my drawing board and will be completely open to discussion. Even if you have no interest in this fandom, feel free to stick around and watch an aspiring site owner talk to himself (and hopefully others) and navigate some common problems! And for those interested in this project, please chime in with your suggestions, opinions, past experiences on comparable sites (running or playing), etc. While I certainly have a vision for what this site might be, I'd love to involve potential players in the development process so that it doesn't become tunnel vision. Now, for the interesting stuff! At this early stage, nothing is set in stone but I've been making good progress with the basics like history/lore, the overall setup of the site (skins, layout, etc), and, more generally, the concept of the site as a whole. For a first (+ very long and rambly) post, here are some of the things I've been considering: Style/Tone I'll be honest... this is a pretty vague and intangible thing but I think most fans of Bleach will know what I'm trying to replicate here. I'm not sure how a site would encourage this in its tone and "culture" but stylishness and sophistication have always been a hallmark of the series. Sure, it's still a shonen involving fighting, power-ups, and evil spirits but it would be remiss to simply go for an edgy or overly grim direction. Is it mature optimism? A sophisticated cool factor that isn't just bigger lasers? Or is it intrinsically tied to Tite Kubo's artstyle and character design? Either way, I think it goes beyond just having an aesthetic site skin and well-dressed FCs. Factions Faction-based conflict practically writes itself in the Bleach universe. The contrast between the different races/factions is incredibly distinct while still leaving plenty of room for personal/character-specific conflict to emerge. Besides fighting, there might be politicking both within and between factions (temporary alliances, etc) with each member group vying to influence the outcome of site-wide events/plots. Problems I anticipate mainly involve mechanical and population balance and one faction being significantly more coordinated and/or high-impact than the others. On the other hand, I also anticipate a lot of people wanting to write as other factions specifically because of this lack of structure/organisation both ICly and OOCly so maybe it won't be that bad. Another potentially huge problem is toxicity but I'll touch on that in the Conflict-Heavy section since it's probably more relevant there. As an aside, a closed testing/beta period would probably only involve ONE faction (Shinigami/Gotei) to pressure test progression, mechanics, the site in general, etc. Plot-Driven VS Player-Driven Plots and Events I think there's a way to meaningfully implement both. Large scale/site-wide plots can work as a great backdrop and catalyst for growth. Even for those who have yet to reach the heights of influence, these site plots can function as a great way for people to feel less in their own bubble and more connected to a world and world state that they can affect. Naturally, players will also have their own personal plots for more focused character development which will be more organic and more specific to a character's themes. There are definitely times when only another player can satisfy an antagonistic role but I think there's something to be said about NPC villains as a source of site-wide fun. Conflict From past experience, some of my own favourite writing/RP moments have come from narrative conflict and situations where my characters are having their ideals challenged. This thread was a super interesting read in which a lot of people far more eloquent than I am articulated some common sentiments regarding conflict in collaborative writing/RP. Some recurring ideas and concerns from that thread that I share are navigating RPers who can't accept the idea of losing, toxicity, people losing perspective and confusing IC and OOC disagreements/negativity, negative encounters being harder to maintain, and so on. With that said, even with this immense minefield of potential problems, I still think collaborative conflict needs to be a central theme of the site and as a springboard for character growth. As with most problems, more open communication (especially with communicating narrative goals) seems to be a good antidote for unwanted OOC conflict, even if it means a slight hit to the improvisational quality of RP. There's a way to balance this and, in the hands of a mature userbase, allow for compelling storytelling and character development. My current ideas include greater expectations placed on character creation e.g. clearer goals/ideals/flaws and how they might need to be challenged/addressed over a character's journey. However, this might come with the risk of more staff responsibility and an unwanted paternal atmosphere when it comes to policing character concepts. Luckily, I think Bleach provides a good framework already in terms of conflict fodder even at the stage of character creation that I'll discuss another time. Combat and Mechanics This is a tricky area. The ideal would be just enough to facilitate fair combat and give substance to flashy moments without being excessively crunchy and susceptible to players gaming the system. I understand that this is incredibly difficult to balance and I see the benefits of scrapping mechanics altogether in favour of something more freeform. The absolute worst scenario would be a toxic cesspool of one-upmanship and since this is still forum roleplay, any combat shouldn't be at the expense of collaborative writing. Mechanics would probably need to be very light and serve more as guidelines since anything too far on the side of simulation means more crunch BUT too loose then everything is left too open to interpretation and, in turn, disagreement. In terms of flavour, I think stats and skills would add a lot to character expression and progression (discussed in next section) and as an aid to storytelling. But is that just adding another layer to this already scary and unwieldy onion? Fine-tuning the balance and interactions between stats, skills, and mechanics is really the business of game design. I'm a (second-rate) writer so for the sake of my own sanity and the workload of any potential moderators onboard, minimising the need for staff interference and mediation would be great. Mechanics as a whole probably needs the most consideration and workshopping so I welcome all input on this topic! Progression Besides being a good incentive to promote longevity and appealing to the brain's love of seeing numbers go up, a defined system of progression is a good way to illustrate growth. This would ideally be a resource earned from the recognition of character milestones and overcoming obstacles rather than a conversion from word count. This could then be spent on improving stats and skills (with the highest tiers of mastery requiring a request, for example). This fits nicely into the wider shonen concept of starting off weak and unskilled before finding your own niche and becoming a force to be reckoned with -- perfect for Bleach. On the other hand, I'd go so far as to say a well thought out progression system could completely replace hard numbers like stats and skills but as with the previous section on mechanics, this is another crucial part of the site that deserves comparatively much more thought. And that's "all" from me for now! I will continue to post ideas and concerns throughout development but as I've mentioned before, I welcome any and all discussion, suggestions, and advice. Thanks in advance and looking forward to hearing from the wider community. |
last edit on Apr 23, 2022 23:21:24 GMT by chandrew