Nationstatelandsville wrote:Point being that the plot should not be compartmentalized.
True; I'm not conceding that. But two different arcs can flow/merge into the same larger umbrella story. I think that's the ideal.
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by Tiltjuice » Wed Apr 02, 2014 5:46 pm
Nationstatelandsville wrote:Point being that the plot should not be compartmentalized.
by Nightkill the Emperor » Wed Apr 02, 2014 5:47 pm
Nat: Night's always in some bizarre state somewhere between "intoxicated enough to kill a hair metal lead singer" and "annoying Mormon missionary sober".
Swith: It's because you're so awesome. God himself refreshes the screen before he types just to see if Nightkill has written anything while he was off somewhere else.
by Nationstatelandsville » Wed Apr 02, 2014 5:48 pm
Nightkill the Emperor wrote:My two cents are that we'll likely figure things out as we go along. We don't need to worry too much. Just be quite good at Xanatos Speed Chess.
by Tiltjuice » Wed Apr 02, 2014 5:50 pm
by Nightkill the Emperor » Wed Apr 02, 2014 5:51 pm
Nationstatelandsville wrote:Tiltjuice wrote:
True; I'm not conceding that. But two different arcs can flow/merge into the same larger umbrella story. I think that's the ideal.
Arcs?
Why arcs?
I seriously doubt we're producing enough content to fill more than 130-some pages. This is a training RP, not a two-year-long commitment like Excalibur Squadron or Elfen High. PL may go through IC's quickly, but it is of a much more free format, not to mention having many, many more players than we can handle in a training RP.Nightkill the Emperor wrote:My two cents are that we'll likely figure things out as we go along. We don't need to worry too much. Just be quite good at Xanatos Speed Chess.
That's all well and good with plot; but we all need to be on the same page here with how this will actually work.
But I definitely agree we shouldn't be wasting too much time on a "think tank" when all that really needs to be done now is get everyone together in a secret cavern far away from here to discuss plot.
Nat: Night's always in some bizarre state somewhere between "intoxicated enough to kill a hair metal lead singer" and "annoying Mormon missionary sober".
Swith: It's because you're so awesome. God himself refreshes the screen before he types just to see if Nightkill has written anything while he was off somewhere else.
by Nationstatelandsville » Wed Apr 02, 2014 5:51 pm
Tiltjuice wrote:'Arcs'...loose term. Mini-stories, etc.; apply your own. *nods*
Nightkill the Emperor wrote:Nationstatelandsville wrote:Arcs?
Why arcs?
I seriously doubt we're producing enough content to fill more than 130-some pages. This is a training RP, not a two-year-long commitment like Excalibur Squadron or Elfen High. PL may go through IC's quickly, but it is of a much more free format, not to mention having many, many more players than we can handle in a training RP.
That's all well and good with plot; but we all need to be on the same page here with how this will actually work.
But I definitely agree we shouldn't be wasting too much time on a "think tank" when all that really needs to be done now is get everyone together in a secret cavern far away from here to discuss plot.
It's irritating for me that you and Tilt can't just join us in the Mentor's subforum. But we can all just TG.
by Tiltjuice » Wed Apr 02, 2014 5:52 pm
IRC.
by Nightkill the Emperor » Wed Apr 02, 2014 5:54 pm
Nationstatelandsville wrote:Tiltjuice wrote:'Arcs'...loose term. Mini-stories, etc.; apply your own. *nods*
Subplots.
An arc is traditionally used to refer to an entirely separate thread.Nightkill the Emperor wrote:It's irritating for me that you and Tilt can't just join us in the Mentor's subforum. But we can all just TG.
IRC.
Nat: Night's always in some bizarre state somewhere between "intoxicated enough to kill a hair metal lead singer" and "annoying Mormon missionary sober".
Swith: It's because you're so awesome. God himself refreshes the screen before he types just to see if Nightkill has written anything while he was off somewhere else.
by Swith Witherward » Wed Apr 02, 2014 6:13 pm
★ Madhouse ★
Role Play
& Writers Group
Anti-intellectual elitism: the dismissal of science, the arts,
and humanities and their replacement by entertainment,
self-righteousness, ignorance, and deliberate gullibility. - sauce
by Zarkenis Ultima » Wed Apr 02, 2014 6:24 pm
Swith Witherward wrote:This was the initial story... before revamping the RP.
"Lalala look a new school and I'm a student!" We give them a few days to settle into the IC. No classes. Just get to know a few teachers, register for classes, and other dull things that give them plenty of time to sit inside the school and get to know each other IC. Let them form bonds and perhaps even a few cliques. They go through one training exercise where they learn how to spar, which teaches players how to do combat rounds, how to temper power with intelligence, and how to not enter into godmode. We can call it "tryouts" for some team. Those who don't want to try out can see get a feel for how rounds are done in an RP.
Time skip to the first Friday of the semester. Everyone settles into a classroom and then BLAM! There's an explosion that sucks the class in. Injured teacher, nervous students. The students have to navigate a sort of alternate reality where they're challenged to find a way back to the school. We already know the character's weaknesses and flaws. We guide them towards working as a team and towards analyzing things so that, in future RP, they've already figured out that they can't always be the star in every scene. The characters eventually discover a way back after getting their asses handed to them.
Time skip. An afternoon on the town. A few characters gain insight (via gossip) of some past history. No one really knows what happened to all the prior students, teachers or headmaster. Players are given a few clues. It's up to them to do a little research. This teaches players the importance of conveying information IC.
Teachers and students are now aware of something that needs to be stopped. A few more odd things happen. Fun things but all of it ties in, and all it involving going into the portals to gather information. And then people begin to vanish. Teachers first, then older students and then ProPlayer characters. The noobs have to organize themselves and confront the entity in order to save everyone and themselves. Alone... no experienced players to bail them out. If they can manage this, they can manage to play in any RP.
It's basic. It covers the primary elements to gaming, and it's very adaptable. We don't want this to turn into a long-term game.
I scrapped this plot sketch it because people wanted to focus more outside of the school.
by Swith Witherward » Wed Apr 02, 2014 6:38 pm
★ Madhouse ★
Role Play
& Writers Group
Anti-intellectual elitism: the dismissal of science, the arts,
and humanities and their replacement by entertainment,
self-righteousness, ignorance, and deliberate gullibility. - sauce
by Camicon » Wed Apr 02, 2014 9:13 pm
Swith Witherward wrote:Story arc - the overarching thing. In television, it can last for a season or multiple seasons. Minor stories/subplots can be interwoven with it and be part of it or else stand-alones. PL, for example, has a major story arc that players occasionally stumble upon but aren't completely aware of yet. Nearly everything Cer and I introduce ties into this arc but we also allow minor things in order to keep too much focus on it. It's been building for eight threads. It's what holds the entire PLverse together. There are smaller arcs completely apart from the main arc which are player-run. These at times touch upon the main PL arc but are not married to it. The PL arc always takes precedence.
Our PE arc is only for one thread and one story. Start to graduation. Nothing more. There won't be many minor stories because we don't have time to focus on them. Each thing we introduce thus ties into the arc.
The thing I want to avoid is continuity lock-out. Continuity keeps us on track but if a player takes a break for a week, they should be able to pick up again without having to study a hundred pages. The KISS or "Keep it simple, stupid" principle.
Country of glowing hearts, and patrons of the artsThe Trews, Under The Sun
Help me out
Star spangled madness, united sadness
Count me out
No human is more human than any other. - Lieutenant-General Roméo Antonius Dallaire
Don't shine for swine. - Metric, Soft Rock Star
Love is hell. Hell is love. Hell is asking to be loved. - Emily Haines and the Soft Skeleton, Detective Daughter
by Altito Asmoro » Thu Apr 03, 2014 1:03 am
Swith Witherward wrote:This was the initial story... before revamping the RP.
"Lalala look a new school and I'm a student!" We give them a few days to settle into the IC. No classes. Just get to know a few teachers, register for classes, and other dull things that give them plenty of time to sit inside the school and get to know each other IC. Let them form bonds and perhaps even a few cliques. They go through one training exercise where they learn how to spar, which teaches players how to do combat rounds, how to temper power with intelligence, and how to not enter into godmode. We can call it "tryouts" for some team. Those who don't want to try out can see get a feel for how rounds are done in an RP.
Time skip to the first Friday of the semester. Everyone settles into a classroom and then BLAM! There's an explosion that sucks the class in. Injured teacher, nervous students. The students have to navigate a sort of alternate reality where they're challenged to find a way back to the school. We already know the character's weaknesses and flaws. We guide them towards working as a team and towards analyzing things so that, in future RP, they've already figured out that they can't always be the star in every scene. The characters eventually discover a way back after getting their asses handed to them.
Time skip. An afternoon on the town. A few characters gain insight (via gossip) of some past history. No one really knows what happened to all the prior students, teachers or headmaster. Players are given a few clues. It's up to them to do a little research. This teaches players the importance of conveying information IC.
Teachers and students are now aware of something that needs to be stopped. A few more odd things happen. Fun things but all of it ties in, and all it involving going into the portals to gather information. And then people begin to vanish. Teachers first, then older students and then ProPlayer characters. The noobs have to organize themselves and confront the entity in order to save everyone and themselves. Alone... no experienced players to bail them out. If they can manage this, they can manage to play in any RP.
It's basic. It covers the primary elements to gaming, and it's very adaptable. We don't want this to turn into a long-term game.
I scrapped this plot sketch it because people wanted to focus more outside of the school.
by Swith Witherward » Thu Apr 03, 2014 4:34 pm
Camicon wrote:Continuity lock-out is one of the main reasons I've not thrown my hat into Elfen High, or PL (though it's partly my own neuroses as well. While I'm fully aware that I don't need to know all past events, I feel too unsettled joining mid-way unless I do). If these are going to run in a contained, one-off format, then we don't need to worry about it as much. But if Portal's End is going to be episodic in nature then it needs to be avoided at all costs, or there will be a good portion of new blood that feel too intimidated to join.
[EDIT] And I just thought of something else. One skill I really think should be taught is how to introduce a new character into scenarios within the RP. I can't count how many times I've seen someone say "Hey, my dude is sitting over here with nothing to do, can someone go talk to him?" or some variation thereof. It's something that becomes especially evident when people create moody, introverted characters, and really play up the moody and introverted traits. Even something as simple as "Broody McEmoPants was walking along with his head down and bumped into Jumpy von Jellybean". Anything to get RPers to introduce themselves into the story, rather than wait for someone else to come along and drag them in.
★ Madhouse ★
Role Play
& Writers Group
Anti-intellectual elitism: the dismissal of science, the arts,
and humanities and their replacement by entertainment,
self-righteousness, ignorance, and deliberate gullibility. - sauce
by Nationstatelandsville » Thu Apr 03, 2014 6:38 pm
by Zarkenis Ultima » Thu Apr 03, 2014 7:24 pm
Nationstatelandsville wrote:I like Swith's idea of gradually removing more experienced players; though it could also go unbelievably fucking wrong.
Perhaps we should introduce a "Pro Player" tag to the OP? Someone not there as a student, but an instructor. We don't want the RP flooded with Pro Players though, so we should either handpick them (difficult) or set a limit.
We should also have a student cap; I'm thinking 12?
by Nationstatelandsville » Thu Apr 03, 2014 7:34 pm
Zarkenis Ultima wrote:For the underlined part, wut?
by Zarkenis Ultima » Thu Apr 03, 2014 7:47 pm
Nationstatelandsville wrote:Zarkenis Ultima wrote:For the underlined part, wut?
"OP" should be "app".
Anyways, fifteen seems a bit much - most RP's have about eight-to-twelve participants, so I think twelve is a good number. Fifteen is passable, though probably the upper limit.
Otherwise, everything sounds good.
by Nationstatelandsville » Thu Apr 03, 2014 7:50 pm
Zarkenis Ultima wrote:Nationstatelandsville wrote:"OP" should be "app".
Anyways, fifteen seems a bit much - most RP's have about eight-to-twelve participants, so I think twelve is a good number. Fifteen is passable, though probably the upper limit.
Otherwise, everything sounds good.
Ah, alright then. If we are adding a Pro Player field we'll need to keep the RP sample thing, then.
Yeah, I was thinking of fifteen as an upper limit.
by The Soviet Lunar State » Thu Apr 03, 2014 8:45 pm
by Tiltjuice » Thu Apr 03, 2014 11:46 pm
The Soviet Lunar State wrote:Emotion and limits should definitely be tackled somehow here.I've seen people RPing battles who were completely fine with slicing the necks of baddies and then spout a one-liner like "You messed with the wrong people." I'm not talking about soldiers here neither. These are first-time civilians who've turned into Rambo because their dad died or something. In most battles in RPs, I don't even kill anything. Even when I'm a 32 year old war veteran. I focus on how scary it is to be in battle. Something to avoid. My characters start shaking and quivering, staying behind the best cover possible and blindly firing. No crazy stunts or wall running maneuvers in slow mo.
Zarkenis Ultima wrote:Ah, alright then. If we are adding a Pro Player field we'll need to keep the RP sample thing, then.
Yeah, I was thinking of fifteen as an upper limit.
Nationstatelandsville wrote:I like Swith's idea of gradually removing more experienced players; though it could also go unbelievably fucking wrong.
by Mincaldenteans » Thu Apr 03, 2014 11:53 pm
Tiltjuice wrote:The Soviet Lunar State wrote:Emotion and limits should definitely be tackled somehow here.I've seen people RPing battles who were completely fine with slicing the necks of baddies and then spout a one-liner like "You messed with the wrong people." I'm not talking about soldiers here neither. These are first-time civilians who've turned into Rambo because their dad died or something. In most battles in RPs, I don't even kill anything. Even when I'm a 32 year old war veteran. I focus on how scary it is to be in battle. Something to avoid. My characters start shaking and quivering, staying behind the best cover possible and blindly firing. No crazy stunts or wall running maneuvers in slow mo.
I support this idea.Zarkenis Ultima wrote:Ah, alright then. If we are adding a Pro Player field we'll need to keep the RP sample thing, then.
Yeah, I was thinking of fifteen as an upper limit.
And this one.
Also, I'm convinced as far as powergrids go, and the original story idea sounds good to me.Nationstatelandsville wrote:I like Swith's idea of gradually removing more experienced players; though it could also go unbelievably fucking wrong.
Would there be any problems as far as reintroducing experienced players' characters if the need arises? There could be, but it being late means I can't think.
by Alleniana » Fri Apr 04, 2014 12:01 am
Mincaldenteans wrote:Tiltjuice wrote:
I support this idea.
And this one.
Also, I'm convinced as far as powergrids go, and the original story idea sounds good to me.
Would there be any problems as far as reintroducing experienced players' characters if the need arises? There could be, but it being late means I can't think.
Perhaps rotating the pro-players? Every so often the selected would be tasked to helping with whatever current plot, subplot or objective. This does not exclude other non-involved pros from continued over all participation and helping, they're just not directly involved in the current event in IC. Their characters would be available for assistance/advice in the academy still. Then we rotate again. We already have the mentors established, the co-ops also, but I think the pros could be a bit more fluid, as not all players would respond the same way or method when assisted.
by Altito Asmoro » Fri Apr 04, 2014 6:35 am
The Soviet Lunar State wrote:Emotion and limits should definitely be tackled somehow here.
I've seen people RPing battles who were completely fine with slicing the necks of baddies and then spout a one-liner like "You messed with the wrong people." I'm not talking about soldiers here neither. These are first-time civilians who've turned into Rambo because their dad died or something. In most battles in RPs, I don't even kill anything. Even when I'm a 32 year old war veteran. I focus on how scary it is to be in battle. Something to avoid. My characters start shaking and quivering, staying behind the best cover possible and blindly firing. No crazy stunts or wall running maneuvers in slow mo.
by Nationstatelandsville » Fri Apr 04, 2014 8:44 am
Mincaldenteans wrote:Tiltjuice wrote:
I support this idea.
And this one.
Also, I'm convinced as far as powergrids go, and the original story idea sounds good to me.
Would there be any problems as far as reintroducing experienced players' characters if the need arises? There could be, but it being late means I can't think.
Perhaps rotating the pro-players? Every so often the selected would be tasked to helping with whatever current plot, subplot or objective. This does not exclude other non-involved pros from continued over all participation and helping, they're just not directly involved in the current event in IC. Their characters would be available for assistance/advice in the academy still. Then we rotate again. We already have the mentors established, the co-ops also, but I think the pros could be a bit more fluid, as not all players would respond the same way or method when assisted.
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