I hope, Gattle, that you'll have the world be able to actually kill our characters, and you'll do so when we do something stupid. Give it a lil' bit more tension, kinda like in The Last Bastion.
 
Yea, I agree with @SedentaryCobra. If our players choose poorly, they should be eliminated.

The problem is this is not yet an Epic RP, so losing members will be permanent.
 
I hope, Gattle, that you'll have the world be able to actually kill our characters, and you'll do so when we do something stupid. Give it a lil' bit more tension, kinda like in The Last Bastion.

I've really been playing with the perma-death thing for sure. Like you wouldn't be booted from the RP, but you might have to make another new blood. Totally put tension on a new level for sure.
 
I've really been playing with the perma-death thing for sure. Like you wouldn't be booted from the RP, but you might have to make another new blood. Totally put tension on a new level for sure.

Given (I would assume) the constant in and outflux of people, it would be pretty easy to get in new characters. They could also have some pre-established place in the world (ie, group joins a cult, someone in the group dies, new character comes in as a newly initiated cult member to work with the group.)
 
@ArQane @Incognus
I've been thinking very much about your characters being able to be killed. @SedentaryCobra brought it up, and I'm really considering it. I'm close to my decision, but I'll allow either of you to put in your two cents in if you're for or against perma-death.
If I choose this option, you would be allowed to make another new blood.
 
@ArQane @Incognus
I've been thinking very much about your characters being able to be killed. @SedentaryCobra brought it up, and I'm really considering it. I'm close to my decision, but I'll allow either of you to put in your two cents in if you're for or against perma-death.
If I choose this option, you would be allowed to make another new blood.
Yea, Natalie is definitely a character in a extremely dangerous role. I can expect her death in the instance I play her poorly.
 
Yea, I agree with @SedentaryCobra. If our players choose poorly, they should be eliminated.

The problem is this is not yet an Epic RP, so losing members will be permanent.
Nah. You just PM me another character, I'd add it to the Accepted Characters tab, and move the dead one off onto a new tab for dead characters. The Dead Book. That would kind of be cool.
 
I'm totally fine with my character dying, I'm not attached. This of course, doesn't mean I want it to happen. Having your character get killed would definitely make this RP more intense imo. You would have to actually try to survive in the world rather than just flaunt around willy nilly knowing you were safe. As long as we can jump back into the thread once we write up a new victim, I don't see any reason not to kill off some of our characters along the way. The fact that we have to start over without any items is incentive enough to try hard to survive. I think that's half the story right there.
 
Given (I would assume) the constant in and outflux of people, it would be pretty easy to get in new characters. They could also have some pre-established place in the world (ie, group joins a cult, someone in the group dies, new character comes in as a newly initiated cult member to work with the group.)
For sure. And the influx of new bloods is constant.
 
We will start soon. It still might be a day or two until I have the opener written, but no more than that. You guys are going to be my test subjects to see if this comes together the way I want it to, so suggestions and ways to streamline the experience are welcome. And if it plain isn't working and there's a chalk board I need to go to, then so be it. Let me know
 
One thing I'm wondering is, do our characters get better over time? Obviously they would become more familiar with the City, make connections, know a thing or two, get better equipment... but does any of that actually increase your chances above 1/6?
 
One thing I'm wondering is, do our characters get better over time? Obviously they would become more familiar with the City, make connections, know a thing or two, get better equipment... but does any of that actually increase your chances above 1/6?
Of course, but over time they are all the while in the danger of dying.

Basically, every moment is dangerous so the longer they are alive, the more chances they have of dying.
 
I like Morph's idea, our chances at killing successfully during an encounter should be influenced slightly by our character's equipment. I know it seems like common sense for this to be a thing, as ArQane assumes it is, as did I, but it was never mentioned that the equipment would have an effect on our chances. Perhaps we should look into fleshing out a mechanic for that if Gattletowne hasn't already considered it
 
It's far from an immediate concern, since most of us are going to be bringing knives to gun fights for a while.
 
One thing I'm wondering is, do our characters get better over time? Obviously they would become more familiar with the City, make connections, know a thing or two, get better equipment... but does any of that actually increase your chances above 1/6?

So the 6 Sides of Murder mechanic is for RP enhancement only. This is not a stat based RP. Your character begins with nothing. Any weapon you come across will only be for RP color and flavor. The outcomes of any physical encounter in the RP will be at GM discretion. The economy is GM controlled. You won't have anything I don't want you to have. If you want something, PM your request and justify why you want it. Same with supply boxes. I control what's inside them and when they appear. You'll be doing a lot of PM interaction with me.

I've included tabs at the top of the thread with all the relevant info for what this game is going to be. There's an example of how Murder Encounters work.
 
So the 6 Sides of Murder mechanic is for RP enhancement only. This is not a stat based RP. Your character begins with nothing. Any weapon you come across will only be for RP color and flavor. The outcomes of any physical encounter in the RP will be at GM discretion. The economy is GM controlled. You won't have anything I don't want you to have. If you want something, PM your request and justify why you want it. Same with supply boxes. I control what's inside them and when they appear. You'll be doing a lot of PM interaction with me.

I've included tabs at the top of the thread with all the relevant info for what this game is going to be. There's an example of how Murder Encounters work.
On that note, would you randomly tag us or whatnot if we encounter a NPC or supply crate? How would we know when to write what?
 
I'm thinking about all that. I think it'll be something like...as posts unfold I'll spot opportunities in the story where a box might come in handy for one reason or another. I'll PM one of the characters involved in the plot or nearby, and we'll talk about the what's and whys PM.

This is going to be a plotting-heavy thing, but I think if done well, it could be a helluva fun story to write. I don't know. There's something here, right? Like something cooler than just playing in the dark, right?
 
It feels a lot like a game, which I 100% am interested in writing. But my main issue is how everything should be randomized, and how would locations work (Say, how can we determine if two players are near the same box)
 
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