Vinegar3
THE Slurpmeister
PREMISE
This long-term roleplay seeks to recreate the plot of the Nintendo 64 game The Legend of Zelda: Majora's Mask but redesigned to accomodate a journeying party who will leave their imprint on the world instead of a single, silent protagonist. In this roleplay, a party of adventurers are drawn to the parallel world of Termina (or can choose to be habitants of Termina) by a rogue imp wearing a cursed mask, and take up a Faustian deal with a grinning mask salesman to return to their homeworld. In exchange, they must return the Majora's Mask, an ancient and evil artifact stolen by the imp, and they must return it within three days time. Why the limited time isn't initially obvious, but it becomes clear when they leave the Clock Tower...
For starters, the only way to play Majora's Mask nowadays is either to wait for it to come out on Nintendo Online's shoddy emulator, to hunt down not only a copy of Majora's Mask on eBay but an entire Nintendo 64 and an Expansion Pak, or just simply to emulate it. But then again, I'm being needlessly crude here.
This version of Majora's Mask is a long-term roleplay setting which has been changed more to accommodate character interaction, exploration, and consistent storyline rather than gameplay mechanics that would normally bog down the pace of story. Pre-existing locations such as the various temples scattered around Termina are to be simplified in terms of puzzle mechanics to more closely resemble the Dungeons and Dragons variety and will not rely heavily on items other than the many masks scattered around Termina or pre-existing items in the character's inventory, and new, smaller side locations are to be added which will (hopefully) add more depth to Termina and the players' experience. Besides this, most side-quests, major story events, and landmarks have remained unchanged.
This version of Majora's Mask follows a world setup similar to that of its much-later sequel Breath of the Wild, in that all areas are open to be explored from the start and can be tackled in any order the party wants to.
The time system here is relatively simple. Major events (ex. sneaking through a pirate fortress) or completing a dungeon spend 12 hours off the time limit, however minor things such as doing small side-quests, interacting with characters, or simple exploration can take between 1-3 hours. Longer form side-quests will mostly stay true to the game in how much time passes by.
Most importantly, this RP is going to try to focus hard on the darker, more tragic aspects of the game. Let this be your warning if this isn't the type of RP you're looking for.
This version of Majora's Mask is a long-term roleplay setting which has been changed more to accommodate character interaction, exploration, and consistent storyline rather than gameplay mechanics that would normally bog down the pace of story. Pre-existing locations such as the various temples scattered around Termina are to be simplified in terms of puzzle mechanics to more closely resemble the Dungeons and Dragons variety and will not rely heavily on items other than the many masks scattered around Termina or pre-existing items in the character's inventory, and new, smaller side locations are to be added which will (hopefully) add more depth to Termina and the players' experience. Besides this, most side-quests, major story events, and landmarks have remained unchanged.
This version of Majora's Mask follows a world setup similar to that of its much-later sequel Breath of the Wild, in that all areas are open to be explored from the start and can be tackled in any order the party wants to.
The time system here is relatively simple. Major events (ex. sneaking through a pirate fortress) or completing a dungeon spend 12 hours off the time limit, however minor things such as doing small side-quests, interacting with characters, or simple exploration can take between 1-3 hours. Longer form side-quests will mostly stay true to the game in how much time passes by.
Most importantly, this RP is going to try to focus hard on the darker, more tragic aspects of the game. Let this be your warning if this isn't the type of RP you're looking for.
- The party limit is 4-5 people with one character each, but if people drop out anybody else is free to join in. They just need to find a way for their character to fit naturally into the story which, if you need help with, I'd be more than glad to assist you.
- Basic RP rules apply, like no godmodding, metagaming, or powerplay.
- Zelda-themed OCs are generally recommended, but I have no problem stretching that definition for basic high-fantasy races.
- Keep OOC Drama strictly out of IRP.
- Characters are allowed to bring whatever inventory they want up to a limit of three items each along with their primary weapon, but don't forget to be realistic to the setting! Bringing along something like a wizard's stave which summons powerful spells or godlike beasts takes away from the grim, hopeless atmosphere of Termina because it grants an easy solution to most problems, and I would generally discourage that.
- I'm hoping to instill a good sense of continuity for this RP. For example, if you are fighting a monster and they manage to get a scratch on you, that scratch stays until you heal it. Same with weapons - don't forget that these can break!
- Rupees and currency won't be as relevant in this roleplay, but do have practical uses, and are shared collectively among the group. They can be obtained through chests, however these are rare. The most common way to get them are through oddjobs you can do through Termina.
- If you need to ghost, that's totally okay. People have complicated schedules, and roleplaying should be a hobby first and foremost. However, if you're going to be inactive for a long period of time or want to leave the RP, feel free to inform me. Certain watchers who want to get in on the action might feel chafed that a frequently inactive user has a reserved spot IRP.
- The team can use the Ocarina of Time at any moment to turn back to the Dawn of the First Day, however they must cast a vote of majority before doing it.
- The type of literacy I'm looking for depends on the situation. If it's for smaller interactions with characters or the environment, then one line or a handful of lines is more than enough. However, if it's in response to a major event in the story, the same level of literacy is appreciated. For me, it's about quality over quantity, and how much lines you write doesn't matter compared to what they mean for the story.
- And finally, please don't split the party. The only exception I'd make is for small, self-contained puzzles or areas, but otherwise it makes the GM's job way more difficult to track the characters while they travel to different areas from one another.
- Basic RP rules apply, like no godmodding, metagaming, or powerplay.
- Zelda-themed OCs are generally recommended, but I have no problem stretching that definition for basic high-fantasy races.
- Keep OOC Drama strictly out of IRP.
- Characters are allowed to bring whatever inventory they want up to a limit of three items each along with their primary weapon, but don't forget to be realistic to the setting! Bringing along something like a wizard's stave which summons powerful spells or godlike beasts takes away from the grim, hopeless atmosphere of Termina because it grants an easy solution to most problems, and I would generally discourage that.
- I'm hoping to instill a good sense of continuity for this RP. For example, if you are fighting a monster and they manage to get a scratch on you, that scratch stays until you heal it. Same with weapons - don't forget that these can break!
- Rupees and currency won't be as relevant in this roleplay, but do have practical uses, and are shared collectively among the group. They can be obtained through chests, however these are rare. The most common way to get them are through oddjobs you can do through Termina.
- If you need to ghost, that's totally okay. People have complicated schedules, and roleplaying should be a hobby first and foremost. However, if you're going to be inactive for a long period of time or want to leave the RP, feel free to inform me. Certain watchers who want to get in on the action might feel chafed that a frequently inactive user has a reserved spot IRP.
- The team can use the Ocarina of Time at any moment to turn back to the Dawn of the First Day, however they must cast a vote of majority before doing it.
- The type of literacy I'm looking for depends on the situation. If it's for smaller interactions with characters or the environment, then one line or a handful of lines is more than enough. However, if it's in response to a major event in the story, the same level of literacy is appreciated. For me, it's about quality over quantity, and how much lines you write doesn't matter compared to what they mean for the story.
- And finally, please don't split the party. The only exception I'd make is for small, self-contained puzzles or areas, but otherwise it makes the GM's job way more difficult to track the characters while they travel to different areas from one another.
Fandom - The Legend of Zelda: Majora's Mask - Character Sheets
Important or pertinent things for your character sheet to have: - Your character's name - Your character's gender - Your character's age - Your character's species (this is essential if you've played Majora's Mask!) - Your character's occupation - Your character's main weapon and inventory...
www.rpnation.com
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Thanks for giving this post a read. If you choose to participate in this roleplay and are unsatisfied with my performance as a GM, I apologize. While I may not be new to roleplay, this is my first time on RPNation, and I have a rather busy schedule in real life which I have to attend to (as much as I'd hate to say it, I can't be roleplaying for the rest of my life). With that being said, I hope you enjoy this RP if you do choose to join.
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