Ziilsezahkrii
Drowning in details.
Alright, the admins who moves this thread, I missed the "information only on RPN" part, but this is quite ridiculous, since I'm literally introducing -myself- and a rare, possibly new kind of RP style. Thank you for your initiative though.
Well met, the person who's reading this. I've got a large RP set up the "players" of which have split up due to IRL reasons. I can't just throw away 200+ hours of work, can I? So, here I am, registered on this website as of a day before. The main heads-up info about my role play setting is at the bottom of this message.
I'm in the last year of high school and my sights are set on the military and mechatronics for the future. Hobbies include sports (martial arts, basketball, long distance running), drawing, music (less as of recently), old school manga and anime, exact sciences. Hit me up if you're interested in a serious RP or a civilized conversation.
This roleplay was originally created for a chat room, thus system corrections may be necessary on the fly. Hopefully everyone can collaborate on this matter.
Input can be of any length: from multiple paragraphs to one-liners, depending on the writers’ preference. Combat may require one-liners due to the detail involved.
The RP is largely driven by freedom- the GM will drive and expand the locations and story according to the writers’ actions.
A newly created character can be “overpowered”, as long as it doesn’t break immersion and only with the other writers’ agreement. Overpowered characters must have an exploitable weakness.
Combat, item, magic, navigation systems (just like most of the RP) are subject to change according the the writers’ actions and requests.
The “player” characters are not the centre of the universe, nor the main story (this is subject to change as the players make their own choices, invent new paths for the story, earn reputation)
You’ll have to think outside of the box.
You will not defeat every opponent you face. Explore, observe, exploit weaknesses and weigh your options. This holds true outside of battle as well.
Combat roleplay is semi-realistic. Laws of physics apply fully unless specific magic is used. Reaction time, position, registered skill, the character’s physical and mental states, equipment and other factors are considered every single step. The level of detail is up to each writer personally, the GM will adapt to the individual. Writers are urged to fight using logic and creativity. Example: you’re not going to slash an opponent in full plate armor, because he/she -may- consciously ignore the attack due to not being in danger and counter with a lethal hit. Instead, you’d ambush the enemy, put a dagger to his helmet’s vision slits. You may also try and knock him out with a stone from above, blast him/her with a kinetic magic blast, heat the armor, throw an explosive vial. Weigh all of your options.
Characters are subject to death or incapacitation. If this happens, the owner of said character will be asked to start a new one. The deceased and new character do not have to (but can) be related in any way.
Character’s actions will influence the RP’s world. This includes economy, politics, random encounters, the main story line and so on.
Characters facing opponents way stronger than themselves or while being influenced by any injuries, exhaustion, drugs, ect. may result in godmoding. For example, if a PC decides to charge a 15 foot golem or a master swordsman, they -can- get injured or killed immediately, thrown aside, ect. if their combat prowess is insufficient. If a PC tries to jump a stream with an injured leg, they will most likely fall (other variables will be considered).
Godmoding may happen in key story events, like forced teleportation. Most story events can be avoided or turned inside out, depending on the writers’ input.
Time may be skipped to heal characters’ injuries and/or progress the story without bothering about side plot. Any time skip will progress the state of the world, depending on the length.
Due to the complex development of the RP, reply times of the GM may be long.
Well met, the person who's reading this. I've got a large RP set up the "players" of which have split up due to IRL reasons. I can't just throw away 200+ hours of work, can I? So, here I am, registered on this website as of a day before. The main heads-up info about my role play setting is at the bottom of this message.
I'm in the last year of high school and my sights are set on the military and mechatronics for the future. Hobbies include sports (martial arts, basketball, long distance running), drawing, music (less as of recently), old school manga and anime, exact sciences. Hit me up if you're interested in a serious RP or a civilized conversation.
This roleplay was originally created for a chat room, thus system corrections may be necessary on the fly. Hopefully everyone can collaborate on this matter.
Input can be of any length: from multiple paragraphs to one-liners, depending on the writers’ preference. Combat may require one-liners due to the detail involved.
The RP is largely driven by freedom- the GM will drive and expand the locations and story according to the writers’ actions.
A newly created character can be “overpowered”, as long as it doesn’t break immersion and only with the other writers’ agreement. Overpowered characters must have an exploitable weakness.
Combat, item, magic, navigation systems (just like most of the RP) are subject to change according the the writers’ actions and requests.
The “player” characters are not the centre of the universe, nor the main story (this is subject to change as the players make their own choices, invent new paths for the story, earn reputation)
You’ll have to think outside of the box.
You will not defeat every opponent you face. Explore, observe, exploit weaknesses and weigh your options. This holds true outside of battle as well.
Combat roleplay is semi-realistic. Laws of physics apply fully unless specific magic is used. Reaction time, position, registered skill, the character’s physical and mental states, equipment and other factors are considered every single step. The level of detail is up to each writer personally, the GM will adapt to the individual. Writers are urged to fight using logic and creativity. Example: you’re not going to slash an opponent in full plate armor, because he/she -may- consciously ignore the attack due to not being in danger and counter with a lethal hit. Instead, you’d ambush the enemy, put a dagger to his helmet’s vision slits. You may also try and knock him out with a stone from above, blast him/her with a kinetic magic blast, heat the armor, throw an explosive vial. Weigh all of your options.
Characters are subject to death or incapacitation. If this happens, the owner of said character will be asked to start a new one. The deceased and new character do not have to (but can) be related in any way.
Character’s actions will influence the RP’s world. This includes economy, politics, random encounters, the main story line and so on.
Characters facing opponents way stronger than themselves or while being influenced by any injuries, exhaustion, drugs, ect. may result in godmoding. For example, if a PC decides to charge a 15 foot golem or a master swordsman, they -can- get injured or killed immediately, thrown aside, ect. if their combat prowess is insufficient. If a PC tries to jump a stream with an injured leg, they will most likely fall (other variables will be considered).
Godmoding may happen in key story events, like forced teleportation. Most story events can be avoided or turned inside out, depending on the writers’ input.
Time may be skipped to heal characters’ injuries and/or progress the story without bothering about side plot. Any time skip will progress the state of the world, depending on the length.
Due to the complex development of the RP, reply times of the GM may be long.
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