07-18-2018, 11:08 AM
[align=center][div style=" background-color: transparent; border: 0px solid black; width: 550px; min-height: 9px; font-family:; line-height: 110%; text-align: justify; color:; padding: 20px"]The problem with not including lore in our human roleplays is that, as roleplayers, we often look for reasons to include our characters in said world to see how they fit - having something like, "something something war, humans have powers, uuuuh, then groups." will not inspire muse or creativity in people looking to join. It will pull them away. Lore also provides answers people might have for questions, so you can see why having simplistic, straight-to-the-point backstories can be a major turn off to many people. What we want is to draw people in by the creativity and the uniqueness of our human roleplay, not make them turn away from the site because it's essentially like every other semi-fantasy roleplay out there.
We also need a slightly plausible reason for humans gaining powers out of nowhere. Not, "the radiation made them do it". Radiation causes more deformities and deaths than it causes fire elementals and shape-shifting. If we're making this somewhat realistic, look at Chernobyl, as I pointed out before. Also just saying that one day they got them out of nowhere is very dull.
With Lumi's idea, we get a healthy mix of what everyone essentially wants. While it needs more fleshing out, it allows for more creative freedom while still giving a somewhat sensible reason for why things came to be. We also wouldn't really be able to use modern transportation or machinery, which I understand is what a lot of people prefer not to be there when we start roleplaying again.
If enough people complain about too many words, there's always a tl;dr, an faq, and shorter summaries that we can include. You're not required to read every paragraph we dish out.
Again, I understand some of you might display hesitance in creating an in-depth lore to base our world off of, but the point of this is to draw more people into our site by how unique and different our roleplay is. We won't do that by creating a random world where suddenly powers exist. It creates too many questions unable to be answered, such as - "if I do want to make my character a former war vet, that means that there was a war?? But it isn't explained in the backstory of the universe, so I'm confused? Plus, it's not really acknowledged by anyone else in the roleplay, so..."
We also need a slightly plausible reason for humans gaining powers out of nowhere. Not, "the radiation made them do it". Radiation causes more deformities and deaths than it causes fire elementals and shape-shifting. If we're making this somewhat realistic, look at Chernobyl, as I pointed out before. Also just saying that one day they got them out of nowhere is very dull.
With Lumi's idea, we get a healthy mix of what everyone essentially wants. While it needs more fleshing out, it allows for more creative freedom while still giving a somewhat sensible reason for why things came to be. We also wouldn't really be able to use modern transportation or machinery, which I understand is what a lot of people prefer not to be there when we start roleplaying again.
If enough people complain about too many words, there's always a tl;dr, an faq, and shorter summaries that we can include. You're not required to read every paragraph we dish out.
Again, I understand some of you might display hesitance in creating an in-depth lore to base our world off of, but the point of this is to draw more people into our site by how unique and different our roleplay is. We won't do that by creating a random world where suddenly powers exist. It creates too many questions unable to be answered, such as - "if I do want to make my character a former war vet, that means that there was a war?? But it isn't explained in the backstory of the universe, so I'm confused? Plus, it's not really acknowledged by anyone else in the roleplay, so..."
[sub]gone. just checkin in once and a while.[/sub]