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Legault
Posted on: Apr 4 2013, 10:46 AM


I'm certainly uncertain, at least I'm pretty sure I am
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QUOTE(DeerSlayer @ Apr 4 2013, 09:56 AM) *
I think that players should make thier character relavant to the country. The class they build should be loose and they can create a reason for a bow weilding wyvern rider or a shaman in heavy armor.


Right, I think that should be a given. Having a wyvern rider from the Western Isles, for example, makes no sense. Unless the character stole a wyvern (...however that would be accomplished without being eaten), or otherwise joined Bern's military, or something like that. Having a heavy-armored dark magic user coming from Sacae would be really out of place as well, but ultimately, it comes down to the profile itself. If you can make an anima-knight from Ilia and convince me it makes sense, then by all means.

But I think having actual classes is more likely to cause problems with consistency like that. Nomads make sense in Sacae, but not necessarily in Skylessia. Archer-on-a-horse can make sense in any setting, if only because it can be more than just a nomadic horse-archer.

...not sure if I'm actually addressing Hystrix's point though.
  Forum: Forum Suggestions and Help · Post Preview: #817777 · Replies: 194 · Views: 10,742

Legault
Posted on: Apr 4 2013, 08:47 AM


I'm certainly uncertain, at least I'm pretty sure I am
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QUOTE(Hystrix @ Apr 4 2013, 12:03 AM) *
QUOTE(LostMartyr @ Apr 4 2013, 11:02 AM) *
QUOTE(Hystrix @ Apr 3 2013, 09:35 PM) *
You may want to rethink your class system if the only difference between them is what kind of weapons they hold rather than what they each mean to your setting.


What do you mean? Like how Nomads are the "official" class of Sacae? Or what these classes mean to the setting as a whole

The latter. Nomads made sense in FE7 because the story called for a civilization of nomadic warriors. I don't think we ever explained why they were in Sky for instance and they always felt... off.

I was gonna make a point about shamans being popular because they had some fluff built-in (going down the dark path the more you abuse it), but asking around the most popular classes were apparently the ones that looked the coolest and had the most versatility (myrmidons and mages). So maybe if you're gonna do a class system, try to make all of them at least sound cool and versatile?


I dunno, I think that's why I like this really loose system. With a regular class system, people see myrmidon and immediately write up a bio for a stoic but lighthearted swordsman, occasionally goofy, but hardened and badass when the need arises.

...okay, that's a generalization, but if people just see 'myrmidon' or 'mage' or 'shaman', a lot of the same ideas come to mind. Like people styling their shamans after Canas, because they want to use dark magic but don't want to be evil; or hell, I think I even came up with Zed under that kind of mindset. "Brigand? Well, he's huge and a bit dumb and goofy and lighthearted hoora-". Sure, I like to think he's evolved from that point, but still.

If you instead give people a choice of foot/armor/mount, and a choice of weapon, not only does it open up every combination, it also tears down people's expectations of classes. Will you still get some of those same old characters? Yeah, of course. And maybe I'm putting too much of an emphasis on that being a bad thing, considering how many interesting characters were probably built out of these ideas. But I dunno, I think at least some of those people who might pick a myrmidon otherwise might see this system and think "dude, I want to be a cleric on a wyvern." Or, "Man, I want to be a monk in heavy armor." Or "I'm gonna be a mounted bowman!" Etc. And at the end of the day, I feel like it's more interesting to have an RP with those than with three myrmidons.

Oh, and that's another point; when you have "Nomad", it kind of forces you down a certain path with a class. Whereas, if you go mount -> bow, you can be a Rath, or you can be a cavalier who happens to have a bow. Or anything in between.

Foe brings up a good point too; even the most basic attempts to do that results in a 27-class list. I like the idea of people's classes being influenced by their place of origin, but I think people will generally suit their bio to fit whatever they choose.

I guess if anyone has a way of simplifying Foe's idea, it could work? But honestly, at that point, we're really just going back to the class list and shuffling some names around.

omg i know network is actually brilliant i forgot i even had a mood
  Forum: Forum Suggestions and Help · Post Preview: #817774 · Replies: 194 · Views: 10,742

Legault
Posted on: Apr 3 2013, 12:18 PM


I'm certainly uncertain, at least I'm pretty sure I am
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Classes mixing magic and weapons could work, but there has to be some kind of limit; there should be as much reason for someone to be a swordsman as there is for someone to have light magic and axes (oh my god my brain just exploded).

I'm not sure what Spirit had in mind for the specifics of the class system, but maybe something roughly like this?

You get 10 points to spend on a class. Infantry is nothing, armor and mount cost 3. Each weapon type for your class costs 4, if we want to go this route. Add another 2 points if you combine weapons and magic.

We could add on top of that some basic skills, if we don't just leave that up to the player's discretion. Maybe a mastery skill for single-weapon characters, or...well, I haven't played Awakening yet, so I dunno what kinds of skills they use, but we can come up with something. Or maybe any leftover points can be spent as character points?

That could be needlessly complicated though. We could always just have the player choose infantry, mounted or armor, then choose one weapon/magic type, and leave it at that for first tier. Then second tiers could pick up either another weapon/magic, and/or another characteristic (either replacing infantry or adding a second to mounted/armored).

Besides all that, bards and dancers are a good point. We need to figure out whether or not we're using them (I think we should), or Laguz, and if so, how we're dealing with them. Maybe bards/dancers could promote and add a weapon/magic (I feel like they did that in the old RPs?), and Laguz...not sure how to handle them.
  Forum: Forum Suggestions and Help · Post Preview: #817711 · Replies: 194 · Views: 10,742

Legault
Posted on: Apr 3 2013, 08:41 AM


I'm certainly uncertain, at least I'm pretty sure I am
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QUOTE(TEOgasm @ Mar 25 2013, 07:36 PM) *
Oh. Oh God, that's incredible.

I kind of hope it is genuine though, and it could be; my country's the same one that blamed the nation and people of Iceland for its geography erupting and causing some travel disruption.


Nah, the US did that too. Even though our news outlets thought volcanoes only came from places with big names, like Hawaii. Not, you know, Eyjafjallajökull.

QUOTE(Is_Corrupted @ Mar 28 2013, 08:57 AM) *
QUOTE(jonahman10 @ Mar 25 2013, 06:28 PM) *
Those Fins. They always pretend to be Scandinavians, but they aren't fooling me! No one speaks Finnish, not even the Fins!

Hueg: Click Here To Show/Hide This Text



AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA I SEE WHAT YOU DID THERE
  Forum: /rss/ · Post Preview: #817702 · Replies: 13 · Views: 875

Legault
Posted on: Apr 3 2013, 08:35 AM


I'm certainly uncertain, at least I'm pretty sure I am
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Okay, I'm gonna try to consolidate some of these ideas.

Setting: Foe's, or some variation of that idea.
Classes: Mounted/Infantry/Armor. Possibly Laguz?
Leveling: Replaced by Character Points.
RP Grading: Is there any consensus here? It's definitely either peer review or flat rate based on length/number of RPers.
Weapons: I've been assuming it's gonna stay as it's been.
Mod duties: Pretty much down to accepting profiles, sorting out any major problems/disputes, and I assume approving the grading. Possibly setting off events at their discretion?

Is there anything else? I mean, there's some little stuff, but this is all the major stuff, right? Can we get any kind of general consensus on this? Or disagreements.
  Forum: Forum Suggestions and Help · Post Preview: #817701 · Replies: 194 · Views: 10,742

Legault
Posted on: Apr 1 2013, 09:09 AM


I'm certainly uncertain, at least I'm pretty sure I am
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QUOTE(DeerSlayer @ Mar 31 2013, 06:55 PM) *
1. Should the map be from the games or made up?

2. Should we have levels or Cp or nothing?

3. Should we have a class system, if so should it be loose or strict?

4. Are mods going to grade rps, peers, or is it going to be by post count or battles?


1. Made up gets my vote,
2. I really like the CP idea.
3. Spirit Adept's class idea is probably my favorite.
4. I think everyone is leaning toward peer review. Spirit Adept's idea, again, seems like the best route.

QUOTE(Spammalanche @ Apr 1 2013, 12:41 AM) *
Alright motherfuckers, I'm back, bigger and better than ever before. Spammalanche 4.0 is here to solve all of your problems for you.


SPAMTASTIC. I like a lot of this stuff, just a few notes;

QUOTE
- As far as frequency of grading goes, players should get together fairly regularly to confer with the mods. Like, after every major conflict (notice I didn't use the word battle). Micro-management like this in the short run might look tedious at first, but in the long run saves a lot of frustrated mods and hurt feelings. It also means people are leveling up roughly every page or two. Anyone who's played WoW knows that just one more level is usually inclination enough for people to keep going, provided the levels are doled out frequently enough. Hell, most Mario games work because the levels are just long enough to justify you playing, but short enough to give you the frequent gratification required to keep you coming back for more.


This is why my original idea was grading per battle (I did use the word =P). I think it's better to emphasize short RPs in general, but since that's a lot harder to do, combining this with the peer review system that we seem to be leaning toward seems like the best of both worlds.

QUOTE
- Mods have to want to do it. Seriously, pick a team of 4-6 guys who actually want to be there. And there should be no pussyfooting around this subject either: if a mod cannot perform their duties optimally, they should be stepping down for someone fresh to fill the void. The mods are only around to keep the RP running smoothly and to council with people if things get way out of hand. They should not be the definitive voice of what can and cannot happen, creatively. If someone wants to blow up the city, put it to a community vote, not a backroom moderator decision.


Well, that's the whole original issue; no one is going to want to stick around forever. Even the most enthusiastic mods at the start are eventually gonna either get sick of modding, or drop off the face of FEP entirely. I still think we should get enthusiastic mods, but the less they have to do after the RP is up, the better, and if they lose interest, we shouldn't make any big deal out of getting new mods.

QUOTE
- Classes should be done in the same way. Use FE:A's classes and only FE:A's classes. It's the newest FE and the one new members will be familiar with. Hell, you can even have the class swaps as long as people know switching classes means huge reductions in power (mostly).


That was my mindset, but Swift Adept's idea goes along with FE really well; some of the games already had a single class for armored or horse-bound knights with any choice of weapon. I think going that route might even incite more creativity in classes, so instead of fifty people making myrmidons...well, okay, we'll still have a bunch of armor-less swordsmen, but some might choose armored archer, or axe-wielding peg knight, or a horseman who uses light magic.

QUOTE(Foe @ Apr 1 2013, 12:46 AM) *
Since the city idea seems to popular I was thinking about how to implement that into my own setting plan as well, and I think a city at the mouth of the big river between countries 1 and 2 could easily fill that purpose. Its a natural trade hub, and you'd have two countries with a land ownership interest and the third one constantly opportunizing it from the sea. The fate of this situation would be left to the RPs.


That actually seems to work really well; you could make it the only easy way to travel from country 1 to 2 as well. I think the only other question there is whether it's a sovereign city-state, or if it's already owned by someone at the start of the RP.
  Forum: Forum Suggestions and Help · Post Preview: #817633 · Replies: 194 · Views: 10,742

Legault
Posted on: Mar 31 2013, 02:56 PM


I'm certainly uncertain, at least I'm pretty sure I am
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QUOTE(.:Spirit Adept:. @ Mar 31 2013, 01:44 PM) *
I will never, ever, ever, ever, ever instigate world RPs. They don't work, they are cursed, they promote elitism, and they are just bad ideas all around. Trust me when I say I will not make them happen.

My idea for events is having noticeable things happen around the continent occasionally. Like a forest fire in Gallia or a riot in Sienne. There won't be an official RP dealing with any event, instead everyone is free to make their own RP about how their character interacts with the event. RPs that directly take part in an event earn extra CP for it. People can come to Gallia to help fight the fire, or people could go to Sienne to help fuel the riot. After a while of the events being open, the event ends and the mods and I take a look at how many people supported a particular course of action and we use that to make changes to the setting and influence later events.


Okay, just wanted to clear that up. I actually really like that idea, and it doesn't necessarily give the mods much extra workload; when they have time, they can add events, but if they all have to deal with having actual lives (pfft 'reality'), a lack of events isn't going to stop anyone from RPing.

QUOTE
As for going with an original setting, my worry is that it raises the difficulty of getting into the RP to begin with. Using an established setting means people can make some reasonable assumptions about things and hop on in. Plus I really like the Tellius setting and a lot of stuff I have planned goes hand in hand with it. Using an original setting however means you have to build from the ground up. Either you have a simplistic setting so people can join in easier but you can't do much with, or you go really in depth and start to alienate new members.


I completely understand, but the problem is, only some people are familiar with each of the canon regions. TEO and I aren't as familiar with Tellius, where some people likely weren't all that knowledgeable or invested in Elibe. With an original setting, we have the problem of everyone being unfamiliar, which I know can kill enthusiasm, but in my experience, it tends to make people much more creative with settings.

Maybe this is just me, but when I've RPed in Elibe, or the little I did in RL, I was always iffy about inventing locations, regardless of how minor they were, because I couldn't be sure if there was already something there in the games, or if it would even make sense for something like that to be in those regions. With Skylessia, I had none of those reservations, because it was a fictional world designed for the players to build it through RPing. It had important locations, obviously, but all those empty parts of the map were fair game.

Don't get me wrong though, both ways could work, and I'll definitely RP in either. Maybe it might be easier to decide if we actually come up with a continent AND the specifics with this alternate version of Tellius, since right now we're kind of just arguing about concepts instead of worlds.

I'll write something up on possible countries/cities, just for comparison's sake and cause omg i love worldbuilding omg. In the meantime, are there any other issues that haven't been dealt with? I know there have been volunteers, but we still haven't figured out who is actually going to start/help mod this RP. Not that I know who would even make that decision.
  Forum: Forum Suggestions and Help · Post Preview: #817611 · Replies: 194 · Views: 10,742

Legault
Posted on: Mar 31 2013, 12:32 PM


I'm certainly uncertain, at least I'm pretty sure I am
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QUOTE(.:Spirit Adept:. @ Mar 31 2013, 12:55 PM) *
You've got a point Foe that I keep overlooking. I didn't take that into account the the RP community has shrunk a little bit. I do plan on trying to alleviate that by spreading the word around, it's one of my goals to have a nice big bustling RP like in the past. But I need to start small.

I did some thinking last night and I think TEOrgasm has the right idea. To maximize the potential of a single location to have as much stuff going on as possible, the RP should start in a location with access to as many countries as possible. If I remember correctly, I think there's a nice little border area between Crimea and Begnion that would work well for this. It allows for access to conflicts I have planned to go on in Crimea and Begnion and the freedom to move on to where we need to after that. And have the RP start off in a single location will allow us to kick off the setting with some events that begin a ripple effect around the world.


Is this all just backstory stuff? Or were you thinking of doing world-event-type RPs? Cause I think that's definitely out by general consensus. I do think an original setting is better for TEO's idea though, unless you can build a mega-city in that border area. We need a place where a ton of players can either flock to, or just live and work. Admittedly, I'm not a huge fan of Tellius, but I'm trying to avoid letting my bias inform my suggestions.

I think with an original setting, we can elevate the conflict; three countries fighting over one city, plus forces in the city itself fighting for independent rule. You could have a trifecta of religions (omg magic triangle) and we can set up the global politics in whatever way best serves the RP.

QUOTE(Shuuda @ Mar 31 2013, 01:00 PM) *
Allow one strut in preteniously and express his thoughts like an old on a park bench.

The problem I have with all these levelling systems is that they promote long RPs that a full of combat. Now, there's nothing wrong with those kind of RPs, but I don't think they should be treated as the standard or as something threadrunners should aspire to. I feel that this constant need for these kind of RPs perhaps contributes to so many of them dragging on or dying. There have been plenty of RPs that were worse for ware because the threadrunner added a bunch of needless and repetitive fights when the plot would have been fine, or better without them. Characters ended up getting locked up for ages in RPs people got bored with. It would be nice to have a system that did not punish people for trying to go for quality over quantity.


This. The longer the RP goes, the more chance it has of people leaving, which makes it all the harder to keep it moving. If you want to tell a story that long, it can always be broken into parts. I'm not actually sure if it's the leveling systems that influence how long the RPs are though; a bunch of shorter RPs would generally end up equaling one long one, at least as far as I could tell. I think it's more a problem of RPers starting RPs with no real idea of where they're going. It does make it more fluid and unexpected, but it also leads to dead ends and forced endings. But there isn't too much we can do about that, besides individually trying not to do it.
  Forum: Forum Suggestions and Help · Post Preview: #817605 · Replies: 194 · Views: 10,742

Legault
Posted on: Mar 31 2013, 11:53 AM


I'm certainly uncertain, at least I'm pretty sure I am
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QUOTE(.:Spirit Adept:. @ Mar 31 2013, 01:53 AM) *
That's all I have to share for now. Like I said before, I'm looking for some feedback so I can figure out what everyone else thinks. Preferably more then just a 'like it' or 'hate it' response please.


Besides setting it in Tellius (it could work, but other people have already brought up the size), I like a lot of these ideas. The class system especially. I also like the idea of using Laguz too, even in an original setting, if only because it helps make the RP more Fire Emblem based, which given this is a Fire Emblem forum, seems like a decent thing to aim for.

Character points could be an interesting idea too. I didn't think I'd want to give up levels, but I would definitely be up for trying that.

As far as TEO's map is concerned, it's beautiful a work of art i shed a tear it's a pretty good way to solve the traveling problem, cause a city can be huge and full of stuff to do without actually being huge. Plus, setting the RP almost entirely in a city makes it way easier to RP a mostly stationary character.

Allowing RPing in the other countries, if only the surrounding countries, could be good too, as long as we establish some kind of size; for example, we could say the continent is the size of Great Britain, or Texas, or China, etc. I'm not sure what kind of size everyone is leaning toward, but once we figure that out, we can scale the map that way.

Connecting two ideas; those extra countries, assuming they're inaccessible, could be where the Laguz come from. Just a thought.

Even with a tiny continent, we could come up with more effective transportation. Magically-fueled airships are the only thing coming to mind, cause I've been playing Bioshock Infinite, but there could be a lot of different options. Maybe it could even be part of the allure of the city; if this city has access to quick or even instantaneous transportation to anywhere on the continent, of course everyone nearby is gonna try to take it over. Or someone else can suggest something a bit more grounded, just throwing some ideas around.
  Forum: Forum Suggestions and Help · Post Preview: #817600 · Replies: 194 · Views: 10,742

Legault
Posted on: Mar 29 2013, 02:31 PM


I'm certainly uncertain, at least I'm pretty sure I am
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QUOTE(Emerald Wyvern @ Mar 29 2013, 02:00 PM) *
Mod input on leveling is tedious, time-consuming, and often times biased, but peer review could be infinitely more imbalanced. I say there should be a flat formula that uses how many posts to overall Rp length to determine how many levels one should gain. Then, have a peer review afterward that can award a max of 1-2 bonus levels.

Total Rp length / Individual contribution = Total levels gained (Rounded down to keep in the spirit of FE?)

Or what about just canning levels and awarding promotions based on how many completed Rps a character has participated in?


I dunno, I think peer review would be far more biased than mods. That's why I'm personally leaning toward finding ways to make the mods' work less time-consuming, be it by grading little bits at a time, having them skim specific things, or...well, whatever else anyone comes up with.

I like the formula idea, though I dunno what kind of levels that would result in; maybe they could submit whatever they get from that formula and a mod could approve it, which would probably consist of skimming and making sure it isn't 50 pages of one-sentence posts. Just an idea.

...I feel like I'm railing for more mod-input, but I swear I'm just trying to think of ways to cut back their workload without sacrificing the quality of the RP.

I'm not as big a fan of canning levels, that's one of the reasons I got into the RP in the first place. I think it also helps to keep newbies from making a nearly-invincible character right off the bat. Their character is forced to start out weak, which (at least, as I see it) makes the growth of the character that much more rewarding.

QUOTE(Swift_Assassin)
That could result in a lot of small rps with not much content. And if some people have the luck I had in RL, an rp can take a long time to complete.


That's one of the reasons I like the grade-by-battle idea. I think setting a precedent for shorter RPs is one idea, but since people are gonna make long RPs regardless, slowly gaining experience/levels through the course of an RP might help it feel fresh.
  Forum: Forum Suggestions and Help · Post Preview: #817554 · Replies: 194 · Views: 10,742

Legault
Posted on: Mar 29 2013, 10:14 AM


I'm certainly uncertain, at least I'm pretty sure I am
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We definitely need mods to a point, but Foe is right, they shouldn't need to be such a vital part as they've been in the past. Basically, once the RP is set up, all they definitely need to do is accept profiles, answer questions and deal with problems. The last two could even be taken up largely by active RPers. I still think mods should dole out levels, but obviously in a much smaller capacity than they have in the past.

We just have to keep in mind that 1. Mods have lives and aren't going to be here forever, and 2. Despite our best efforts, no RP we start here is going to last forever. At some point, interest will wane, the RP will die and another thread like this will pop up so everyone can figure out where we went wrong this time.

So I think at this point, the biggest thing we have to figure out is what the mods are going to have to do, and more specifically, how characters are going to gain levels. As I see it, the suggestions are:

-Same as it's been. Not really much of an option.

-Levels = RP post count, or RP-length, or something along those lines. Harder to keep track of and more easily allows for Mary Sues and bad writing, but requires no little to no mod input. Also keeps players leveling up at a consistent rate.

-Communal leveling. Basically, the members of the RP decide as a group how the levels go. No mod input, again, but likely to make leveling much more inconsistent; what one group might give one level, another group might give five. Variation on this idea, players could decide their levels and submit it to mods, who can then skim the RPs to make sure they aren't too far off point. More consistency, but more reliance on mods as well.

-Grading battles as opposed to entire threads. Still requires decent amount of mod input, but requires much less at a time, which gives RPers levels sooner and keeps interest up. Another thought to consider, as long as there's some kind of consistency with the mods, skimming the battles is an option too.

Not sure if I missed any of the other suggestions. If anyone else has suggestions, feel free to propose them. Otherwise, we should figure out which of these (or what combination of these?) is going to work the best.

Personally, my vote is for grading battles, but after writing all those out, I can honestly see them all working. Granted, I can also see them all backfiring, but still.
  Forum: Forum Suggestions and Help · Post Preview: #817549 · Replies: 194 · Views: 10,742

Legault
Posted on: Mar 27 2013, 09:28 AM


I'm certainly uncertain, at least I'm pretty sure I am
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QUOTE(Knight of G @ Mar 27 2013, 03:12 AM) *
So, what do we think of doing a grading part-way through, a sort of 'as it goes along' type of deal? I recall one very early RP between DM, FM, HizakiHitori, and Evandele that did something like that every page (14-20 posts) or so. Granted that the grading was posted in the topic by the people participating. It was certainly unusual, at least to me, but I think it would be a better way to grade than get through four to six pages of fighting and such for four or less levels.


I actually had a similar thought in bed last night; have players submit battles, as opposed to entire threads, for grading. It still means someone is reading through a bunch of posts, but it's a lot less at a time, and the (comparable) immediacy of level-gaining might get RPers to stick around longer. Just a thought. Something a long the lines of what LostMartyr said, with level corresponding to amount of posts could work too -- maybe a certain amount of growth for each battle? That way we could have graders that could actually just skim, like Foe said.

QUOTE(Foenomenal @ Mar 27 2013, 03:35 AM) *
On a similar note, I would consider the thought of reducing character slots and the number of threads you can be in at once; which is to instil more focus on individual threads. The down side is the history of thread runners being unreliable (and understandably so). That was in fact the leading concern that caused the increase in threads a person could be in at once; along with a thirst for levels.

For the three nations I propose this is because 1v1v1 is very dynamic, and ripe for both military and political conflicts that can be complex because everyone is out for themselves but two on one would be very sought after as well. War and politics are main aspects of FE games after all, as its less feasible to go for the "good guys beat up some generic evil thing" part.

Though we shouldn't be narrowing things down to just a 3 nation idea, though I would speak against 5.


There should definitely be a limit on how much you can do at once. One character, one RP, until you've reached mid-to-high second tier. After that, a second. And that's it. Four characters sounds great, and maybe someone can actually RP with four characters at once, but most people are going to try to and will end up just dropping out of three of them.

I guess three nations could work, as long as they're different enough for it to matter -- RPing in three differently named Lycias is something I think should be avoided. But more importantly than that, I think there should be areas in dispute. I think having one city under disputed rule could ramp up the possibilities for RPs just in that city, particularly of the world-defining variety we're trying to push.

QUOTE(Satori)
If players can change shit, the mods have to be able and willing to keep track of what shit has been changed. (I was not.) This looks like less work than trying to run an event, but it still involves reading through every topic at most, or having the thread runner summarize all the events of their threads while the mods extrapolate from those (and possibly still have to read through everything to look for unintended consequences, as Text was fond of doing) at least.


I definitely think it COULD work better if we leave it to the RPers to point out when they do something like that, but you're right, it's going to take a ton of work either way. I also completely agree that it shouldn't be treated as anything special. If anything, that sort of devalues the rest of the RPing, which is the core of most of the things we're trying to fix. We want the regular RPing to get people to stay, not the extra stuff; the suggestion that it's possible to change the world gets people to join, and the RPing should do the rest.

QUOTE(LostMartyr)
As for the whole "familiar territory, but not fully canon" thing, I'd suggest doing something similar to one rp forum I know of. It's an Elibe rp but rather than continue on from FE 6 they erased everything that happened after the Scouring and came up with a really basic history of their own. Canon characters didn't even exist.


Not a bad idea either, it's a lot like what the Elder Scrolls MMO is doing, for a lot of the same reasons (just on a much larger scale). I feel like we're leaning towards an original world at this point, but I think that makes any of the canon worlds legitimate options.
  Forum: Forum Suggestions and Help · Post Preview: #817476 · Replies: 194 · Views: 10,742

Legault
Posted on: Mar 27 2013, 01:18 AM


I'm certainly uncertain, at least I'm pretty sure I am
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life? on MY fep? it's more likely than you think

This is all really good stuff, I've actually flip-flopped on a few things here. Particularly on World Events, cause while it seems on paper like a surefire way to incite interest, it occurred to me reading all these responses that I've never actually seen it work. Gaz is right; part of the reason the original FEP RP seemed so exciting to me was the fact that players could and did become important on a global scale, to the point where at least one country (bit hazy on the details, it's been a while =P) was ruled by player characters.

As far as world size goes, it can be small AND varied. I'm not sure about three nations though; most FE games tend to have roughly five-ish nations, which can certainly be consolidated onto a reasonably small continent. Most importantly though, it needs to be interesting. Okay, that's kind of obvious, but still, characters need reasons to go to all the places we put on the map. Otherwise, we get fifty RPs in one region and none in another. Foe mentioned hub cities, which is something I was leaning toward; large cities can feel big and expansive and busy without actually being that big and expansive, at least not compared to the kinds of vast, untamed, boring wilderness that usually goes along with FEP's RPs.

QUOTE(Crimea River)
People improve and flourish more as writers without the grading, or at least that's how my personal experience with it was.


I actually had exactly the opposite experience. I used to be a pretty shoddy writer, but when I joined the RP and saw that gaining levels was tied to how well I wrote, it gave me reason to improve. Granted, I can see (and have probably experienced myself) that it can hurt, if the pressure of writing well pushes you to avoid actually posting, so it's definitely something to think about. The main problem, though, is that will replace it? I'm sure we'll get to that when we get there.

Speaking of which, what exactly is going on at this point? RoE is modless and scheduled for archiving, so this is definitely happening, but that also means we need a new pile of suckers mods to actually put the RP together. Everyone should definitely keep the suggestions coming, but until we get some people on board to do it, it's all wishful thinking.
  Forum: Forum Suggestions and Help · Post Preview: #817468 · Replies: 194 · Views: 10,742

Legault
Posted on: Mar 26 2013, 03:46 PM


I'm certainly uncertain, at least I'm pretty sure I am
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From: OC NJ
Member No.: 13


I remember gay vikings.

...and all this other stuff. April Fools Day comes to mind too, not sure which year. I just remember troll-based hilarity ensuing.
  Forum: General Discussion · Post Preview: #817437 · Replies: 123 · Views: 14,840

Legault
Posted on: Mar 26 2013, 01:14 PM


I'm certainly uncertain, at least I'm pretty sure I am
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From: OC NJ
Member No.: 13


I'd love to help! I mean, I guess a lot of people are, but still, I'm a sucker for world-building. =P

Some suggestions, right off the bat:

-Giving classes FE8-style dual promotions? Similarly, cherry-picking the best aspects (or at least the most applicable to an RP) of all the games will make it feel a lot more like a Fire Emblem RP, as opposed to a generic swords-and-sorcery RP. Even Laguz might not be a bad idea. Haven't played Awakening yet, but I'm sure there's stuff to use in there.

-Just a thought, going back to the old system of having one forum for all the rps, instead of one for each region? It isn't a huge difference, but it definitely makes it simpler for people to just jump in, as opposed to navigating eight subforums for regions we will have made up.

-Obviously world events. In general, getting a pretty consistent set of RP events, like monthly contests. Keeping up current events, both NPC-driven by mods and character-driven through RPs, is a must.

-The world needs to be both very FE and reasonably realistic. It can be lumped mostly on a single continent, but there should be as wide a range of ecology and terrain as possible. Along with that, varied countries; I noticed at least three of the Elibe nations in RoE are Kingdoms, which works for Elibe, but maybe not for our purposes.

That's all I've got for now. Obviously, this is all gonna be discussed by people actually working on it, but I wanted to get my two cents in because it selfishly makes me feel helpful. =P I might actually go doodle up a continent, if only to see if I can come up with anything useful with it.
  Forum: Forum Suggestions and Help · Post Preview: #817429 · Replies: 194 · Views: 10,742

Legault
Posted on: Mar 25 2013, 04:26 PM


I'm certainly uncertain, at least I'm pretty sure I am
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Joined: 4-March 06
From: OC NJ
Member No.: 13


I'm all for trying to round up some enthusiasm for the RP. I don't know if it necessarily needs another reboot, but it definitely needs a shot in the arm.

...not that I know how to do that. I mean, there's always trying to wrangle old members back to the site, as well as getting the currently-active members to join the RP, but then there's the question of how to do that. I'll try to think of something, cause I'd really love to see the RP active again.
  Forum: Forum Suggestions and Help · Post Preview: #817400 · Replies: 194 · Views: 10,742

Legault
Posted on: Mar 25 2013, 10:37 AM


I'm certainly uncertain, at least I'm pretty sure I am
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Group: Veterans
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Joined: 4-March 06
From: OC NJ
Member No.: 13


I think you'll be fine if you submit the new character and mention in that post which character you're replacing.
  Forum: Questions and Suggestions · Post Preview: #817391 · Replies: 3 · Views: 359

Legault
Posted on: Mar 25 2013, 09:52 AM


I'm certainly uncertain, at least I'm pretty sure I am
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From: OC NJ
Member No.: 13


I know the Skylessia RP had a means of checking if your profile was rejected, but I can't find such a thread here, and I haven't heard anything about the profile I posted a few days ago. So, I guess a question and a suggestion: how would/will I find out if my profile has been rejected; and maybe a thread to post when profiles are rejected could be useful?
  Forum: Questions and Suggestions · Post Preview: #817388 · Replies: 0 · Views: 217

Legault
Posted on: Mar 21 2013, 09:49 AM


I'm certainly uncertain, at least I'm pretty sure I am
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fensti - Got the email three times, though I didn't notice that until you mentioned it. =P

Also, wow, wasn't expecting so many familiar faces (avatars?)! Then again, I'm not sure what I was expecting. =P
  Forum: Leaving/Returning · Post Preview: #817190 · Replies: 8 · Views: 504

Legault
Posted on: Mar 21 2013, 09:46 AM


I'm certainly uncertain, at least I'm pretty sure I am
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Member No.: 13


Name: Zedrick Zela III
Title: n/a.
Age: 23
Gender: Male
Place of Birth: n/a; closest to Lycia, see bio.
Nation/Group of Allegiance: n/a

Class: Brigand
Level: 5
Weapon Levels: Axe: D
Weapons:
Weapons: Click Here To Show/Hide This Text
The Little One (hand-axe): Iron, Projectile
A small axe with a variety of uses; Zed usually throws it at stuff though.
The Big One(heavy axe): Steel, Heavy, Armorslayer
The axe Zed had made for hunting. It's needlessly huge and can cut through iron, neither of which are actually necessary for hunting. But he wouldn't have it any other way.


Height: 6'6" / 1.98m
Build: Large, tall, wide, built.
Appearance: The first feature most people notice about Zed is his size: he's tall and wide, coming off to most people as a fleshy wall with hands. 'Fat' doesn't quite apply here though, as most of his body weight is pure muscle. Included among his small list of belongings are two pairs of identical clothes, each consisting of: a bright-green shirt, tailored specifically with his body size in mind, and thus lacking sleeves; and a pair of similarly fitted tan pants, large enough so he doesn't accidentally rip them, and by that token, large enough to fit entire children inside.

Additionally, he has a pair of boots that look like they've been eaten, digested and spit back out by a dragon. Besides his clothes and size, the only other standout features of Zed's appearance are his mop of unkept reddish-brown hair, and his green eyes.

Overview: Zed is a generally cheery person, particularly if he's just found something new: having lived in a secluded village for much of his life, discovering new things brings out a sense of childish wonder in Zed. He was raised with a decent moral compass, having been taught that killing people is bad, but he nonetheless has little trouble killing for money, assuming it's at least somewhat justified.

While he tends to be open and friendly with most people he meets, he has few to no close friends; partly because of his solitary upbringing, and partly because he's just wandering around most of the time, moving on to a different part of the continent as soon as he gets his pay.

He rarely gets angry; however, if he does, he can get destructively violent, made even worse by his immense strength and size. If something makes him sad, which is also surprisingly rare, he any number of ways to deal with it; this is likely due to his abandonment as a child. He's pretty good at hiding just about all of his emotions, save cheeriness, and as an optimistic result of what was likely a dark childhood, he does tend to actually be cheery most of the time.

Biography: Zed was born and raised in a small community living cut off from the rest of Elibe in a hard-to-access valley, nestled in the Taliver mountains. As a young child, he was raised by his father, Jed; however, at the age of nine, Jed left Zed and the village without so much as a note.

By this time, though, Zed was surprisingly self-sufficient. The other villagers showed him compassion and tried to help, but for the most part, he got on pretty well on his own. He farmed a small plot of land for his food, built on the hunting skills he'd learned from his father, and even traded hides and meat for services from the other villagers, like tailoring and blacksmithing. He got a minor education as well, as the village had a tiny schoolhouse, but the villagers were all aware the information was far out of date, so they mostly taught the basics: simple math, very general geography, language skills, and survival skills.

As he became an adult, he continued to be a stand-out member of the community, teaching the other young men how to hunt and farm, so they could support themselves. However, the longer he stayed, the longer the question of his father burned in the back of his mind. The townspeople rarely acknowledged his father, pushing aside the subject if he ever came up. So, one day, he decided to search for him. He told the townspeople he wanted to see the world, traded his home and food supplies for weapons and traveling supplies, and he set off, planning to take mercenary work until he could find his father.

Approved by Shuuda
  Forum: Non-National Characters · Post Preview: #817189 · Replies: 0 · Views: 404

Legault
Posted on: Mar 21 2013, 08:42 AM


I'm certainly uncertain, at least I'm pretty sure I am
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From: OC NJ
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I need to submit my new profile, but assuming that goes through (I'm going to make that assumption, he's only been accepted to like five different past FEP RPs =P), sign me up.
  Forum: Topic Recruitment and Discussion · Post Preview: #817187 · Replies: 3 · Views: 575

Legault
Posted on: Mar 20 2013, 11:35 AM


I'm certainly uncertain, at least I'm pretty sure I am
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Group: Veterans
Posts: 5,326
Joined: 4-March 06
From: OC NJ
Member No.: 13


That's why I'm glad my worst RPing died with the original version of FEP. Not that I'd want to read anything I wrote in these archives, cause eeewwww
  Forum: /rss/ · Post Preview: #817039 · Replies: 13 · Views: 324

Legault
Posted on: Mar 20 2013, 09:28 AM


I'm certainly uncertain, at least I'm pretty sure I am
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Joined: 4-March 06
From: OC NJ
Member No.: 13


Well, I got Fensti's email and now I'm here. No promises that I'll be around long or often, but hey, we'll see what happens. Though I'm sure I'll be on a lot once I finally get a 3DS. =P
  Forum: Leaving/Returning · Post Preview: #817035 · Replies: 8 · Views: 504

Legault
Posted on: Apr 12 2010, 11:00 PM


I'm certainly uncertain, at least I'm pretty sure I am
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Group: Veterans
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Joined: 4-March 06
From: OC NJ
Member No.: 13


I meant less in the length of posts and more in the length of time. I mean, I'm pretty sure I've finished RPs that size in much less time...specifically less than like 6 months. (IMG:style_emoticons/blue/sealed.gif)
  Forum: RP Discussion · Post Preview: #734948 · Replies: 23 · Views: 1,651

Legault
Posted on: Apr 11 2010, 10:23 PM


I'm certainly uncertain, at least I'm pretty sure I am
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Group: Veterans
Posts: 5,326
Joined: 4-March 06
From: OC NJ
Member No.: 13


Ooh! My third can be a great distraction. Seamus Glenroy, lv. 5 monk, at your service.
  Forum: RP Discussion · Post Preview: #734790 · Replies: 72 · Views: 3,917

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