বুধবার, ১৯ ডিসেম্বর, ২০১২

Dark Souls RP (Int. Check)

Considering how the story of Dark Souls is told, roleplaying in its setting is pretty difficult. Half of the plot itself is open to interpretation and nobody can really agree on what's official or not. Rather than trying to get really deep and artistic with an RP plot, I figured it might be better to try a roleplay that plays out (almost) exactly the way events unfold in the game. Instead of focusing on creating a deep original plot, everyone would start out in the Undead Asylum and escape together and travel to Lordran. From here, we'd simply adventure on as we could in the game, but with the added fun of a consistent party traveling and interacting together. Half of the fun in running it this way with minimal backstory would be our characters discovering things IC and trying to piece together the plot themselves. Sort of like how the players are left to read vague item descriptions to figure out the story, except we'd be investigating the same things in character together and could potentially build our own unique take on things as we go.

I hope that makes sense, its kind of hard to explain this properly. There would be some obvious differences between the game and RP to translate gameplay mechanics into story elements, such as:

1. Permanent deaths. Bonfires exist only to ward off the dark and keep evil creatures at bay, creating small safe zones. The main character constantly resurrecting was more of a gameplay mechanic than a plot point considering no NPCs had that ability. Of course, character deaths don't need to be common. I couldn't see this being any fun with the same death rate that the game gives us.

2. Undead, Hollows, and Humanity. Every character begins in human form and with a good bit of humanity. When this humanity starts to run out, they'll naturally begin decaying and end up in their undead form. Characters who get badly wounded or become mentally unstable will lose humanity faster, but all characters lose humanity at a constant rate despite their condition. When one runs out of humanity entirely, they'll go Hollow and practically insane, attacking anything that moves. Killing a powerful monster or another human can restore one's humanity by absorbing it with the Darksign as the victim or monster dies.

3. Invasions and Summoning. Neither of these really translate into RP very well. So instead, the invasion items (Red Eye Orb, Blue Eye Orb, etc) act as a sort of "compass" to the nearest valid target that has humanity. For example, a Darkwraith with a Red Eye Orb would be able to easily track down victims as long as they have enough humanity to draw the attention of the Orb. As for summoning allied phantoms, the White Sign Soapstone will simply act as a sort of "beacon" when active. Anyone with their own White sign could then find someone with a nearby active sign. This will also incorporate elements of the Red Sign Soapstone as well, meaning you could possibly attract enemies to yourself by accident by using it. Any other online play items you can think of will have similar converted uses. I won't go through all of them, but by now you'll probably get the idea. Story will always take priority over obscure gameplay mechanics.

4. Other stuff: Fog doors won't exist, as they're purely a gameplay mechanic in Dark Souls (although saying that fog doors represent the entrance to a powerful demon's personal realm isn't a bad idea in my opinion. Either removing them or going with that explanation would work). Weapons, armor, etc, will probably be around the same areas that they're found ingame. The RP world won't be an exact copy of the game's, meaning that every specific detail doesn't need to be the same. There is definitely more of Anor Londo and Undead Burg than we are shown ingame, and coming up with new stuff to explore is perfectly fine. Any other gameplay mechanics that don't make sense in a text based RP are meant to be given some sort of translation as the other things I've mentioned.

Pretty sure that's everything. As for post lengths and such, I don't have much preference. I don't believe that long posts add much to a roleplay's quality, and as long as the characters are consistently interacting with one another, I'm fine with well written 1-2 paragraph posts, though longer posts are cool to. I just personally think that the actual interaction is easier when posts are shorter, but anyway thats getting into an entirely different subject. Also, if you have a suggestion or criticism about anything, then go for it. This is mostly just the concept which is still a work in progress.

So... interest?

Source: http://feedproxy.google.com/~r/RolePlayGateway/~3/d7gDus73xA0/viewtopic.php

2013 dodge dart shameless kwame brown martin luther king day blue ivy devil inside dash diet

কোন মন্তব্য নেই:

একটি মন্তব্য পোস্ট করুন