turgy22
Nothing Special
The Rules (Changes in red.)
1. Everyone is free to play at any time. Join the game, stop playing, make sarcastic comments about everyone else’s ability to play, whatever. Each player is allowed to create one character for the game (unless your character dies; then you can make another). However, you can also control any existing character if you feel the desire to do so and if the player that created that character hasn’t responded in a while. Also, I will try to create puzzles and situations that require the combined abilities and/or items of multiple characters in order to move on. So if you think of a solution that involves another character, don’t hesitate to present it. I may even introduce new characters for the express purpose of being controlled by the players.
2. Creativity and originality are required in order to succeed. Humorous responses, absurd back stories and clever ideas for advancing will all be rewarded. There will be even better rewards if you make me laugh. (Note: I have a fondness for bad puns, double entendre and obscure references to things I enjoy. Feel free to use this information as you will.)
3. I will respond to this thread every day. That’s my rule. If I’m not pushing the game along, I’ll at least do something to advance the conversation, unless no one else is responding. If I break this rule, the first person to call me out will be rewarded.
4. There is no limit on what your character can be, own or be capable of. Your character can be any race or being, real or imagined from the past, present or future. He / she / it can, of course, be a human or another traditional fantasy role. Or they could be a dinosaur, an alien, an animal, an anthropomorphized inanimate object or anything else you can imagine. It doesn’t matter to me. They can have superpowers, wield magic or possess advanced technology. I do ask that they possess enough sentience to reasonably communicate with the other members of the party. Also, try to provide as much detail as possible so that I can better incorporate your character into the plot.
5. Having said that, I would advise not trying to create something too powerful or I’ll just have to find a way to nerf things for the sake of balance and plot advancement. A battle against traditional low-level bad guys (goblins, zombies, soldiers, bears, etc.) should be a relatively fair fight and more powerful foes should be a struggle. If you decide to be Superman, you will be given a kryptonite collar. Also, there will be “die rolls” (read: random number results) that I will assign at my own discretion. If something seems really powerful, it might not act as such in the course of the game.
6. No one needs to keep track of anything. I’m going to use the second post of this thread to keep a running tally of all characters in the game, the primary player controlling them and all special abilities and items in each character’s possession. I may also keep track of the current game situation (if things get confusing) and maybe make a map of the area if I feel like it. Please keep me informed in case I miss something or if you would like your character's information displayed differently.
7. Other rules may follow, if I feel they’re necessary to keeping things fun and/or interesting. I’ll add them to this post as they arise.
Notes on Gameplay
1. Each character has a health meter (Life, or Essence for the ghost). When that reaches zero, you die. Depending on your other numbers, it will go up or down over time. Each section of a character's body also has it's own health meter (the total is the sum of each part). A character can get hit in the head, arms, legs, torso-region, or groin / udders / undercarriage. Losing over half of one's health from a part of the body constitutes a major wound, which will lead to additional life loss if left untreated. Losing all of one's health from a part of the body will inhibit a character's ability to perform certain tasks.
2. The other important stats (for non-ghost characters) are Energy, Fullness and Comfort. Having any of these numbers drop below 20 will result in negative effects. (Going down to 0 will be much worse). Having them between 51 and 80 will result in bonuses. Over 80 will give mixed results.
3. Ghosts are special.
4. You can restore your numbers by using or consuming certain items. Again, I'll explain what happens when it happens. Energy and Comfort can be restored by resting. You can rest anywhere, but it's better to rest in safe places. Returning to the Safeway will automatically restore all stats to 80 and life to 100. Also, if certain players aren't responding and their numbers are dropping, I may automatically use one of their items to keep things moving. If the group is traveling a long distance, I may rest them automatically during the journey. If you have a preference for how your character should do things when you're not around, let me know and I'll try to accommodate.
5. You can inspect any item to get a brief description / clues to what it might do. I'm trying to imagine a purpose for everything I hand out, but if you have another idea on how to use something, give it a try and I might allow it. The clues I give will only reflect on what I have in mind.
6. During combat, the Die of Safety will only be rolled once, at the beginning. This will determine a character's Safety Number for the duration of the battle. Using a melee attack will cause the Safety Number to drop by one each round. Refraining from an attack or seeking a better defensive position will allow the safety number to remain constant or improve. Using a ranged attack will have a 50% chance of decreasing the Safety Number for the round.
7. The Die of Contact will be rolled every time you try to use a weapon / power against an enemy. Various weapons /powers will modify the final result, but the Die itself has the biggest impact on your ability to hit your opponent successfully.
8. The party will have a traveling speed. This is the pace at which they go on foot. The default will be what I'm calling "casual" speed, but the group can move up to 4x faster than that (quickly = 2x, running = 3x, sprinting = 4x) or half as fast (mosey = 1/2x) if they desire. Faster speeds use up more energy than moving casually.
Caveat #1: the plot of the story may become overly-complicated and nonsensical for the sole purpose of setting up a single joke. You’ve been warned.
Caveat #2: I may edit my posts a lot as ideas come to me. I'll only do this if I've made the most recent post, so if you read my last post and there's no more posts for a while, you might want to re-read it before making another post because there might be slight changes.
1. Everyone is free to play at any time. Join the game, stop playing, make sarcastic comments about everyone else’s ability to play, whatever. Each player is allowed to create one character for the game (unless your character dies; then you can make another). However, you can also control any existing character if you feel the desire to do so and if the player that created that character hasn’t responded in a while. Also, I will try to create puzzles and situations that require the combined abilities and/or items of multiple characters in order to move on. So if you think of a solution that involves another character, don’t hesitate to present it. I may even introduce new characters for the express purpose of being controlled by the players.
2. Creativity and originality are required in order to succeed. Humorous responses, absurd back stories and clever ideas for advancing will all be rewarded. There will be even better rewards if you make me laugh. (Note: I have a fondness for bad puns, double entendre and obscure references to things I enjoy. Feel free to use this information as you will.)
3. I will respond to this thread every day. That’s my rule. If I’m not pushing the game along, I’ll at least do something to advance the conversation, unless no one else is responding. If I break this rule, the first person to call me out will be rewarded.
4. There is no limit on what your character can be, own or be capable of. Your character can be any race or being, real or imagined from the past, present or future. He / she / it can, of course, be a human or another traditional fantasy role. Or they could be a dinosaur, an alien, an animal, an anthropomorphized inanimate object or anything else you can imagine. It doesn’t matter to me. They can have superpowers, wield magic or possess advanced technology. I do ask that they possess enough sentience to reasonably communicate with the other members of the party. Also, try to provide as much detail as possible so that I can better incorporate your character into the plot.
5. Having said that, I would advise not trying to create something too powerful or I’ll just have to find a way to nerf things for the sake of balance and plot advancement. A battle against traditional low-level bad guys (goblins, zombies, soldiers, bears, etc.) should be a relatively fair fight and more powerful foes should be a struggle. If you decide to be Superman, you will be given a kryptonite collar. Also, there will be “die rolls” (read: random number results) that I will assign at my own discretion. If something seems really powerful, it might not act as such in the course of the game.
6. No one needs to keep track of anything. I’m going to use the second post of this thread to keep a running tally of all characters in the game, the primary player controlling them and all special abilities and items in each character’s possession. I may also keep track of the current game situation (if things get confusing) and maybe make a map of the area if I feel like it. Please keep me informed in case I miss something or if you would like your character's information displayed differently.
7. Other rules may follow, if I feel they’re necessary to keeping things fun and/or interesting. I’ll add them to this post as they arise.
Notes on Gameplay
1. Each character has a health meter (Life, or Essence for the ghost). When that reaches zero, you die. Depending on your other numbers, it will go up or down over time. Each section of a character's body also has it's own health meter (the total is the sum of each part). A character can get hit in the head, arms, legs, torso-region, or groin / udders / undercarriage. Losing over half of one's health from a part of the body constitutes a major wound, which will lead to additional life loss if left untreated. Losing all of one's health from a part of the body will inhibit a character's ability to perform certain tasks.
2. The other important stats (for non-ghost characters) are Energy, Fullness and Comfort. Having any of these numbers drop below 20 will result in negative effects. (Going down to 0 will be much worse). Having them between 51 and 80 will result in bonuses. Over 80 will give mixed results.
3. Ghosts are special.
4. You can restore your numbers by using or consuming certain items. Again, I'll explain what happens when it happens. Energy and Comfort can be restored by resting. You can rest anywhere, but it's better to rest in safe places. Returning to the Safeway will automatically restore all stats to 80 and life to 100. Also, if certain players aren't responding and their numbers are dropping, I may automatically use one of their items to keep things moving. If the group is traveling a long distance, I may rest them automatically during the journey. If you have a preference for how your character should do things when you're not around, let me know and I'll try to accommodate.
5. You can inspect any item to get a brief description / clues to what it might do. I'm trying to imagine a purpose for everything I hand out, but if you have another idea on how to use something, give it a try and I might allow it. The clues I give will only reflect on what I have in mind.
6. During combat, the Die of Safety will only be rolled once, at the beginning. This will determine a character's Safety Number for the duration of the battle. Using a melee attack will cause the Safety Number to drop by one each round. Refraining from an attack or seeking a better defensive position will allow the safety number to remain constant or improve. Using a ranged attack will have a 50% chance of decreasing the Safety Number for the round.
7. The Die of Contact will be rolled every time you try to use a weapon / power against an enemy. Various weapons /powers will modify the final result, but the Die itself has the biggest impact on your ability to hit your opponent successfully.
8. The party will have a traveling speed. This is the pace at which they go on foot. The default will be what I'm calling "casual" speed, but the group can move up to 4x faster than that (quickly = 2x, running = 3x, sprinting = 4x) or half as fast (mosey = 1/2x) if they desire. Faster speeds use up more energy than moving casually.
Caveat #1: the plot of the story may become overly-complicated and nonsensical for the sole purpose of setting up a single joke. You’ve been warned.
Caveat #2: I may edit my posts a lot as ideas come to me. I'll only do this if I've made the most recent post, so if you read my last post and there's no more posts for a while, you might want to re-read it before making another post because there might be slight changes.