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This Means War
 
PostPosted: Thu, Feb 12 2009, 13:34 PM 



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Joined: 20 Jan 2009

If someone would be interested, I have an idea for a plot and want to try to get a couple of people involved. Note that this plot is 100% RP, there will be no PvM or PvP if I have anything to say about it.

The current type of character I would need would be:
- Likely either Neutral or Good (Not NECCESSARY, but likely)
- Has an item of some sort which is flaunted and potentially valuable
- Likely either afraid or incapable of hunting someone down

If there are questions, feel free to PM me with those, and if you're interested... Same goes.

~ War


 
      
TormakSaber
 
PostPosted: Thu, Feb 12 2009, 19:26 PM 

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Pity, I clearly meet the first two, but to say torin is afraid and incapable of hunting anyone down is a flat lie.

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Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Yossarin
 
PostPosted: Thu, Feb 12 2009, 19:28 PM 



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Joined: 23 Jan 2006

At least two of those are fitting.


 
      
This Means War
 
PostPosted: Thu, Feb 12 2009, 19:32 PM 



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Even though -I- believe it to be obvious from the description of the character requested, I'll go ahead and spell it out here.

This first plot revolves around a character, who holds something of value... Or, appears to have something of value. This object must be known by many or at least a few (By means of exposing it to public eye, etc).

The person will be stolen from (Note, it will be RP'ed out, so don't think... 'Oh, they're going to do a pick-pocket check and run off with it.'). The reason of which I would like for the player to be afraid/incapable of chasing after the thief? To create a bit of suspense and an opening for more roleplay for a tracker.

We already have our thief and our tracker. Now, the player of the thief has agreed to allow a third player into the mix (Or fourth, if you include myself). The other person would be the person who would hire the thief to steal that specific object.

Granted, all of this is already plotted out... The reason of actually roleplaying it? Even though it looks like a script, it leaves a huge range of possibilities for the players involved to input their own characters into the victimly, or triumphant, spots.

There may or may not be a DM present; I did send a PM to one, however I've not recieved a reply just yet. Assuming everything goes well, and everyone is indeed involved -for the Roleplay-, and not 'to win', all should go smoothly.

Most all of my plots (As I do intend to try others in the future, if this one works out) won't be as... Specific.

The SoP (Speed of Plot) isn't specified. Granted, we aren't going to -define- how long it will take for the tracker to catch the thief, since that's impossible on several levels, without being metagamey about it. In other words... Don't let something get stolen that you need/will want back immediately.

Those of you interested, I encourage you to send a PM. Those of you who might be interested, but have questions, I encourage you to send a PM.

... Those of you who are Roleplayers and intend to try to foil the poor characters' plans while not being involved in the plot . . . . . . Each of us as players will run over and squeeze you so hard you die from the attack of the hugs.

For the rest, we look forward to seeing you in-game.

~ War

EDIT: And thanks for the comment, Tormak. But, we know the last one's -secretly- true, too... We just don't have to share that fact with the rest of the world... Wait. ;)

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Halen_Van
 
PostPosted: Thu, Feb 12 2009, 19:38 PM 

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The ones that have something valuable and flauntable are rarely the ones that aren't capable of soloing dragons.

Unless say it's a dolly they got from thier mother who died in the last kobold raid.

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This Means War
 
PostPosted: Thu, Feb 12 2009, 19:41 PM 



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I see lots of low-level characters who use RP items that look valuable. I suppose I should have made it more specific, as to say 'It doesn't have to be a Mechanically Real Item' ...


 
      
aurelius311
 
PostPosted: Thu, Feb 12 2009, 19:55 PM 

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This Means War wrote:
I see lots of low-level characters who use RP items that look valuable. I suppose I should have made it more specific, as to say 'It doesn't have to be a Mechanically Real Item' ...


you should spend the DC to get said RP item, and then it can be anything you want.

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This Means War
 
PostPosted: Thu, Feb 12 2009, 20:01 PM 



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Unfortunately I don't have the DCs for it, having started just recently and all. But of course, if the player who holds the item wants to do that and has the DCs for it, I don't see why it wouldn't be a possibility. 'Course... I'm not going to require that. RP item in a completely non-mechanical scene seems pretty fair to me.


 
      
TormakSaber
 
PostPosted: Thu, Feb 12 2009, 20:23 PM 

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Well now I'm entirely not interested. Get back to me when you're not putting on a play.

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Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
This Means War
 
PostPosted: Thu, Feb 12 2009, 20:34 PM 



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Upon first glance, I thought you were being judgemental again, but upon second glance, I noticed what I said ... The last bit. When I say 'non-mechanical', I don't mean, "Oh... We're not going to move. Just emote and pretend we're in places."

By non-mechanical, I more or less meant that we will be using roleplay/emotes as our primary - if not solitary - tool of 'Capture and Potential Retrieve'. Perhaps in the real world, you can't steal what doesn't exist... But, in a Roleplay world on the internet where mechanics are limited, sometimes you have to create what doesn't exist, even if only by your imagination.

Hence, character descriptions were born.


 
      
Yossarin
 
PostPosted: Thu, Feb 12 2009, 20:47 PM 



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Thanks for taking the initiative, though.


 
      
This Means War
 
PostPosted: Thu, Feb 12 2009, 21:02 PM 



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As I told the DM I sent the PM to, I'm doing what I can to ensure we don't have to be reliant on DMs. By requesting a DC-Requested item, we're relying on a DM (And spending a DM's time) to help us with something... And I don't see that as a neccessity. If we can roleplay that the item exists, it -does- exist in the eyes of characters which view the item in descripted detail.

Still, there's the ideal that, perhaps, a DM would be interested and want to join in on the fun. On the other hand, and with the same thought in mind... There's the potential possibility of a plot falling apart and suddenly becoming an issue. That potential lives in -every- plot, it's up to the players involved as to whether it turns into such a thing, however. That, is where a DM may become a requirement.

That is, of course, by the DMs' choice entirely whether they stick around. Anyone who involves themselves in this, I would hope would be reasonable enough to talk it out with the others involved if a problem arose.

I, for one, tend to like to pull as many people into things as possible without getting ridiculous about it. It brings unity to the players, some of which may have never met one another, and they could find themselves with a new Roleplay buddy.

Now, for a DC-Requested item to be created for the sake of mechanical reference and, likely serving as a momento, that's the choice of the player who ends up with the item. :)

That in mind... The initiative doesn't die with a comment; It lives on until either there's no hope left for it, or it's already done. ;)


 
      
TormakSaber
 
PostPosted: Thu, Feb 12 2009, 21:51 PM 

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This Means War wrote:
Upon first glance, I thought you were being judgemental again, but upon second glance, I noticed what I said ... The last bit. When I say 'non-mechanical', I don't mean, "Oh... We're not going to move. Just emote and pretend we're in places."

By non-mechanical, I more or less meant that we will be using roleplay/emotes as our primary - if not solitary - tool of 'Capture and Potential Retrieve'. Perhaps in the real world, you can't steal what doesn't exist... But, in a Roleplay world on the internet where mechanics are limited, sometimes you have to create what doesn't exist, even if only by your imagination.

Hence, character descriptions were born.


No, I meant "get back to me when you stop scripting your events like a play." Dunno what tangent you're off on.

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Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Dev Disco
 
PostPosted: Thu, Feb 12 2009, 22:13 PM 

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Relax, he's just asking if somebody likes to do this with him, that's all.

What Tormak is pointing at, and he's right in that department, is that you better start with a simple basis and see how things work out from there. People always do what you don't expect, and 'scripted' events often lead to frustrations from both sides.

Anyway, there are many low level items in the game that you can rename with a mythal, and you can always try a DM. Most of them won't mind to do a quick rename or description change if you explain it's for some rp generating event. I wouldn't expect them to paste two pages of text on an item, though.

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TormakSaber
 
PostPosted: Thu, Feb 12 2009, 22:47 PM 

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Especially because the bio change F function only holds roughly not a lot of characters. :D

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Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Transcendental Templar
 
PostPosted: Thu, Feb 12 2009, 23:36 PM 

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I received your PMs, yes, and I'll consider supervising your plot if timezones allow it. But as Tormak and Disco have already said, I'd advise you to get the plot going, and just see where it goes from there. Scripting things out usually doesn't work out so well.

So in short: I won't do anything until I see signs of something being done in-game. Forum theories--->In-game practice is a big difference, and the latter is what matters. :)

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Princes kept the view
While all the women came and went
,bare-foot servants, too.
Outside in the distance
A wild cat did growl,
Two riders were approaching,
The wind began to howl
All along the watchtower!"


 
      
Yossarin
 
PostPosted: Fri, Feb 13 2009, 0:47 AM 



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100% backup on Tranny here. Also, know that even player-initiated plots can become very big things. A certain something just happened today on B that was rather epic, and it spawned directly out of a player-initiated plot.


 
      
This Means War
 
PostPosted: Fri, Feb 13 2009, 8:52 AM 



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Joined: 20 Jan 2009

There's a difference between scripted plots:
"Yay, I'm going to write out a story of everything for you to say"
and a basic plot (Which this, actually, is).

The basics of the plot is to allow for the thief to steal from some random being they may not know at all, out of greed or because they were hired to do so (Depending). Hence, item might 'appear' valuable (And it very well might not be worth a gold piece, -but-, it might be something that's wanted back all the same; After all, Thieves aren't exactly the most... Well-liked beings).

The plot is certainly flexible, by quite a margine. The goal, however, is to involve three or four players in a similar way. As I said:
Quote:
... it leaves a huge range of possibilities for the players involved to input their own characters into the victimly, or triumphant, spots.


It may simply be me! But, I would like to see more players doing more than sitting around in Cordor or running amuck killing things without a passing glance. Mind, I'm not trying to start a spam-thread with opinions and/or pros/cons about those two playstyles, I'm saying -I- want to do more with -my- time. I also want to introduce something that doesn't ever seem to happen in Amia... When's the last time there was a non-DM-created plot where someone roleplayed as a tracker?

In the past, those moments were always my favorite. Usually long and difficult, depending on the character being chased, but they were my favorite. Mind, I won't be making it a habit of pulling those plots together, either.

Quote:
... Those of you who are Roleplayers and intend to try to foil the poor characters' plans while not being involved in the plot . . . . . . Each of us as players will run over and squeeze you so hard you die from the attack of the hugs.


'Back in my tracking days,' so to speak, I can't tell you how many times I've been caught up as either the tracker or the thief. How do you distract a thief? Use your imagination. How do you distract a tracker? ... Trackers aren't above giving a description to another person in order to find the person they're after.
"Have you seen a man with brown hair, one blue eye and one green eye? Last seen wearing a skin-tight, covering black outfit with silver lining?"

Perhaps the being described above has a friend or two (Outside of the plot). And perhaps the poor, unsuspecting tracker just asked the wrong person about him. This could lead to a variety of things, from a 'fake path' (AKA, 'Oh, he said he was going to Cordor', meanwhile he's outside Winya), to taking the knowledge they have back to the thief, who... For all we know, might also be an assassin.

Likewise, perhaps the thief gets -hired- to steal an item, but then finds that they want it to themselves. If the person who hired them finds out, they might have something up their sleeve to get the item.

The list is on-going. If I made a list of every potential possibility, I'd dare say I might as well write a book about it. The plot itself is just to give players something -good- to do, Roleplay-wise, with their characters. How often is it that a thief is paid to steal an object? Or, how often is it that a thief is able to (Without using pickpocket directly) steal something?

And what of rangers? Rangers are the natural trackers, no? Yet, what do they track?
*Uses Animal Companion Summon Button* "Oh! Good, I found you!"
... Ehm... I think there should be more tracking than that. *Shifty-eyed*
Mind, that is in no way an attack against the Rangers' players. From what I've seen in the Forest, most of you do a pretty good job -as- Rangers. This is simply to spice things a little. Add variety, so to speak. How often does this happen?

It's a shame, but it's true: Not often.

No player involved in the plot will be 'left out' of Roleplay. That's not only a promise, that's a guarantee. However, there will definitely be downtimes, of course. People scurrying to get away or closer to other people, etc.


 
      
Slig
 
PostPosted: Fri, Feb 13 2009, 9:29 AM 

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I think the problem is that people rarely make non-combatant characters because this isn't a full-on roleplaying server. There's a hack'n'slash element that is simply too significant in Amia's gameplay to ignore.

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TormakSaber
 
PostPosted: Fri, Feb 13 2009, 9:35 AM 

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So now you're not a roleplayer if your character can swing a sword?

Whoa, didn't know "Dungeons nd Dragons" wasn't about being a warrior with spell or steel, sorry, sinvce, you know, the player classes all impart some measure of combat skill.

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Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Slig
 
PostPosted: Fri, Feb 13 2009, 9:45 AM 

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TormakSaber wrote:
So now you're not a roleplayer if your character can swing a sword?

Whoa, didn't know "Dungeons nd Dragons" wasn't about being a warrior with spell or steel, sorry, sinvce, you know, the player classes all impart some measure of combat skill.


Don't twist my words, Tormak. Not for one moment did I say you couldn't hack'n'slash and RP, in fact I would put fourth that it is entirely possible to do both at the same time, but find me a non-combat character on a non-RP server and I'll give you a compliment... for once.

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TormakSaber
 
PostPosted: Fri, Feb 13 2009, 9:46 AM 

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Now it's gone from a "nonfull on RP server" to a "Non RP" server?

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Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Slig
 
PostPosted: Fri, Feb 13 2009, 9:51 AM 

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TormakSaber wrote:
Now it's gone from a "nonfull on RP server" to a "Non RP" server?


What are you talking about, my dear?

My point was simply that non-combat characters are indicative of a heavy roleplaying environment. This is because a non-combatant must have roleplay to replace the lack of hack'n'slash and only on the so named 'hardcore roleplay' servers is there sufficient roleplay that one will never be stood around bored wishing there was someone to talk to.

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TheGoddessOfAmazing©
 
PostPosted: Fri, Feb 13 2009, 9:55 AM 

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I know I'm going to regret this. . . .

Right, here's what I think the previous posters are getting at, with nonscripted rp, and not putting on a play. Example: DM picked up a plot tonight out of the blue on one of my characters. Just. . . randomly spawned in an npc for the plot. Wasnt scheduled, wasnt planned, I didnt even know who was running the even at the time, or how much they knew about the background. Didnt know how it would end either, more importantly.

Set up the basic beginnings and then just roleplay. See where it goes. You might be surprised just how well things actually turn out.

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This Means War
 
PostPosted: Fri, Feb 13 2009, 10:05 AM 



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TormakSaber wrote:
So now you're not a roleplayer if your character can swing a sword?

Whoa, didn't know "Dungeons nd Dragons" wasn't about being a warrior with spell or steel, sorry, sinvce, you know, the player classes all impart some measure of combat skill.


Ah, I really do like your style, Torm. Sarcastic and drop-dead humorous at the same time. Can I have your mind for a day?

On another note; You're right, players usually -don't- make characters specifically for Roleplay. That does not mean, however, that some don't.

And Tormak, the comment - while you twisted it to your own mentality and definition - was of course that players don't, say... Take the Ride skill and use that as an excuse to roleplayingly mount a player who's shifted as a Dragon or a Wolf or... Dependant on size vs shifted size, something else.

Likewise, players usually don't take skills that won't help them in combat. Same with feats. Characters who have these are more vulnerable (And therefore probably wouldn't run after a thief).

I'm curious, though. Why does D&D -have- to impart absolute combat experience? If you completely forget everything about the inner-workings of D&D, where - judging by these mechanics - it is thoroughly believed and otherwise unfathomable by the players that a Merchant could be anything but an NPC, and a Commoner is a level one NPC that dies in one hit to an adventurer, you find yourself at a cross-road.

In D&D there are cities, to either be destroyed or to be saved. There are spells, there is steel. There is fantasy, there is mystery. But, if you forget the once 'popular-found belief' that 'Royals, Councils, Nobles and even Commoners' don't neccessarily have to be NPCs, you open up a whole new world of Roleplay that - with the origional belief - is entirely removed from even the wildest imagination.

The point? I think you'd find that, if players were more bent toward taking flawed builds over "I just want to be able to slaughter everything," DMs and players alike would most likely be less complaint-driven (Players dishing, DMs dealing). I'm not saying "Shut everything down that doesn't have the feat: Epic Flaw Focus down."; I'm trying to encourage players to try it, themselves. Problem? Well, yes. There is a problem... They aren't exactly promoted or supported in any way in-game.

The job titles are a good start, but how many of those... 'Instructors(?)' are going to be in places you don't have to fight your way to? And most of them you have to return every time you want a job from them. I commend the attempt, by all means, and it looks like a great system. I'm just a little worried about placements.

I'd like to believe that the DMs could understand - not everyone wants to play the Hero. Some want to play the Underdog, who frankly would never (Or in some cases, could never) wield a weapon if they wanted to. I'd also like to believe that the DMs could understand that, even though they don't - or won't - attack things, they're still an important part to an internetical story. What exactly could I possibly mean by that? Simple. Heroes need people to save, heroes need an initiative to do the things they do. Villains need someone to hurt, and they may not want to directly attempt against the heroes.

Yes, a DM can potentially possess NPCs and play around with that... But, those NPCs will only be able to be guided effectively (At least, consistantly in the respect of personality) by the same DM, and they're only going to be possessed every-so-often. A player who is a commoner is more likely to be walking around the city, however, open for random situations.

The 'Element of Surprise' is never sweeter than when it's an attack of Roleplay.


 
      
Uberuce
 
PostPosted: Fri, Feb 13 2009, 10:22 AM 

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I'll send my loveable cuddly dimwitted halfling, Va. He's a theif by training, but he's so unfortunate in the cranial capacity that he's not much good at it.


 
      
Galenson
 
PostPosted: Fri, Feb 13 2009, 10:38 AM 

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Pfft... 'Uce he hasn't gotten the "Not 100%" stamp from the Sallies yet! That requires -staying- in the wards :P

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This Means War
 
PostPosted: Fri, Feb 13 2009, 11:30 AM 



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Alrighty. We have our target for thievery. There's still room for a greedy person who would have a reason to hire someone to steal a diamond wedding ring. Anyone up for it?


 
      
This Means War
 
PostPosted: Sun, Feb 15 2009, 6:19 AM 



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Diamond ring's getting stolen. Anyone want to hire a thief for such an occasion? *Tappity tap tap against the table*


 
      
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