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 Ideas for Forum Plot, and storyline.

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Ray Ignazia
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PostSubject: Ideas for Forum Plot, and storyline.   Sat Dec 22, 2012 12:36 am

Please post all the ideas in this section right here.
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Sun Dec 23, 2012 3:01 am

From the top of my head that probably wont be that good.

An unknown powerful being got bored and decided to appear in various forms and gave random people abilities. As many people got abilities some began to think they were so powerful they could rule this world and make it better. Normal people fought back, advancing in technological advancement in different ways to stand a chance against the people who could now do what normal people couldn't. As war broke out it became clear that none would back down. As the war progressed a disaster occurred that forced the two groups into a temporary truce. Only the highest ranked personnel of both groups know what the tragedy was and kept it secret from everyone else. Most only know that it was a horrible event that killed the leaders off both factions. Even though both leaderless the groups are still wary and rumors are that the truce won't last long.


Yeah it's short and Honestly didn't put that much thought into it. Feel kinda tired at the moment. Hopefully they'll be others ideas as well.
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Sun Dec 23, 2012 5:45 pm

Fight fight fight all day! Hey, fights are fun and all, but they're not exactly the height of evil genius planning, if you know what I mean. Plus they get a lot of us Minions killed, which kinda sucks. Say, why not something where we have some idealistic little democracy-types, and at least some bad guys being proper manipulative Evil Overlords who scheme instead of just killing everyone in sight? Doesn't have to be all of them. We can have the stabby types.
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Wed Jan 02, 2013 9:59 pm

Well, humans have evolved considerably, and now they have become mutants, who have been further subdivided into major groups like [insert groups here]. Also, aliens have been discovered and now live on earth. And what kind of groups will exist?
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Ray Ignazia
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Wed Jan 02, 2013 11:30 pm

Well, we can say for sure that the Evil Overlords{wink wink} will be included, and will be a title available for those who seek the blood of....sorry, wrong context.

There won't be many groups in the start, we'll limit ourselves to Psionic, Elemental, Magical, Enhanced and something like that.

Atleast, that's what I think could be done.
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Mon Jan 07, 2013 8:25 am

Just blood? Not, you know, world domination? Political power, control over the minds of lesser beings, immortality and all that? When you put things into perspective like that, blood really just ranks quite low on the list.

As for groups... does it have to be Earth and do they have to be humans? It's rather limiting that way. You know, everyone should have the opportunity to be a tentacled, devouring horror if they're into that sort of thing. Besides, aren't elementals either already magical... or chemists? I mean, usually that means magic, or fiddling with things like hydrogen and boron and all, or both. Right? Right?
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Ray Ignazia
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Tue Jan 08, 2013 11:16 pm

Uhm, no. Not all elemental people are magical. Ask Portgas D. Ace. He ate a fruit, and managed to convert his body into flames. Also, there could be elemental aliens and whatnot, being constituent of their preferred element.

Well, world domination is a go, but we need to come up with a story arc first. Like, something to rp about
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Thu Jan 10, 2013 8:59 pm

Oh, sod. Right. Well, most human-types are almost entirely carbon-elemental, at least, so there's that... I don't think most life can be made out of just one thing without any fiddling with magic at all, though. Trust me, I've worked with enough mad scientists.

Right then, plots. Let's have a bunch of places that are nice and peaceful and safe... so it's easier to have an evil mastermind pulling the strings without being booted off by some convenient disgruntled revolutionary.

Or we could set the whole thing around a big old quest for loot. You know, good old ragnarok-proofed ancient magic/science/magic-science! Nothing beats a ten thousand year old death ray that's still in pretty great condition.
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Ray Ignazia
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Wed Jan 16, 2013 12:31 am

Death Ray. Hehehehehehe.

Won't the 'loot' thing make it like One Piece, if we're adding all that kinda things? I still think we go for a developing plot line, whereupon new plots are made on a regular basis. Till then, Happy Terra Firma. So it would kinda be like our own world, where nothing cool happens unless some plot like the Olympics or something come up.
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Wed Jan 16, 2013 1:18 pm

http://www.giantitp.com/forums/showthread.php?t=252794
Any game that is centered around gramarie and it's theories and fluffy content would be epic.


To summarize, the world revolves around scientifically defined schools of magic.

Alchemetry is the study of matter. More specifically, it's about quantifying and exploring the empirical principles at work in commonplace alchemy. Alchemetry is all about transforming substances and tweaking their properties.

Arcanodynamics is the study of arcane power. Arcanodynamic principles explore the relationships between magical energy (commonly known as puissance) and more common forms of energy, such as heat and light.

Biollurgy is the study of life. It explores the distinction between the living and nonliving, and can walk the fine line between the two.

Eldrikinetics is the study of magical motion. The powers that propel magic vehicles, defy gravity, and generate momentum are the principal focus here.

Geoccultism is the study of the environment and ley lines. It deals with thaumaturgic poles which tweak and modify the world around them, sometimes to extreme lengths.

Heuristicism is the study of control systems and circuits. It allows you to link magic together in fascinating new ways.

Imachination is the study of the real and the nonreal. It explores the mechanics of generating false sensations and illusionary interactions.

Kaleidomantics is the study of the magical prismatism of light. Kaleidomantic filters are refracted curtains of colour which can be used to separate agents based on the nature of light.

Yggdratecture is the study of other worlds and dimensions. The malleable nature of a fantasy planar cosmology sometimes works in your favour.


That's not to say you copy it word for word per say. You just use it's theories and methods, you take the fluff, the roleplaying aspects, and draft our own game around them. Unless we want this site to use d&d mechanics, which I am all in favor of. d&d mechanics are a pinnacle of achievement. They retain order to everything while allowing anything. D&D "rules" guide the player, meanwhile most rules on sites like this, ftrpg, and rpgh don't guide the player- they confine the player.


I haven't really been trying to help very much, sorry. I just don't feel as...... I dunno, accepted. I feel like a third wheel and I shouldn't bother.
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Thu Jan 17, 2013 2:28 pm

Scarlets idea seems interesting. Seems like you could choose one and then concentrate on how you would use that kind of magic. Seems like two people from the same school of magic could still be extremely different. Like one person from Imachination may concentrate on generating false sensations like a burning feeling to create a seemingly invisible flame that isn't really there but just trick the mind but another person from Imachination, the same school could just focus on cause illusions and make people see people who aren't there. I may be wrong but the way it sounds to me is someone can concentrate on one school and advance in a very unique way. Sounds like it could create lots of diversity and seems like it would be fun. Though I may be misinterpreting and have it wrong altogether. In that case sorry for being such an idiot.

P.S. And don't worry. I accept you and sure everyone else does too ^_^
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Thu Jan 17, 2013 4:30 pm

Yep, that seems like a good idea. If the other admins are approving, then we'll begin our work on Scarlet's idea- A thing she'll be credited for, not to worry.

The classes will be based on the schools then, with ranks going from Beginner, Intermediate, Expert, Professor(Job), Legendary, Principal(Job) and so on.

@Scarlet: Oh, you're about as accepted in this site as I am Smile
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Thu Jan 17, 2013 5:17 pm

Ooooh, that looks very, very fun. Scientific magic is great stuff. Where there is magic science, there is MAD science, and I'm a professional minion. I know my mad science.

I will say I've always hated D&D's magic system, though. Mostly the whole "you only get this many spell-bombs a day" thing. Of course, I don't think that would work on a site like this. Play-by-post doesn't, well, play nicely with most timekeeping.

I like how this isn't all about hitting people with bigger fireballs. Death beams are great, of course, but a lot of the best Overlords have to be good at things that don't involve killing people, too. Like politics. Good stuff.
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Thu Jan 17, 2013 5:25 pm

So we shall begin working on this plot, it is decided!

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PostSubject: Re: Ideas for Forum Plot, and storyline.   Thu Jan 17, 2013 8:33 pm

"Other admins" translates to me now? Well, this sucks.

On another note, I've been reading that thread and this is very interesting indeed. Tanks that can run forever, orbital laser cannons, automatic biomagical soul farms, planet-disintegrating bombs...

That and all the puns in here are great.

Well, we could just run a full-blown Gramarie campaign, but damned if I know how we're supposed to get a crash course on the D&D rules up here. Lot better than traditional Vancian wizard spells, though, that's for sure.*

*Assuming everyone would be fine with all the math involved in the Gramarie system.


Last edited by Evil Minion on Thu Jan 17, 2013 9:46 pm; edited 1 time in total
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Thu Jan 17, 2013 9:33 pm

Just so we're clear, I know absolutely nothing about D&D ^_^|||
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Fri Jan 18, 2013 8:04 am

On second thought, to save all the other RPers from having to read a pile of sourcebooks, we probably shouldn't go with a direct port of the rules. Fluff is fine, if it fits together well.
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Sat Jan 19, 2013 9:44 pm

We won't be taking the whole thing, right? We'll just take the schools, and create a new thing off that. Or something like that.
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Sun Jan 20, 2013 1:23 am

Sounds good to me.
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Sun Jan 20, 2013 12:59 pm

Hawkeman92 wrote:
Scarlets idea seems interesting. Seems like you could choose one and then concentrate on how you would use that kind of magic. Seems like two people from the same school of magic could still be extremely different. Like one person from Imachination may concentrate on generating false sensations like a burning feeling to create a seemingly invisible flame that isn't really there but just trick the mind but another person from Imachination, the same school could just focus on cause illusions and make people see people who aren't there. I may be wrong but the way it sounds to me is someone can concentrate on one school and advance in a very unique way. Sounds like it could create lots of diversity and seems like it would be fun. Though I may be misinterpreting and have it wrong altogether. In that case sorry for being such an idiot.

P.S. And don't worry. I accept you and sure everyone else does too ^_^

It's actually expected that you know other schools as well. In the actual Gramarist class, you HAVE to have at least five different schools. Because each school only has one Intro, you have to wait until seventh level to take a new ability in the same school as an old one.

Here that could simply be represented by a Major and Three-four Minors. One school you focus on, three or four that you dabble in. A Universalist could maybe consider every school a Minor. Meanwhile a Dual-Specialist may have two Majors with no minors.
Just making ideas on the nature of the Schools.


Evil Minion wrote:
Play-by-post doesn't, well, play nicely with most timekeeping.

I imagine there are even more play-by-post d&d/Pathfinder/ect games than there are tabletop games.


Evil Minion wrote:

On another note, I've been reading that thread and this is very interesting indeed. Tanks that can run forever, orbital laser cannons, automatic biomagical soul farms, planet-disintegrating bombs...

Yep tep. Very fun stuff.... though honestly I don't yet understand it fully, as to how they make these things with what's presented. I mean I can see loose skeletons of creations and potential components... But then I'm still very new to it. That doesn't stop me from loving it though Razz


Evil Minion wrote:

Well, we could just run a full-blown Gramarie campaign, but damned if I know how we're supposed to get a crash course on the D&D rules up here. Lot better than traditional Vancian wizard spells, though, that's for sure.*

*Assuming everyone would be fine with all the math involved in the Gramarie system.


Evil Minion wrote:
On second thought, to save all the other RPers from having to read a pile of sourcebooks, we probably shouldn't go with a direct port of the rules. Fluff is fine, if it fits together well.

While this is true, looking through d&d books may seem intimidating.
But I'm confident d&d rules can be condensed within reasonable bounds, perhaps taking some liberties.
The main distraction people would face would be searching for the rules themselves, or seeing it presented in large documents. Skipping BS and displaying the rules properly for anyone to easily see and reference could simplify things greatly.
Hell, there might even be less to read than FairtytaleRP- and even then at least you'd actually know the rules after reading through many pages of content (So many rule pages there, yet so little gleaned).



While I'd love this to be a straight up d&d style game, I think I'd prefer to see where we can take this into a more standard RP style as seen on RPGH and FTRPG.

It would also let us expand upon the gramarie to make more usable power/ability like uses for it, making them akin to actual schools of magic with quicker things. Straight from the thread, you'd notice the quickest preparation is 30minutes, which may not play so well here.

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PostSubject: Re: Ideas for Forum Plot, and storyline.   Mon Jan 21, 2013 2:45 am

As far as understanding all the cool stuff goes, I think a lot of that needs some actual engineering. Which is probably going to cause problems for anyone who isn't good with that kind of thing. It's great, but not for everyone. Hey, we can't all be mad magiscientists.

Disclaimer: I have no idea what FTRPG is or what it's like. So if anyone could pass around a link to those big, clunky walls of text...

Anyway, I still like how this stuff was designed for building impressive things instead of blasting things apart like any old mage.

Here's a bigger question. Seriously, how high do you all want the tech level? Personally, I'm always up for "through the roof", but if anyone's planning on swords and kings and duels everywhere - no way. Going medieval like that all the time - in the future - is just weird.
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Mon Jan 21, 2013 5:56 am

Evil Minion wrote:

Here's a bigger question. Seriously, how high do you all want the tech level? Personally, I'm always up for "through the roof", but if anyone's planning on swords and kings and duels everywhere - no way. Going medieval like that all the time - in the future - is just weird.

Tell that to Jedi lightsabers and Vibro or Electro weaponry.

Vibro weapons may even look very much like a typical mundane counterpart. And of course however you are, a large sharp hunk of metal is going to hurt however you swing it. Meanwhile things like armor may still be common, but similarly altered as Vibro and Electro weapons are.

Electro weapons use electricity directed towards the separation of subatomic molecules, in a manner which is devastating towards soft targets and leave nerves damaged through a wider area, that is much more so than a simple sword to the chest would be.

Vibro weapons use vibrations at high frequencies to enhance the weapon, think something along the lines of a futuristic bone-saw. Less effective against soft targets, but much more exceptional against more solid things such as most objects, or bone. Meanwhile they are still sharp hunks of metal and are likely to cut through flesh as easy as any sword. Though just not as harsh towards things like flesh as an Electro weapon would be.

Then there could be plasma weapons, which use great heat and energy to deal it's damage. Think large plasma/cutting torches in various manners of delivery. They'd be pretty effective against most things, but could pound through armors and shielding deeper than a vibro weapon but deal it's damage slower, taking longer to have the same effect as a Vibro or Electro weapon but in the end dealing much more. Would work more effectively against shielding and the like than fleshybits however, but would still pretty much ruin anyones day if they got hit with one.

Lightsabers would be pure-energy weapon, energy weapons having their own weaknesses but generally going through anything like a hot knife through butter with sustained force, such as a lightsaber, while ranged energy weapons tend to disperse on impacts not dealing as much penetrating force.



Just spouting random shiz...
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Mon Jan 21, 2013 9:09 pm

Oh, I know, Star Wars with its multitude of nonstandard blades and all... but that series is almost more fantasy than sci-fi in places. Well, I've seen everything in there except electro-swords - where's that one from?

Besides, I meant the whole medieval fantasy package. Feuding states with absolute monarchs, plain old metal swords with the occasional bunch of spells thrown on (to the point where every other sword is a magic artifact), every problem is solved by single combat.

(On another note, this 'pure energy' thing is silly. Energy isn't something you can just pick up and cram into a sword! Plasma-throwers are much more sensible.)
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Mon Jan 21, 2013 11:41 pm

Sounds like you two are having a pleasant chat about things I barely understand. Think I'll just sit back and maybe crack a few jokes here and there. Have fun.
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PostSubject: Re: Ideas for Forum Plot, and storyline.   Tue Jan 22, 2013 1:52 am

Evil Minion wrote:
Oh, I know, Star Wars with its multitude of nonstandard blades and all... but that series is almost more fantasy than sci-fi in places. Well, I've seen everything in there except electro-swords - where's that one from?

Besides, I meant the whole medieval fantasy package. Feuding states with absolute monarchs, plain old metal swords with the occasional bunch of spells thrown on (to the point where every other sword is a magic artifact), every problem is solved by single combat.

(On another note, this 'pure energy' thing is silly. Energy isn't something you can just pick up and cram into a sword! Plasma-throwers are much more sensible.)

You seem to be thinking, based on what you say there, with real life as a comparison. And this bit " but that series is almost more fantasy than sci-fi in places". Is that not the point here? Fantasy mimicy Sci Fi through Gramarie- Magic geared towards "technological" advancement.
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