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the eldritch truth
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I want to preface this by saying I'm not trying to insult you or anything. Again, I really do appreciate your time and effort. Also not an attempt at plagiarism here, it's just to make a point.



If you look at Hero // Reality's system, you'll see we don't use it all the time either. It's for specific types of threads, but those are intended to be the threads that have the most personal impact. People say 'my character wants to do this' then people can either join to support or oppose it to stop it from happening. Then they fight, sometimes literally sometimes more abstractly, and the result at the end is that one side wins and the other deals with the consequences of their failure. It's a very self-contained thing, you go in with something you want to do, and you go out with something happening whether it's what you wanted to happen or something else. It was built like this explicitly because the major goal with Hero // Reality was fights leading to personal consequences. This is what I mean when I say you need to know what players need to do. You need to be specific because otherwise you'll be flailing trying to define what happens.



It doesn't take a lot of change to make it fit my site too. I think the use-cases and impacts of the system are nigh-identical for our sites: So I don't think I want no systems. The two goals are creative freedom and measurable progression.

Creative Freedom | Measurable Progression
Freeform | Stat System   

Those are what appeals to those goals, so I think a site that combines the two meets my goals the best.

I haven't heard any complaints from my players about the current system and this thread has actually only steeled my opinion that the current one is good for my purposes. 

That said - I can't overstate how grateful I am for the help you've given, Kitten4u & Serpentarius, nor do I doubt your skill with systems. I really, really hope that the clash of opinions doesn't leave too sour of a taste in your mouth.

Thank you! This isn't really a request board, but I'll throw [Resolved] into the title.
the eldritch truth
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Q: The big question you still need to answer is what players do. So say I join your site right now, make a character, all that stuff. How am I going to interact with the site? What am I going to do.

A: If someone were to join right now: they'd write. I cannot get any more specific than that without breaking it down into the 4 user groups. The actual things they'll be doing vary too much. 

Players will write. They'll write with others players. They'll write with stronger players. They'll write their last thread, eventually.

When characters deal with consequences, those will usually be personal consequences: emotional dilemmas such as guilt or fear, or punishments such as suspension, expulsion, or having their licenses revoked; occasionally it'll be death.

I suppose I'm still thinking too "high".

The system isn't meant to be used all the time. Beyond comparing sizes and handling combat, most of what people will do won't revolve around it.

People will do whatever they want. They'll thread with others and occasionally do solos. The content of those threads will vary: meet-ups at bars, fights, dates, honestly whatever they'd do on any other site. I think it's imperative to say that a good chunk of what people will do simply won't involve the systems in place. 

Think of it as though for students it was a typical, normal highschool RP. The only difference will be that when they'd have tests or school competitions, they'll be fighting with superpowers instead. 

The other groups will be more combat-centric, sure, but the premise is the same - normal-ish life (with no involvement from the systems), until they go to work.

I can't really state it enough that the systems won't be being used constantly. And that's not really a diagnosis of the current system - it's what I want too.

Maybe I'm just having a hard time understanding your question. If so, is there a specific way you could ask it? Maybe just yes or no questions? Anything in general that's more specific than "what they do"? Because right now I think I'm answering to the best of my ability.
the eldritch truth
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In-Universe board names are cool, but when you start naming your Advertisement board some deep-fandom thing, it's not so cool for the rest of us~
or worse, when they're named "virgins" and "whores". like. thanks but no thanks, i thought that terrible trend died back in 2012.
yikes
the eldritch truth
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Ok - I'll imagine there are no systems at all right now; starting from scratch. I think to start it'll also make it easier for me to think of it as if it were literally a video game, so I'll do that.

It'd be an Open World game, of course, with highly customization characters. But focusing on the narrative in the style of the gameplay loop:

For Students

Study and Grow -> Face Challenges -> Interpret Results and Deal with Consequences -> Study and Grow

For Heroes
Protect People -> Enemies Attack -> Deal with Consequences -> Protect People

For Villains
Interfere with Other Characters -> Attempts to Pull Something -> People Attempt to Stop Them -> Consequences -> Interfere with Other Characters

For Vigilantes
Develop Philosophy -> Act on Their Philosophy -> People Attempt to Stop Them - > Consequences -> Develop Philosophy

(I think that aside for the top-level players and big events, consequences would be personal and not world-changing.)

Looking at these loops, I'd guess these are the things worth rewarding? Training, Fighting or rather Acting, Interfering, and some form of Introspection?

On the note of you saying not to make the system too unwieldy, I'd say the focus would mainly be on the Students or on the consequences players suffer from their actions.

Starting from the ground up, I'd want players to have two categories of stats. Their own body's stats, things like Physical strength, speed, endurance and whatnot, and then a set of stats for their Quirk's. I do think it's important to not just have a stat(s) for Quirks, because a lot of characters will be training everything else too - only a small amount, or none even, of the character's would only be improving their Quirks. Having more stats for characters to specialize in would give more characters a chance against stronger Quirks.

For the game, I'd say the focus would almost entirely be PvP. While it could present some logistical problems at first, the end goal is to have every single enemy be another player. As for making more strategic or twitchy, I'd say both: in the same way that in some stealth games you can barge in or sneak in - players should be able to choose their path through combat.

Ultimately, what I want players to do is grow their characters. What I think that entails is either following the established "loops", or breaking them.

Edit: I guess one more thing I can talk about is my own love for games. As it might be obvious, I love stats and progression in games. Yet my favorite game is the Witcher 3: a game with only light, mostly out-of-sight stats. Not sure what that means, but I figured it was worth mentioning. I suppose I can open my mind a bit more to some other types of systems.
last edit on Sept 12, 2018 20:32:43 GMT by Phantasm