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Post by Alistair Warden on Apr 22, 2012 23:28:54 GMT -6
Notes/Stuff from Convo w/ Sarah : 4/22/2012 : 10:22pm pst.
Quest System: - User Friendly
- Member-Run Potential:
- Layout presented to staff
- Requested distribution of rewards
- Goal, NPC's, Quest Bosses, Plot tie-ins, personal character development achievements, requests for staff interventions all discussed beforehand.
- Stipulation if member-run determined on the Quest's detail.
- ***Potential for Member run quests to become main story-line run quests that may break off into other mini/side- quests.***
- Staff Discussion mandatory
- Personal-Character Quests?
- Staff - Member discussion on personal growth/details etc.
- When time permits. Priority based on activity.
- After Quest Analysis: These will be run by whomever is running the quest and will basically be a discussion with the member base about their thoughts on the current quest thread going on and what can be done to make it better, adaptations, potential plots to be taken from this, and other notable mentions.
Qi: - Undetermined
- Limited if at all
- To be discussed with member base when the time comes
Class: - 1 Per Mon. per char.
- $$$ For the Teachers
- 2-4 Exp for students.
Items: - Sets:
- Student - Teacher Sets
- Teacher Set is more expensive
- No Item of the week
- Trading between characters will receive either a tax or have limited amounts of trades possible (Depends on Sarah's final say)
- Capped Items based on INT
- Pillar Items - Flat Exp
- Custom Quest Items
- Mini-Quest restricted to consumables
Awards: - 3-Months timeline
- Open posts (For teh lulz)
- Exp Gifts - (10% Cash bonus/discount on next event/item purchase for Best RPer/Character of Month?)
Pillar Jobs: - **Make note that all these positions will be rewarded on a monthly basis for doing their jobs, failure to do such results in this reward being taken away. And puts their position in jeopardy.**
- Student Captain - Reductions to benefits of events if one of the other pillar's doesn't fulfill their role.
- Varsity Captain - Run a sporting event each month; This can span anywhere doesn't matter if he/she is participant to such sport so long as it is ran. Extra points for concessions, non sporty stuff involved.
- Student Body President - Write out a monthly event for the members to participate in. Should have something to do with the month. Run by staff.
- Student Newsletter - Write out a Student Newsletter In character. Your call on what you write. 1:3 Month ratio. Present to staff/post in Newsletter Board.
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Post by Alistair Warden on Apr 23, 2012 17:36:42 GMT -6
Transfers? TBD
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Post by Kevala Katashi on Apr 24, 2012 3:31:33 GMT -6
I have posted up the general rules for the board. These include: - Code of Conduct
- OOC Rules
- OOC Drama
- Role Playing Rules
- Fighting Rules
- Inactive Fight Thread Rules
I think that I have mostly everything in order, but would appreciate some review of them to help me catch anything I might have failed to cover as well as any suggestions on what needs to be changed.
The Inactive Fight Thread rules is something I came up with as I was typing up the fight rules, so it is pretty much just a rough idea sketched out in my head. If you have any suggestions or think that I have missed anything, make a note of it here so I can see it and fix what I need to.
I am thinking of separating Quest Rules from the General Rules section and creating a separate tread to cover these. I want to have rules governing main quests and another set of rules to cover mini quests. I also want come up with a form for players to use when they wish to submit a request to run their own quest.
I will hold off on typing up that particular section until we can have a bit more discussion on the matter.
Tomorrow I will try and go to work on some of the other basics for the board, including the back story and Item/Trading rules.
Another thing I want to discuss is creating a rough outline of how we are going to gauge stats, and by that I mean what kind of scale we are looking at. For example, if we were to go off of Roger's idea on what you are able to do with a set amount of stats, then at 50 Str you would be able to flip cars like nothing. This seems a bit overdone for me, but then I am not entirely sure if that would be considered accurate or not. So any suggestions here would be so great.
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Post by Kevala Katashi on Apr 24, 2012 4:40:45 GMT -6
Added the Feedback board in the General section of the board. Basically an area where things such as events, quests and mini quests can be discussed. I figure that people who run events and what not can post a thread asking for any feedback on the event and ask for suggestions on what they could do better next time. I know it is rather dangerous to ask for people to discuss something like that, but I also know that it creates better communication on the board and helps to improve member involvement as far as the entire plot of the board. Helps to prevent people from feeling as if they have no say on the matter. This section can also be used to critique classes and give teacher evaluations as well.
I have already posted what I think to be a good enough guideline of how people should treat the threads posted in that section, though I very well could have missed something. But like everything else, just a rough idea.
>.>
Insomnia and a desire to be productive makes for me doing stuff like this.
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Post by Alistair Warden on Apr 24, 2012 14:05:51 GMT -6
NPCS? Just a general thing I think that is pretty cool is the idea of personal NPCs with stat allocations to them. Rules on NPC association. - If an NPC enters a fight both parties sacrifice their statistic gains unless it is a personal NPC, in which case both parties must agree to the fact that they may apply the +1 bonus per fight not per person involved.
Statistic distribution. - NPCs will start off with a lower statistic total as well as a lower statistic cap in comparison to Player Characters.
- They may earn Exp by fighting to the same degree that a PC character can however if they are involved in a fight with a PC the +1 bonus applies to either your PC or your NPC not both.
Number of NPCs admitted to any one character. - The number of personal NPCs is determined by Charisma. There is no cap to the number of Personal NPCs you can have however at certain checkpoints their cost increases.
5 : 1 10 : 2 20 : 3 35 : 4 55 : 5 75 : 6 100 : 7
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Post by Alistair Warden on Apr 24, 2012 14:25:56 GMT -6
Charisa & YOU!!!
The following is a guide to how a character can manipulate and use the statistic known as Charisma to their advantage/disadvantage in a role playing setting. Keep in mind that this is a very general overview and are otherwise not limiting to the statistic's full potential.
Charisma is the overall power of your character's persona take note that this could range anywhere from your character demanding the attention of the student body through complete respect, fear, or even sheer hatred. In any setting where there are NPCs or even PCs involved the character with the higher Charisma stat should by most accounts have a powerful influence to them by most means, however this does not suggest that its impossible for a character with lower charisma to attract more attention or create a greater reputation for themselves by their actions its simply a standing point to go off of. In most contexts NPCs will be easily manipulated by a character's charisma but that doesn't mean they are liable to follow all people's instructions. Keep in mind that the average NPC will have anywhere from 5-10 Charisma and won't always be privy to any idle suggestion. If your character is prone to violence the NPCs are much more likely to reply in fear than in respect to your character. Keep such things in mind as you're role playing.
Other things to consider: Flirting - The degree of both how you design your character, how they act, and how they present themselves in situations are strong acolytes for the power of flirting however it may not seal the deal. The degree of your charisma may be capable of pulling that off for you as there will be a sort of unseen aura presenting your character as desirable. The Power of Suggestion - "Go jump off a bridge." Not all forward commands are going to be adhered to. Most suggestions may seem rather innocent and get by but direct commands that conflict with a character's well being will drastically alter the outlook of your character. However the power of suggestion can be taken into account when there is a rather large differential between your character's Charisma when met with an opposition with rather low INT, WIS, and CHA. If such is the case your words may simply be coated in honey and your suggestion seemingly that of a God. Arguing/Reasoning - This is directly associated with a characters INT. Combating and combining both Charisma and Intelligence into the equation. However you must also take into account your character design, being entirely unreasonable may also hinder your argument or inspire a sort of frenzy to your audience. Respect/Fear - Probably the biggest attribute of Charisma that is passed up in most character designs but a strong ledger of a strong role player. Using Charisma to dictate how your character presents themself in a situation with others. If your character is designed rather good with people and chilvilrous in social situations they will likely be looked upon in a sense of respect by their peers your charisma dictating the strength of that bond. Whereas if you have a strong sense of strife and violence, it is much more likely that others will look on you in fear.
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Post by Kevala Katashi on Apr 26, 2012 18:05:59 GMT -6
Okay, so for all intensive purposes, the board is open to making bios, being approved and RPing. Keep in mind that things are still semi- in the works. Meaning I have a few details to hash out, but as far as the main part of the board goes, it is up and running. If there is anything I don't have up yet, that you would like to know, just PM me, leave a message here, or IM me on MSN.
<333 Sarah
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Post by Cael Seran on Apr 26, 2012 18:08:17 GMT -6
In the mean time is it safe to say that this can be used as an open forum? Like anything comes up we can discuss here and get general feedback from until everything is somewhat in its own nitch?
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Post by Kevala Katashi on Apr 26, 2012 18:13:31 GMT -6
Yep. That is my general idea for it as of right now. Its open to the public and any concerns, questions, etc can be brought up here. I know that I am about to open up a discussion on Qi, just so that we can get that under way, but any other issue that people feel is needed for them to be able to RP, that has not been addressed, can simply bring it to attention.
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Post by Kevala Katashi on Apr 26, 2012 21:03:46 GMT -6
Okay so first off, working on the code for the floating img things in the posts, since it doesn't seem to be working right. Probably going to remove it til I can figure out what's up with that.
Secondly, this is from a conversation I just had with Drew concerning the stat system here on the board. So I am posting it up for everyone to weigh in on.
iCONiC S says (9:47 PM) Well I tried thinking of a better system while I was working out today I couldn't think of one LOL Well I did But
iCONiC S says (9:48 PM) They all had their flaws. Like the system that ryan thought up. The Grade System. I mean I like that. But the whole thing where the staff had to grade threads is way to much work on the staff.
iCONiC S says (9:49 PM) I mean what I think that might be better suited for people is something like.. Grade System S, A, B, C, D, E, F.
And with that, every 2 weeks everyone is allowed to grow a slight bit in one stat of their choosing.
iCONiC S says (9:50 PM) So that people arent like exponentially increasing in strength in like 2 months due to posting making new people obsolete in less than that time. Items would then have Multipliers and Negatives.
iCONiC S says (9:51 PM) So that people would mix and match certain items. To get certain upgrades. While losing out in other stats. So that Staff can hand out items. To people on a regular basis But wouldn't over inflate the board with stats. So you might have an item that grants. + One Grade in Strength - One Grade in Constitution.
iCONiC S says (9:52 PM) Or like 1.5 + Grade in strength* So that even though you get a negative, you're benefiting JUST a little.
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Post by Michael Cypren on Apr 26, 2012 21:28:37 GMT -6
Hrmmmm Concerning the above stat system. I tried something out like that before but it was really difficult to manage. It would require quite a few things to keep it in order and not blown up and ridiculous. you'd need constant communication with members, constant reading or everyone's threads, a completely new item system, and something of a better association with these stat systems. To clarify, I don't mean to put the idea down but here's my point of view: Positives - - A widely alterable scenario where noobies and oldbies can constantly interact, adapt, and shift the system as they so please.
- Nobody resigns an entirely impossibly attainable strength in one field or another thus rendering themselves invincible.
- There's a flux, you're reprimanded and rewarded for specific actions in character.
- Serious Character building on a wide scale; ie someone who is working construction might collaborate a large degree of strength but maybe receive a concussion and lose Intelligence.
- Due to these developments there's a certain cap limit.
- No inflation.
Negative - - Motivation, While I presume we all love to RP here, I notice occasionally when people work their character to a specific goal ie a cap of some kind they stop working as hard or even at all having reached their goal and stop bothering. Putting these caps can reduce the want to achieve higher caps and stronger limits. With the old system there is no final cap meaning you can try to supper-cede that.
- Limiting Factors, If there will be constant flux characters whom are more well rounded may be unable to specialize in more than a certain number of fields.
- Items have to be revamped. There will be a need to cap items off much sooner thus deeming money useless and items very Very valuable. The viability for quest items and consumables which is the intent here will be drastically decreased.
- Character's/Rpers whom aren't as experienced fighters but have more stats are less likely able to compete with veteran fighters whom detail their threads to a point where it becomes just as powerful as that original stat gap.
Both cases are viable. If it can be worked out to a point where we can balance the issues I will be in favor or the majority. However at the present I am situated to being against altering the stat system further but work more towards regulating stat inflation and assure that there will be an eye on such. Side tangent but somewhere along the same train of thought. Perhaps inciting the idea of a "Patch-System" In a sense Every Month or two open public Forum and discuss what needs balancing. I understand that there is sometimes an item or coding or thing that is left forgotten but rather than changing it people weigh heavily on written word to defend their case rather than seek what's fair. Perhaps we can discuss it openly if there is revamping in mind. Keep in mind as well I have no intention of cheating people in this system, if they earned it of hard work and thought then it is surely owned but if its something like a high value item for something cheap perhaps it can be nerfed or edited. Same goes for similar rewards and such.? Feedback?
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Legion
Fresh Blood
[M:5150]
Posts: 580
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Post by Legion on Apr 26, 2012 22:40:47 GMT -6
numbers are comparable, letters not so much. I'm against the letters for stats idea simply because it's far easier to compare what differences between number values might be as opposed to letters. Even if a 10 dex person is twice as fast as a 5 dex person that's at least an easy conclusion to come to. As they fight getting one stat point per fight that gap is easily closed, or at least other stats grow stronger to make up for the deficiency in an easily analyzable way. But exactly what does the speed difference look like on a person with S dex as opposed to a person with A dex or B dex?
While the numbers do have their own problems, I think that overall it's better then the letter stats imo
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Post by Foxhound on Apr 26, 2012 22:43:20 GMT -6
---Uh...Why would constant communication with members be a factor? Not sure I understand the reasoning behind this. Sorry... ---As to reading everyone's threads. That's sort of why I suggested a every two weeks sort of upgrade. Two weeks isn't all that long but it also isn't that short. I don't believe in working harder, but rather smarter. A thread checking system is to overbearing on a staff. Something easier is something I would rather prefer. A post system with a limit that isn't to high or to low is something I would prefer. It would reward an RPer for any thread. Social, Fight, Personal, Joke, etc etc. ---As for money, I think it is still very much viable. The sort of item system I have in mind so as to offer people a little variety doesn't need to be so extreme as to offer huge stat bonuses. Bonuses can be small increments. Ones with small increments won't have any penalties on them, but items offering a greater bonus will probably have one. The basis for that being that when you put on an item, people shouldn't just grow constantly stronger from stuff stacked on top of other stuff. Like i don't know, just for example. $500 Thick Sunglasses. Super thick sunglasses made out of rather sturdy material! Feels good! Looks good! These glasses might offer a VERY slight constitution bonus. They protect your eyes hence a little added protection. Wearing sunglasses during the day when it's cloudy or in a dark room isn't particularly a good idea. Hence, these glasses would probably also lower a person's wisdom. You're getting more protection but it's harder to see hence the positives and negatives. Or something along those lines. I mean more thought would have to go into a variety of things but a bunch of little items like that could be put up for sale. ---I dont really understand what you meant by reprimand a character btw lol... ---Motivation-wise. I mean posting will give you money which will give you the opportunity to buy items. You just won't be able to jump leaps and bounds ahead of everyone else in a time span of one month >_>;;. ---Experienced RPers are going to be experienced stat system or not >_>. And they're also going to detail their posts the same way they would stat system or not. People who post-whore still have the opportunity to make a gap between them with items but I would kind of hope that there isn't David and Goliath class of battles going on after a couple months of a board's existence. Sure people can be stronger than other people granted they have seniority, but to the point where new guys have NO CHANCE whatsoever? I don't think that's really fair at all and I'm a strong advocate of fairness ^_^. ---As for the cap. I also thought of that. Using letters is one choice. Another choice is indeed using the number system. Of course I would prefer letters since it would be more of a estimate. But if everyone was going off a scale of 1/100 in stats and every two weeks they got a small increase of iunno 5? I wouldn't mind that all that much. There would be no need for a cap and everyone could start with uh.............. iunno....... random number. 100...? Maybe 125? Going up an extra 5 every 2 weeks. That would take awhile to cap out. 10 a month. 120 a year. Course, I'm not a fan of numbers. Numbers just seem so...definite. Much bigger fan of letters. But being that using the entire alphabet isn't at all viable, yeah... Gonna stop here. Brain hurts. EDIT: Yeah uh. I would actually prefer something like 70 to start. With no limit. And instead of increasing by 5. Increase by 3. Keeping it low is what I'm aiming for.
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Legion
Fresh Blood
[M:5150]
Posts: 580
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Post by Legion on Apr 26, 2012 22:54:12 GMT -6
I usually view numbers as a reference, not a concrete set in stone deal. for example i see a difference of 40 to 20 dex as a far larger difference then a 10 to 5. fairly flexible, case by case but defining when it needs to be. I unno
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Post by Foxhound on Apr 26, 2012 22:55:08 GMT -6
Yes. As do I. Some people are more flexible. Others, as you probably know, are sometimes not. ^_^;;
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