Event Committee
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Post by Deadeye Jack on Oct 11, 2014 14:29:49 GMT -5
This is a thread to come up with ideas for role plays that we as a community can create and participate in. While this is a western themed region you do have the leeway to role play in any way you want whether it be nation role play or character role play. If you share your ideas with us we can see which ones others are interested in and we can start those role plays up. Or you can just start a role playing thread on your own.
Anyway here are some ideas we have for us that are western themed and please give feedback about which you'd be interested in:
- A poker game
- A train robbery
- A business meeting for the train company that runs the railroad that is an integral part of Fort Triumph
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OK three two one let's jam.
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Post by applebane on Oct 16, 2014 15:43:52 GMT -5
How about we try a Space Western RP?
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Welcome to Fort Triumph
Forces of Triumph
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Post by Benevolent Thomas on Oct 16, 2014 16:55:48 GMT -5
How about we try a Space Western RP? >looks at the suggestion >looks at the avatar So a Cowboy Bebop RP then? I personally would prefer a Firefly type deal, but I'm down for any western
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Event Committee
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Post by Deadeye Jack on Oct 16, 2014 16:58:29 GMT -5
I wouldn't be opposed to any of this I'm just not sure where we should start.
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Post by ravania on Oct 17, 2014 7:06:10 GMT -5
How about... at the beginning...
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Event Committee
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Post by Deadeye Jack on Oct 18, 2014 12:21:11 GMT -5
So for let's say the Space Western idea we can create a planet or a section of a galaxy and just let people do whatever they want in there? Or did you have something more specific in mind, Applebania?
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Post by warrender on Oct 19, 2014 12:39:28 GMT -5
If going to route of space western I'd highly recommend basing it in the Firefly universe. Would give a good scope to do as we please in another region of space while being able to add in area's mentioned in the series if we chose. I'm all for Nations but they do require a lot of effect depending on the amount of players so the GM would need plenty of time free in order to keep the turns going daily. Personally, I'd go with re-creating a crew like on Serenity. You have 3 players who are the actual crew with military and piloting skills, then other players take the roles of paying passengers such as doctors, mechanics etc. During the game you could go to a world chosen by the Captain and have 2 or mission possible missions to choose. You might decide that you'll have the Captain, 2nd in command and the mechanic go to the trade meeting, but the Doctor, computer expert and art designer attend a conference to barter for supplies/[or other applicable item]. Part way through the trade it goes pear shaped due to a bad dice role and you go into combats. Players sustain more injuries than normal as the doctor is not present so can only heal wounds when you get back to the ship. Results of this is had the doctor been on the other team he could heal during the battle and the 2nd wouldn't be as injured. As a result they have to do ship duties on the next mission or low risk missions as they are still partially injured. I'll also mention there can be two approaches I know of to RP combat. One is where you tell the GM what you plan to do, the GM works out the results and tells you what happens, it is then the players responsibility to write it up in RP format from their own perspective. The other ( which I prefer) is to describe the scene to players and give them free reign to RP it how they feel and trust they will do so realistically while occasionally telling players they have been injured or found something so they can add that in in the next post. Food for thought guys/gals And yes, I'm a fan of having players with specific skill sets as it means you need to act differently and will think differently depending on your skill set. You won't see a doctor going Rambo mid battle just like you wouldn't see Rambo hacking into a mainframe to get a door open.
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Event Committee
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Post by Deadeye Jack on Oct 19, 2014 13:46:16 GMT -5
I have to say I'm a fan of your general setup for the Space Western theme, Warrender. Hopefully it'll get some more feedback and we can make some progress towards an actual RP.
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Post by warrender on Oct 20, 2014 5:46:47 GMT -5
ok, I'm not sure how complicated you want character creation to be, and in my experience the easier it is the better. I'm thinking of a points system that players use to create and customise their characters. To put this in context I'll write this out to suit the example I wrote in my last post but obviously if used it can be altered to suit whatever everyone thinks works best. Even if it's not what your after it might hopefully be useful along the line So, lets assume all players get 100 points to spend. I just wrote costs down with educated randomness so the below will need to be tweaked properly. First you create a char and decide on age and gender, pictures are ideal for visual aids and I'm happy to help adjust images to appropriate sizes for those less savvy with computers. Next you pick a profession. The chosen profession will dicate how you act realistically in the RP as well as how effective you are doing certain actions. Professions: (pick one)30pts : Doctor (can give medium medical aid to players) 50pts : Surgeon (can give high medical aid to players) 30pts : Trader (NPC's are slightly friendlier in trades, low level firearm skills) 50pts : Gun for hire (medium level firearm skill) 50pts : Preacher (can conduct spying on behalf of the team, NPC's react favourably during trade) 70pts : Engineer (can repair electronics and mechanical items with medium level) 80pts : Captain (has a high health and high stamia bonus, draws fire from other players due to status, can inspire crew which increases skills for a round, low level firearm skills)( one per game) 60pts : 2nd in command (has a medium health and stamia bonus, low level firearm skills)( one per game) 50pts : Hacker (able to bypass security doors and access low level computer systems) 80pts : Hacker (able to bypass security doors and access medium level computer systems) Next you choose a background that helps determine your skills a little more. You will note that not all characters have firearm skill, this is intentional as generally medics wouldn't be able to use guns, however the below set will allow gun users to further increase their skill or grant non-skilled users to be upgraded to low level firearm skill. Background: (pick one) 00pts : City Slicker (born and raised in the city and unused to life outside the city, no bonus to stats) 10pts : War Veteren (Fought in the war and raises firearm skill to the next level (None-Low-Medium-High) 20pts : Frontier veteran (Raises firearm skill to the next level, Raises medical aid skill to the next level (None-Low-Medium-High) Weapons: (pick as many as you can afford) 00pts : Pistol 05pts : Cost per each grenade 10pts : Rifle 10pts : Shotgun 30pts : Sniper Rifle
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Event Committee
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Post by Deadeye Jack on Oct 20, 2014 9:52:38 GMT -5
Points system you made is definitely a good way to limit the amount of ability each person has so they can't just be some OP beast. Like you said it needs some tweaking for specific scenarios and maybe to balance things out (for example it seems more likely that doctors in this particular points breakdown will end up with gun skills although not as good as the professional guns).
Anyway I'd be in favor of such a system for any character RPs we do. Also a question on the weapons. Do they give you special bonuses that are yet unspecified or are you just putting a premium on the cooler weapons.
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Post by warrender on Oct 20, 2014 10:11:55 GMT -5
I just listed a few weapons for the sake of listing some and hadn't given it much thought beyond that. Would be better to have a wider range available at the start of the game as the likelihood of getting good weapons mid game is unlikely unless doing arms-dealing.
The idea of the system is to prevent professions from being jack of all traits, so doctors have more incentive to play to their strengths but are able to come in at low level fighting skills if they really wanted. However it would be the professions geared up for low or mid ranges of skill that will allow those players to become real gunslingers or branch out to be a little more useful on the battlefield while still having above average weapon skills.
For special bonuses, that could be covered in the equipment section easily enough by allowing for special ammo perhaps, or maybe branching out on what I listed to add things like advanced medi-kits, trauma-kits, 1 man vehicles, 4 wheels transport, bazooka with 2 shells. Stuff like that.
I'm primarily basing my examples of Firefly, once a background is decided on we can alter anything we want to match it. Perhaps specific professions get access to a unique piece of equipment that no others get. The Surgeon gets the trauma kit while Doctor gets 2 medi packs. Captain gets a high powered pistol with limited ammo. The gun hire has a perk that can be used once per game to call in a favour from mercs, stuff like that. That way if players go "jack off all traits" they get lots of standard equipment, but if they decide to excel in one area they get unique equipment/weapons that are extremely useful even if limited.
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Welcome to Fort Triumph
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Post by Benevolent Thomas on Oct 20, 2014 16:49:29 GMT -5
Wow this is very well thought out and detailed! I haven't roleplayed in over a year, but I'm genuinely excited about the potential of this. If we some how make the Character Creation thing complicated, we can easily create an Excel spreadsheet to make it easier for new players to appropriate skill points. Quite a few of us here are pretty legendary when it comes to stats/excel/ext.
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Post by warrender on Oct 21, 2014 8:51:46 GMT -5
I've revised it a little to make it easier, you simply look at a char, see the benefits it grants and choose the one you think appeals to your ideal char. Let me know if you want to use this or if you want any changes made. The idea is simple, you pick the char you want and then decide if you want to have their special extra abilities or spend the points on getting other items. Means you could have two Engineers for example if you really wanted, one as a chief, the other as a more versatile.
Defaults: You get 100pts to start with
Unless otherwise stated. Players are assumed to have a firearm skill of None, a negotiating skill of Low, a medical knowledge of “I can do plasters” None, a piloting skill of None, Spying Skill of none, a repair skill of None and an ability to absorb damage(Health) of Medium
Professions: (pick one)
Captain: Cost: 80pts (Skills-They’ve seen their fair share of combat and shenanigans in their time regardless of whether they had a combat background or learnt as they went. Captains have a Medium skill when it comes to firearms and can perform a single Rallying Cry allowing the Captain to perform one act of true bravery such as running through a hail of bullets unscathed) (Equipment-Captains carry a standard pistol at all times) (Options-For 20pts: Can be upgraded to a War Veteran which increases firearm skill to high OR Can receive a rare pistol/shotgun which can utilize armour piercing rounds OR have a background in trade which gives a negotiating skill of medium)
Commander: Cost: 80pts (Skills-They’ve seen their fair share of combat and shenanigans in their time regardless of whether they had a combat background or learnt as they went. Commanders have a Medium skill when it comes to firearms and can perform a single Rallying Cry allowing the Commander to perform one act of true bravery such as running through a hail of bullets unscathed with a 50/50 chance of success) (Equipment-Commanders carry a standard pistol and shotgun at all times) (Options-For 20pts: Can be upgraded to a War Veteran which increases firearm skill to high OR Piloting skills of “Medium” OR have a background in trade which gives a negotiating skill of medium )
City Slicker Doctor: Cost: 80pts (Skills-Born and bread in the city metropolis. Can heal wounds with high ease in a medbay and medium ease during a battle. Knows next to nothing about using firearms in the real world and has a firearm skill counted as none) (Equipment-All the tools to perform basic medicine and heal normal wounds. Fatal injuries will require an improved medbay or visiting a city hospital) (Options-For 20pts: Can become a Surgeon which raises medical skill from to high during a battle. Can heal Fatal injuries in a normal medbay with 50/50 chance of survival. Can access small city hospitals using his access pass)
War Veteran Doctor: Cost: 80pts (Skills-Served during the war as a medic or became one after the war. Can heal wounds with medium ease in a medbay or low during a battle. Has used weapons during his/her time but never to a large extent and therefore has a Low level ability with firearms) (Equipment-All the tools to perform basic medicine and heal normal wounds. Fatal injuries will require an improved medbay or visiting a city hospital) (Options-For 20pts: Can become a Surgeon which raises medical skill to high in the medbay and medium during a battle. Can heal Fatal injuries in a normal medbay with 25% chance of survival)
Trader: Cost: 60pts (Skills-A well known trader in these parts and experienced in double dealing and backstabbing when trade deals goes south. Traders have a firearm skill of Low and a negotiating skill of Medium and due to being used to working solo they have a Piloting skill of low as well as a Low skill in repairing damaged systems) (Equipment-Access to catalogues for any item or stock required that shows value and locations they can be found) (Options-For 30pts: Can be upgraded to an Merchant raising negotiating skill to High and a 100% chance of being able to tell a deal is going to go badly)
Gun for Hire: Cost: 80pts (Skills-Raised in the badlands or having a ex-military background, Guns for Hire tend to have access to better weapons than most and are highly skilled in what they do. Guns for Hire have a firearm skill of Medium and a Health of High ) (Equipment-Has a standard pistol, shotgun, rifle and 2 makeshift grenades as standard) (Options-For 20pts: Can be upgraded to a Mercs/ex-Soldier, raising firearm skill to High and granting a sniper rifle weapon and an additional 2 makeshift grenades)
City Slicker Preacher: Cost: 80pts (Skills-Tired of preaching to the masses in the city, they’ve decided to go forth to the stars and bring the wisdom of the Unified Church to the outskirts of the empire. CSPreachers have a firearm skill of None but are revered throughout the empire and have a negotiating skill of High where applicable. Preachers can usually move around the battlefield with less risk of being shot as attackers are loathed to shoot a Preacher) (Equipment-Unified Church bible, that is all one needs) (Options-For 20pts: CS Preachers can have strong ties with believers on city AND outlaying worlds and therefore can enter many restricted area’s unchallenged or at the most asked politely to leave giving them a spy rating of High)
Frontier Preacher: Cost: 80pts (Skills-FPreachers teach the words of the Unified Church around the Empire and are wildly known and respected by most. This doesn’t mean their only weapon is their words and book however, so many Preachers have a firearm skill of Low to aid them in escaping tight spots. Although not as revered as their city counterparts, FPreachers still benefit from a Low negotiating skill. They can also heal minor injuries and therefore have a Low] Medical skill during battle and in the medbay. Preachers can usually move around the battlefield with less risk of being shot as attackers are loathed to shoot a Preacher.) (Equipment- Unified Church bible, standard pistol) (Options-For 20pts: FPreachers can have good ties with believers on outlaying worlds and therefore can enter many restricted area’s unchallenged or at the most asked politely to leave giving them a spy rating of Medium )
Frontier Engineer: Cost: 80pts (Skills-Engineers are the masters of their craft and usually know their machines inside and out, repairing systems quickly with what little they have available and therefore have a Repair skill of Medium. Engineers also have the ability to build new devices from materials in store such as weapons and vehicles. Most Frontier Engineers also know a thing or two about weapons and can usually handle a pistol when needed and therefore have a firearm skill of Low) (Equipment-A trusty wrench, a datapad that analyses problems with equipment, standard pistol) (Options-For 20pts: Can be upgraded to Chief Engineer raising Repair skill to High and allowing them to create far more complex weapons and vehicles from scrap parts)
City Slicker Engineer: Cost: 80pts (Skills-Benefiting from the best education money can buy. City Engineers know everything there is to repairing almost any system and keeping them running and therefore have a repair skill of High. This higher education comes at the cost of experience and therefore City Engineers cannot create new weapons or vehicles on the fly, merely repair existing ones) (Equipment-A trusty wrench, a datapad that analyses problems with equipment) (Options-For 20pts: Can be upgraded to Chief Engineer and giving access to two repair droids that can act as offensive units with a Low firearm skill using plasma cutters and welders as weapons)
Additional equipment. You may only buy equipment that your character can use. It is assumed items will automatically restock when returned to the ship with exception to one use items
10pts Standard Pistol 10pts Rifle 10pts Shotgun 20pts Sniper 05pts Grenade (one use per grenade)
10pts Medical pack 20pts Portable tool kit 10pts Binoculars 05pts Flares (one use per flare) 05pts Radio (can only talk to others with Radio’s)
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Post by warrender on Oct 21, 2014 9:01:18 GMT -5
What does None-Low-Medium-High Mean?
In the context of the RP, this is used to denote the level of ability and is used by both the Roleplayer(RP’er) and the GamesMaster(GM).
If the GM decides to use dice rolling to determine the outcomes then the level of a player will affect the likelihood of an action being successful. Eg. A high firearm player is more likely to get a successful/favourable outcome when rolling for something related to shooting than a low level.
For the RP’er, the levels can be used to help write out text in a realistic manner. For example. If your player has a low level firearm skill then it would be highly unrealistic for you to describe your character sniping 20 enemies at 100 yards with a pistol. However, a gun for hire player would be within their rights to do it as their level is High.
To put in context, here is an example of all four levels for Firearm skills
None – Has never fire a shot and wouldn’t know what to do if you handed them one Low – Is reasonable skilled with firearms. Chances are a lot of shots will miss at first. Medium – Good skills and can hold their own in a fire fight High – Shots are slow and well aimed. Pray they don’t find a sniper rifle.
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Event Committee
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Post by Deadeye Jack on Oct 21, 2014 10:14:55 GMT -5
I like your updates. The increased cost parity makes it so things don't get too jack of all tradesy. And everyone has basically the same cost to upgrade within their character class. So I guess my question now is how do we run these then.
You mentioned a few posts back that you could either go the GM rolling route or the free reign route (and obviously this could change depending on different RPs).
So in the GM way you'd have to basically have a phase where people say what they want to do and then the GM will do the rolls or whatever they use to figure out what happens. Then everyone RPs how you got to the results.
The other way is just to set the scene and let the group progress through everything with an eye towards being reserved and realistic. As a nation RPer this is definitely what I'm used to and I think it can be better provided people commit to realism.
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