Jul. 10th, 2013

clyde: (Default)
[personal profile] clyde
Character types can be divided into three categories. Feature characters and original characters are grouped together for these purposes.

TYPE I
These are major, plot significant characters, usually tribal leaders. Admin approval is neccessary to play these characters, and you'll need to audition for them. Auditioning is an easy process: you just play a short scene with a wizard or staff member to make sure that your portrayal of the character is consistent with prior play. When they do not have a player, Type I characters are puppeted by admins and can be requested for scenes.

TYPE II
These are characters with a large range of influence on the MUSH, whether it's through age or rank. For feature characters, these are typically ones with significant amounts of screentime. You do not need to audition for feature characters in this category, but simply fill out a short application detailing what direction you want to take the character, and potential plot ideas.

TYPE III
These are the average characters on the MUSH - the weavers, the menders, the hunters, each of which is vital but not neccessarily plot relevant on their own. Feature characters in this category usually have a minimal amount of characterisation, little screentime in the comics, and are treated the same as any original character.



Starting off, there's no way to tell what feature characters people will want to apply for - and which will even get played. The "give us a short blurb of your ideas" thing could probably be skipped for Type II characters and just have them make the application as-per-normal. Have the plot-blurb thing only apply to those who are adopting pre-made characters (or in this case, FCs who have already been played)?
clyde: (Default)
[personal profile] clyde
The basic format I am thinking of right now is:

@name me=
@soulname me=
@gender me= male or female
@race me= human, elf or troll
@tribe me= (elf:) Groveholt, Sun Villager, Go-Back, Refugee
(human) Hearthstone, Hoan G'tyasdofk

@age me= character's age

@skills me =
0-20 year old elves / humans start with 300 points.
21-100 year old elves (21-40 year old humans) start with 400 points.
100-500 year old elves (40-80 year old humans) start with 500 points. Every 100 years after that gives an additional 25 points.
1000+ year old elves start with 750 points.



1 is no knowledge, 25 is below average, 50 is average, 100 is above average, 150 is good, 200 is outstanding, 300 is masterful, 400 is notorious and 500 is the best known practitioner.
I. Tracking, Hunting, Endurance, Riding, Tumbling, Fighting
II. Crafting, Gathering, Tanning, Cooking, Forging, Agriculture
III. Swimming, Climbing, Dancing, Singing, Weaving, Hiding
IIII. Animal Knowledge, Lore, History, Storytelling, Magic


@magic me =
25 skillpoints in magic results in 1 skillpoint towards allocation. ā€¸First tier of an ability must be bought in order to purchase subabilities. After 100 skill points have been converted, the cost of magic points doubles.

Magical ability increases with the amount of points spent on subabilities. Putting points into healing does not increase your skill in Shielding, but placing points in Shielding does increase your skill in Healing.

1: Below average.
2-3: Average.
3-5: Above average.
5-6: Outstanding.
7-9: Amazing.
10: One of a kind.

All gliders have their additional 250 points automatically placed into Gliding, which would give them 7 points in Gliding.

I. Sending (free)
* UPGRADE (1pt, repeatable)
* Blacksending (1 pt)
* Astral Projection (2 pt)
* Hypnosis (2 pt)
* Mental Shielding (2 pt)
* Physical Shielding (4pts)

I. Healing (2pts)
* Anti-Healing (2pts)
* Flesh-Shaping (2pts)
* Self-Shaping (4pts)

I. Shaping (1pt)
* Plantshaping (2pts)
* Rockshaping (2pts)
* Metalshaping (4pts)
* Watershaping (6pts)

I. Rare Abilities (2pt)
* Levitation (2pt) (free for Gliders)
* Shapeshifting (6pts)
* Firestarting (6pt)
* Magic Feeling (2pt)
* Animal Bonding (2pt) (free for Wolfriders)

Examples of the magic-buy system would be:

RAYEK wants levitation, black-sending, and hypnosis. As a 600+ year old elf, he has 525 points available to him. He places 100 of his 525 skill points in Magic. After 100 points, he is required to double the amount of skill points spent, so he spends 150 more points to get a Magic score of 175. This gives him 7 points to spend on magic. As an elf, he gets Sending for free and spends 1 point on Blacksending, and 2 points on Hypnosis. He then spends 2 points to access the rare abilities, and another 2 points for Levitation. Afterwards, he has 275 points remaining to allocate to other skills.

STRONGBOW wants a strong sending ability. As a 450 year old elf, he has 500 skill points available to him. He places 100 of his 500 skill points into Magic, and then spends an additional 150 points at double-cost to upgrade it to 175. He gains Sending for free, and spends six points on upgrading it, and then the remaining point on Blacksending. His rank in Sending is 8, meaning that he is notorious for the strength and range of his Sending. As a Wolfrider, he gains Animal Bonding for free. Afterwards, he has 250 points to allocate to other skills.

If you're good at magic, you're going to have to sacrifice other skills in order to show the time and energy spent on cultivating it. To use our baby magic users as examples:

KIMO is fifteen years old, and starts with 300 skill points. He places 100 skillpoints into magic, and then an additional 200, leaving him with no remaining skillpoints and 8 magic points. He spends 2 points on buying access to Rare Abilities, and then the remaining six on Shapeshifting. As a Wolfrider, he automatically gains Sending and Animal Bonding.


SUNTOP is twenty four years old, and starts with 300 skill points. He places 100 into magic, and then an additional 150, leaving him with 50 and 6 magic points. He spends 2 on Astral Projection, 2 on accessing Rare Abilities and 2 on Magic Feeling. He still has 50 points to allocate to other skills.


@mother/father me= Name of parents.
@mother/mother status= Alive or deceased. Marking a relative as alive means they will be inserted into the NPC database for other players to pick up.

@history me=
@description me=


I did mock-up applications in the comments in order to show how this would work practically.
clyde: (Default)
[personal profile] clyde
Potential additional commands:


@justify skill/[INSERT]=
People shouldn't have a ton of skills, unless they're a Jack of All Trades and Master Of None (tm) (aka terrible at them). As a result, it might be worthwhile to make them justify any that they have. It wouldn't have to be long, just a 2 or 3 sentence blurb. Example:

@justify skill/DANCING= Leetah was one of the dancers for the Festival of Sun and Light for six hundred years. While not innovative, she is well-practiced and experienced in dancing itself.


The same skill could be applied to magic. Maybe in general, so that people don't get overwhelmed, rather than specifying abilities.

@justify magic= Rayek is a magical throwback to older generations of Sun Villagers. His skill in levitation, hypnosis and black-sending are all manifestations of this, and the attention that his magical abilities gained him ensured that he has focused the majority of his long lifespan to training these skills.

History should largely serve as the source of any longer justifications. The goal of the application process is to ultimately have people generate tight character concepts that can then be used to push characters into more interesting scenarios. Nightsong might be the best weaver in the village, but when she Recognises a Wolfrider, she decides to learn to hunt with him in order to bond. Unfortunately, she's terrible. Does she continue (slowly acruing points in Hiding, Tracking and Hunting to show her growing experience) or does she give up? How does she deal with her failure? Does she see it as a manifestation of her own subpar skills, or does she blame him because he's a bad teacher? Drama!


However, it might still be useful to have a generic area for people to express any aspects of the character concept that they may not feel is made obvious through the process. Which would lead to the...


@notes me=


The example application I created for Leetah used this, and this would be mandatory for all feature characters as a way of seeing what the player wants to do with them. (And to check for any inappropriate plots ahead of time. A player with a strong desire for Moonshade to leave Strongbow, venture across the plains and take up with the Gliders is probably not the best player for that character.) However, it might be useful as an optional portion for all players to show what plots are interesting to them, and to help admins to create and help TPs that would cater to them. If the majority of players in Groveholt list an interest in plots involving either leaving or staying in the Grove, then that'd be helpful for the admins to know.


Finally:
 
additional point systems
 

Essentially, a Physical / Social / Mental system where players would get a set amount of points, and would have to address them appropriately.

Maybe like:

          I. Physical                                        I. Mental                                        I. Social
           Strength                                            Intelligence                                   ?
           Dexterity                                            Wits
           Endurance                                       Cunning

I'm not a fan of this idea, but it's a natural extension of the skill points system. I think that things like strength would be the only important part, and that players should be able to argue that out between themselves - obviously an elf who specialises in weaving and history and has 10 in Endurance is going to be weaker than the Go-Back who has a 50 in Fighting, 100 in Tumbling and 200 in Endurance, y'know?

But it remains a possibility!
clyde: (pic#6465834)
[personal profile] clyde
This is all in flux. The goal is to create a MU* where people can roleplay Original Quest styled Elfquest, but with book characters (as much as I love reading River Twine Holt's fic!). The problem is, though, that the original quest setting is pretty stagnant. Elves tend to be reactive rather than proactive, and all the momentum comes from outside sources. So how do we make a MU* that won't just slowly die?

My personal solution is to kill off certain book characters and revive others so that the most reactive characters are leaders of each tribe, and then add in a significant outside influence to encourage play. Specifically:

* Killing off Cutter. (Noo!) This could be in the Troll War or after the Troll War, it doesn't particularly matter - as long as Ember is too young to inherit the chief's knot. This would mean that Strongbow would likely take over as the Wolfrider's chief. Strongbow is a reclusive traditionalist, but the new holt is in an area that is quickly becoming the mainway between several different tribes, the majority of which are pretty gregarious. This would cause conflict, and a lot of TP possibilities.

 
You'd also have the lovely guarantee of intra-tribe conflict as well. You've got several tribe members in the canon cast who wouldn't be gung-ho about becoming recluses now that they've met with other tribes, and even some that wouldn't be opposed to dealing with humans. How would they deal with their new chief? What tensions would arise?

 
This obviously has the problem of killing off the fellow who is arguably the main character of the comic, though, and it'd have sufficient ripples that people may be uncomfortable applying for a feature character when they'd have to analyse how that change would affect them.


The second change I'd like to propose is:
* Lord Voll surviving. If Voll survives the initial crash, then this changes the trajectory of the Gliders significantly. Winnowill does not take control of the Blue Mountain, for one, and Voll's completely revitalised by the presence of the Palace, and the realisation that there's countless elfin tribes out there, each thriving and living in their new environment. When the group returns to the Forbidden Grove and the Blue Mountain, the Gliders would get one hell of a culture shock as they're slowly forced out of the mountain and into the surronding environments.

This would have several advantages over having Winnowill in control of the Blue Mountain during gameplay. For one, this would offer up players a chance to play *young* Gliders - children born after Voll starts forcing them to leave the Mountain, and thus products of the changing culture. (Not a word that gets used a lot in Elfquest!) It'd force Glider PCs into play with other elves as well, and it'd also create RP opportunities with the indigenious Iceholt population, as the village of elf-worshippers is literally right underneath the mountain and thus would likely be one of the first places Gliders feel comfortable interacting in.

This would also prevent Siege of the Blue Mountain and the death of thousands of Gliders, which would be problematic to explain with Winnowill still in control.

Unfortunately, this puts any potential Winnowill RPers in a potential bind, as they would have to figure out if they wish for Winnowill to try and retake Blue Mountain (with or without Voll's consent) or what, exactly, they'd want to do with her. But I think that anyone wanting to play such a potentially powerful character would likely have to have set ideas where they would want to take her anyawy, so maybe it's not such a drawback?

Those would be the two main canon changes I would probably want to make with the theme, as I'd feel they'd create more roleplay opportunities amongst the cast then sticking with the canon status quo. (They'd also offer up more potential to deviate from canon, since otherwise, the ringing question would be 'well, why aren't the FCs doing what they'd naturally do in canon?' The point of this game, hopefully, is not going to be to re-enact canon, except with people's fanon wolfriders alongside the main cast.)
 
Minor changes that might make canon more palatable for RP:
1. Knock Recognition pregnancy times down to 9 months or a year, rather than the canon two years.
 
My idea for a timescale is 1 month IRL = 1 year in-game, to help keep things moving at a steady pace, but that'd still require a player RP a pregnancy for two months IRL, which is not ideal for many. Reducing the length of an elfin pregnancy to a human pregnancy would mean that players would only have to play a pregnancy out for 15 days.

ICly, this could be attributed to the sudden need to reproduce (Gliders), since elves bodies are canonly maleable, or to the proliferance of healers among the tribes. Showing it as something new (ala Recognition) and a transitioning process for the elfin race would also allow for variation - so those who want to play a pregnancy out for two months can, and those who only want to do so for 15 days are equally able. (In this instance, note that different tribes have different pregnancy rates? For instance, the Go-Backs, given their quick breeding rates, would have no reason to develop shorter pregnancies.)

 
2. Iceholt as island, rather than continent
I actually posted on the forums about this, but canon travel times have Iceholt being approximately half the size of Australia. (Something disputed by Futurequest, which either has very big continents or a very small planet.) Having Iceholt/Sunholt, Hearthstone and Junsland as islands on an archipelago mean that it's easy to tick with the relatively short travel times shown in canon, and thus not have to necessitate using the Palace in order for tribes to meet.

This wouldn't make Iceholt incredibly small, either - keep in mind that the United Kingdoms, from tip to bottom, is 900 miles! (Same length as Iceholt is across, coincidentally.) This would also give more opportunity for players to introduce fanmade holts over time. If Iceholt is part of an archipelago, then it'd be realistic for there to be more microcontinents (and thus plausibly, more areas for elves to be discovered).

Of course, this becomes largely a matter of nomenclature. You could just as easily say 'Iceholt as a microcontinent / very tiny continent'. Essentially, this subsection is just proposing keeping to the comic travel times and thus restricting Iceholt to a certain size, rather than expanding it to a size that could more reasonably be viewed under the traditional definition of continent.

 

3. Palace for Quick Travel
If Voll survives and is the Lord of the Gliders, then it'd hold that when Rayek comes to the Blue Mountain with Two-Edge in tow, Voll would be more than happy to send Gliders off with him to help raise the Palace. (Maybe even to the point of abandoning the Blue Mountain entirely, which would certainly allow for a more canon-oriented BM!) However, we don't want a repeat of Kings of the Broken Wheel. So what to do?

My proposal is that, without the gliders being dead (and thus offering up their full power), their magic is understandably limited by their physical shell. Exerting yourself too much is shown to exhaust magic users, and things like telekinesis of the level to move the Palace have to be *exhausting* for a tribe that's never done jack with their abilities. The Gliders, while living, are simply too weak to actually take the Palace back into space, and they're definitely too weak to move the Palace through time.

So instead, the Palace just rotates regularly through a set number of locations. (The Plains, the Sun Village, the Blue Mountain?) This could easily be set to follow the +seasons, which change at the end of every week, so it'd work out as:

* Spring / first week: Sun Village
* Summer / second week: Southern Plains
* Fall / third week: Blue Mountain
* Winter / fourth week: Western Plains

This would allow PCs to quickly and easily move through locations. A player who wants their character to move over large distances, but doesn't want to explain away an IC month, can say their PC boarded and left the Palace at an appropriate time. This would also let us keep realistic travel times across the MUD, so the possibility of PC's being beamed up doesn't interfere with the possibility of plots. Sunshine desperately needs to talk to Ryotah and inform him that his lifemate is dying, but the Palace won't come for another season-- so it's time for her and her brother to embark on a desperate charge from the Blue Mountain to the Sun Village to inform him before he dies!
 
clyde: (Default)
[personal profile] clyde
If the theme is set 26 years after EQ#1, the age of the existing second-generation FCs would be:

NEWSTAR: 32
DART: 30
WING: 27
EMBER: 24
SUNTOP: 24
MENDER: 19
YUN: 17
WINDKIN: 17
TRINKET: 17
VENKA: 16
KIMO: 14
TYLEET: 14

 
I've got no problem with people apping characters like Sust, Pool, Cheipar, ect, who were all born in the future (but could easily be adapted to be born during the gametime). Serrin, for example, could easily be applied as a young teenager, and there'd be no big continuity issues (considering he has unnamed parents) for Jethel being born around the same time as Ember and Suntop. Any opinions?

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