07-25-2018, 07:21 PM
i think that, personally, this rebuild should focus on individual groups and making something that anyone can enjoy regardless of what they want out of the human rebuild. this post will be organized by topic, with my main point being bolded at the top of my argument. for the most part, though, i agree with fourteenth and ace. theyre smart ppl and i like their opinions c:
LITTLE/NO RP-WIDE BACKSTORY
i'm not going to say necessarily that having no rp-wide lore is bad, but i think that a backstory itself would be a bad idea. keep the backstory to whatever we're going for and keep it simple and to the point, say: "[insert amount of time decided upon] ago, a rift opened up that brought in [description for powers, im kinda bad at this kinda thing lol] and caused [small desc of all the changes of things]." nothing more than a small blurb that is very self explanatory. this leads to my next point,
LEAVE THE LORE TO THE GROUPS
this section is mostly just gonna be me agreeing with four. i think that the groups being separated by "genres" of sorts is genius, and leads to conflict much more natural than what's currently set up with blackfall and griffingate. my current idea is 4 general group ideas; something more post-apocalyptic, something more fantasy, something more sci-fi (though it would probably end up more steampunk than anything considering the level of tech we'll likely be going with), and something thats more general. these could be further fleshed out, of course, but i feel like these 4 things are what different people would want from the rp.
GROWING TECHNOLOGY THROUGH THE RP
so, to be honest, i really want a lot of tech available. mostly for aesthetic purposes. i also understand that a lot of people don't want much tech. so i've thought a while, and i think that this would be an interesting way to work with that. this is also going through the assumption that people want stuff like metal and electronics (wires, etc) to be rather rare. this part is gonna be especially long, so.... good luck, i'm sorry for writing a rather long wall of text. oh!! i should mention that this is not counting things like radios.
NO SHOP ITEMS FOR TECH, NATURAL GROWTH INSTEAD
how about, instead of spending so-many gems for your character to have a phone or some other useful piece of equipment, they instead go through a plot where, for example, in one thread they find a busted-up or otherwise unworking phone, in another they find the amount of supplies necessary to work on it, in another they cooperate with a character to build it, and then after, say, another couple threads they finally get the phone functioning. this could be even multiple months of building up to this character creating a very useful (functional) technology, and while how i described it could seem rather one-character oriented, could have an entire group involved. that time might be decreased significantly by having everyone pitch in, for example.
TECH IS RARE, MAKE THE PLOT RARE
i think we could all agree that having this plot happening for just about every single character on this site would be very repetitive, so why not make this something that takes a bit more than just going for it? while on some other sites i would be extremely hesitant to say this, but if anyone does like this, why not test having these plots be given an okay by staff? it would keep this growth, for both characters and the world of human rp as a whole, very significant, and if this doesn't work out than it could just be reversed. let's talk more about what i mean by growth.
BUILDING UPON THE WORLD OF HUMAN RP
with a character or group gaining a useful piece of technology, this would change the dynamics of that group with others significantly. a group could possibly intimidate another group with the technology, causing a fight that makes the intimidated group bring in an allied group, who might spend their time trying to build a better piece of tech to combat the first group's findings.
this could make for extremely interesting politics when combined with themed groups, while still allowing people in a specific group to avoid the tech if they want to.
CONCERNING THE (too big) SCALE
i think that, personally, there are two outcomes: either the scale is pretty small, or vehicles are allowed through, perhaps, the above method. even both, if enough people like my ideas oml. i feel like a map will have to be inevitable, and if the scale is as it currently is (that being, over an entire continent), then vehicles will be necessary. personally, having a character have to take days to travel to another group, even on horseback, doesn't sit well with me, even with liquid time. keep the scale small is all i'm saying. no group needs to be larger than the size of a moderately-large city.
GUNS AND THE HISTORY OF FIREARMS
the most rudimentary idea of a gun was the "fire-lance" in the 900s; and handheld cannons existed in the 1100s, being the oldest type of firearm itself. even in europe, firearms had been used in the 1300s, and were regularly used in the ottoman empire's infantry by the late 1400s. therefore, you cannot have medieval weaponry without having guns, and by the 1600s these weapons weren't even that rudimentary, at least in terms of what had come before.
i think it would be a great idea to have guns be utilized in the same manner described above with advanced technology, and to cap off their power to the earliest flintlock rifles. let's revisit an idea, in fact.
TIME SPENT EQUALS EFFECTIVENESS
this is going to focus on guns, although i feel like this includes the tech described above (which would include stuff like vehicles, possibly). lets say a character finds a gun and rebuilds it over the course of a week. sure, it could be usable, but it would also be very ineffective and dangerous to use; it could even blow up and harm the character trying to use it! i think that this would be a very interesting plotting device.
POWERS? OF COURSE.
unlike ace, i feel like powers are a natural extension to things. while they can easily become overpowered, i feel that a character can utilize the current equipment agreed upon (without guns even being necessary) to defeat a character with elemental powers. there's nothing more i want to elaborate on about this, i just felt that it was necessary to bring up.
THAT'S ALL, FOLKS!
whew!! that was a lot of points, wasn't it? it was, in fact, over 1k words worth of points. thanks for reading my ideas, i've thought a lot about these and i feel like, granted people share the goal of making an interesting world both while roleplaying and in this discussion, they would work out alright.
i understand that some of these could be considered almost controversial and likely wouldn't be used, but i feel like, seeing as this is a discussion, they should definitely be heard. once again, thanks for reading :0!!
LITTLE/NO RP-WIDE BACKSTORY
i'm not going to say necessarily that having no rp-wide lore is bad, but i think that a backstory itself would be a bad idea. keep the backstory to whatever we're going for and keep it simple and to the point, say: "[insert amount of time decided upon] ago, a rift opened up that brought in [description for powers, im kinda bad at this kinda thing lol] and caused [small desc of all the changes of things]." nothing more than a small blurb that is very self explanatory. this leads to my next point,
LEAVE THE LORE TO THE GROUPS
this section is mostly just gonna be me agreeing with four. i think that the groups being separated by "genres" of sorts is genius, and leads to conflict much more natural than what's currently set up with blackfall and griffingate. my current idea is 4 general group ideas; something more post-apocalyptic, something more fantasy, something more sci-fi (though it would probably end up more steampunk than anything considering the level of tech we'll likely be going with), and something thats more general. these could be further fleshed out, of course, but i feel like these 4 things are what different people would want from the rp.
GROWING TECHNOLOGY THROUGH THE RP
so, to be honest, i really want a lot of tech available. mostly for aesthetic purposes. i also understand that a lot of people don't want much tech. so i've thought a while, and i think that this would be an interesting way to work with that. this is also going through the assumption that people want stuff like metal and electronics (wires, etc) to be rather rare. this part is gonna be especially long, so.... good luck, i'm sorry for writing a rather long wall of text. oh!! i should mention that this is not counting things like radios.
NO SHOP ITEMS FOR TECH, NATURAL GROWTH INSTEAD
how about, instead of spending so-many gems for your character to have a phone or some other useful piece of equipment, they instead go through a plot where, for example, in one thread they find a busted-up or otherwise unworking phone, in another they find the amount of supplies necessary to work on it, in another they cooperate with a character to build it, and then after, say, another couple threads they finally get the phone functioning. this could be even multiple months of building up to this character creating a very useful (functional) technology, and while how i described it could seem rather one-character oriented, could have an entire group involved. that time might be decreased significantly by having everyone pitch in, for example.
TECH IS RARE, MAKE THE PLOT RARE
i think we could all agree that having this plot happening for just about every single character on this site would be very repetitive, so why not make this something that takes a bit more than just going for it? while on some other sites i would be extremely hesitant to say this, but if anyone does like this, why not test having these plots be given an okay by staff? it would keep this growth, for both characters and the world of human rp as a whole, very significant, and if this doesn't work out than it could just be reversed. let's talk more about what i mean by growth.
BUILDING UPON THE WORLD OF HUMAN RP
with a character or group gaining a useful piece of technology, this would change the dynamics of that group with others significantly. a group could possibly intimidate another group with the technology, causing a fight that makes the intimidated group bring in an allied group, who might spend their time trying to build a better piece of tech to combat the first group's findings.
this could make for extremely interesting politics when combined with themed groups, while still allowing people in a specific group to avoid the tech if they want to.
CONCERNING THE (too big) SCALE
i think that, personally, there are two outcomes: either the scale is pretty small, or vehicles are allowed through, perhaps, the above method. even both, if enough people like my ideas oml. i feel like a map will have to be inevitable, and if the scale is as it currently is (that being, over an entire continent), then vehicles will be necessary. personally, having a character have to take days to travel to another group, even on horseback, doesn't sit well with me, even with liquid time. keep the scale small is all i'm saying. no group needs to be larger than the size of a moderately-large city.
GUNS AND THE HISTORY OF FIREARMS
the most rudimentary idea of a gun was the "fire-lance" in the 900s; and handheld cannons existed in the 1100s, being the oldest type of firearm itself. even in europe, firearms had been used in the 1300s, and were regularly used in the ottoman empire's infantry by the late 1400s. therefore, you cannot have medieval weaponry without having guns, and by the 1600s these weapons weren't even that rudimentary, at least in terms of what had come before.
i think it would be a great idea to have guns be utilized in the same manner described above with advanced technology, and to cap off their power to the earliest flintlock rifles. let's revisit an idea, in fact.
TIME SPENT EQUALS EFFECTIVENESS
this is going to focus on guns, although i feel like this includes the tech described above (which would include stuff like vehicles, possibly). lets say a character finds a gun and rebuilds it over the course of a week. sure, it could be usable, but it would also be very ineffective and dangerous to use; it could even blow up and harm the character trying to use it! i think that this would be a very interesting plotting device.
POWERS? OF COURSE.
unlike ace, i feel like powers are a natural extension to things. while they can easily become overpowered, i feel that a character can utilize the current equipment agreed upon (without guns even being necessary) to defeat a character with elemental powers. there's nothing more i want to elaborate on about this, i just felt that it was necessary to bring up.
THAT'S ALL, FOLKS!
whew!! that was a lot of points, wasn't it? it was, in fact, over 1k words worth of points. thanks for reading my ideas, i've thought a lot about these and i feel like, granted people share the goal of making an interesting world both while roleplaying and in this discussion, they would work out alright.
i understand that some of these could be considered almost controversial and likely wouldn't be used, but i feel like, seeing as this is a discussion, they should definitely be heard. once again, thanks for reading :0!!