News: ~August 18th 2022~ - (Old News)
The move has been completed successfully! Everything appears to have survived the move just fine, but if anyone finds a broken link or anything else that doesn't work as it should, please make a post in Away from the Woods to let me know, thank you.

RP News: ~November 19th 2015~ (Old RP News)
There is no current plot. The forests welcome new travelers within these lands.
Event Status: Not Active (each accepted character allowed to RP in multiple RP threads)

RP Season: Summer
This means everything is green, flowers are everywhere, and the shining sun creates a need for shady shelter on the warmest days.

12 years of UV! But we obviously need a change.

All old OOC topics can be found in here.

Moderator: The_Vizir

How do you guys feel about a reboot to UV?

Yes, erase all history and characters and start over from scratch with a new story.
10
67%
Yes, but don't erase all the history and keep the current characters in a new season in the current timeline.
4
27%
Yes, but don't erase all the history and just start over with new characters in the current timeline.
0
No votes
Yes, erase the history and start over with the same characters.
1
7%
No, finish what is going on now and just keep going.
0
No votes
No, let UV die.
0
No votes
Your own suggestion.
0
No votes
 
Total votes: 15
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Re: 12 years of UV! But we obviously need a change.

Post by nightwolf714 »

Alrighty, I'll admit I mostly skim read the last page and a bit, so apologies if I missed anything. And sorry, but this post is rambling and jumps around a bit because I'm writing it as I read. :sweatdrops

First off, I'm super excited to see all the excitement and buzzing around. And especially glad to see so many familiar faces. I was afraid this thread would be mostly filled with people I didn't know since I had been gone so long. It's nice to see this place is so alive. I mean, for a while there UV was my home away from home. ^_^

I fullheartedly agree with Vizir's opinion that there should be more PVE than PVP. That said, you're going to have character that is going to go around and provoke others. Even if it's just because they are a pain in the rear. *Glares at Devil* Devil: Wha?! *Sigh* So there should be some rules about that, but probably no more than the general character interaction rules of no god moding and no powerplaying.

Personally, I'm more of a fan of the advantages/disadvantages method. My reasoning is less about power levels and abilities and more about character roundedness. I mean, a disadvantage could be that a character really hates fairies and goes into a rage at seeing them. Or maybe just can't tolerate sour flavors. Those aren't really power related and wouldn't really balance much of anything, but it helps to think the character thoroughly and make them more developed. So I kinda see why Luxon isn't a fan of it. I think it would be a good system and the main one to stick with, but with some updating to make it work smoother. And altered to fit with like Vizir was saying, taking into account personality flaws and such more.

As for the tiers, I like them. A lot, actually. But I don't like it as part of the required character creation or even remotely assigned to a character by someone other than the character's creator willingly. Have it as an additional guide for those who are new, or just those looking into further developing their character(s) sounds better. In fact, I wouldn't mind seeing a whole subforum dedicated to guides and stuff. Things like the tier system, quick reference guides to writing, a link to a wolf behavior web page, that sort of thing to list some examples. Where people can post things that helped them out with their roleplaying. I have a new deer character and actually found a short guide to behaviors and how their tails respond to help me play them out. So I think a subforum could be useful for things like that. ^_^

As for handling problems, I fully agree with Vizir that, for the most part, things should be handled privately. It's just the safer option. Plus, it can allow for anonymous call out, which may be some at ease.

As for how many threads a character can be in at one time, I can see DD's point. Even when the place was more active in the early days, I was more active (aka, obsessed) and could have probably handled Lep in multiple threads at one time. However, we don't want someone in every single thread either. So I would suggest keeping a limit, but making it a more liberal one. Maybe 3 or 5 thread limit? I think the number would depend on the number of characters allowed. A lot of characters allowed, make the limit of threads more limited. Less characters allowed, be a bit more lenient with the number of threads. If I remember, though, a large reason for this rule was to keep storylines organized. Having a character in multiple threads at the same time does pose a risk of complicating the order of things. That said, not sure how often that is a problem.

DD's reporting idea, of a sort of mod liason, actually sounds pretty nice. They could be people who know the mods and are comfortable talking with them, but not actively in a position of power or any real sway. Most of the users here currently would probably qualify for such a position other than the current mods and, of course, Gaeva. So I think that system could be useful, so long as it's made clear what their role actually is (and what it isn't, more importantly).

I like DD's idea about the setting and reminds me a lot of the small NPC list we had going for a while. I wouldn't mind seeing that idea expanded upon. Maybe even encouraging new users to help create the lore of the land. ^_^

Edge, agreed with the wait times. I remember when I was doing the acceptance, my basic rule of thumb was to role play enough for a page in a reasonable amount of time and you were accepted. ((She was for baddies, actually. At least at first. Unless I'm misremembering, which is quite possible. Though I think eventually I met up with everyone. That was probably related to wanting to role play her a ton. :sweatdrops )) I do think it is useful, as we would like people to not just up and leave immediately. It also shows a decent ability to write. That said, it shouldn't take an incredible amount of time, either. It does also have the advantage of helping to develop a new character, like Keltres stated and that probably should be noted somewhere as a reasoning for why we have that system. In short, I think it's useful and should be kept, but needs some overhauling to not be as much of a hemorrhage for us.

As for plots, I think Keltres poses a point. I've enjoyed the board-wide plots in the past. But like how DD was talking about the setting, I wouldn't mind seeing smaller scaled plots pop up. Like if Melody starts up her wolf pack again, and say the feline pride comes back up, I can see a mini plot over territory or something. The humaniod probably don't care and wouldn't be effected by them, but others may join in. That sort of thing. There could even be a couple of mini plots going on at the same time. I think that would be an interesting addition to the site that could help build up and hold interest for role players both new and old alike.

For god moding and power playing, once clarified I like the way Vizir describes it. Simply, don't take the "out" away from other players, but don't always take the "out" yourself (particularly if you have a fairly weak character).

And now I can get back to wasting the night doing nothing. Night shift nursing. Nights I work, I do little else. Nights I'm off, I do little of anything, lol.
Was there only one world after all, which spent its time dreaming of others?
~Philip Pullman, "The Subtle King"


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Re: 12 years of UV! But we obviously need a change.

Post by Luxon Cobrat »

I guess I've got a bit more in me.
nightwolf714 wrote: My reasoning is less about power levels and abilities and more about character roundedness.
Eh... I'm not so sure we should turn people down because they don't want to round out their characters. Or, at least, we shouldn't force them to expound on every last detail of their personality. As dd said, some people prefer to let their characters develop as they play.

Actually, if I had to lay out all of a character's personality at creation and stick with it, I don't think I could. The personality descriptions in my profiles only end up reflecting how I expected the character to act when I was designing it. In every case, the way they turned out in reality was vastly different. I don't think I can agree to commit to a single personality trait and stick with it.
nightwolf714 wrote: As for the tiers, I like them. A lot, actually. But I don't like it as part of the required character creation or even remotely assigned to a character by someone other than the character's creator willingly.
Actually, I do like the sound of that, though, now that you mention it. Picking a tier would be a way for a player to declare what level of challenge they think the character is up for. How epic do they want their battles? I think that's the way I would like to see it used.

And a point I meant to raise about the Edge:

One angle that hasn't really been addressed is my perspective as someone who already has accepted characters. For me, entering someone else's joining thread is more or less an act of charity. Even when things were more active, I had my own ambitions and interests to attend to, so I only really entered a JT if there was some specific appeal in it for me. When there were a lot of people still around, this wasn't such an issue, but as things have wound down, I've seen profiles sit around for months with no response, and we obviously lose potential new members that way.

And yet, I don't feel guilty enough about this to change. If I don't want to join a thread, I'm not going to enjoy it, and it will be a total waste of my time. But the system won't work if nobody joins the thread. But I'm not joining threads I don't want to join. So we find ourselves at an impasse.

I don't have a solution for this. I'm just pointing it out.
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Re: 12 years of UV! But we obviously need a change.

Post by nightwolf714 »

Luxon Cobrat wrote:Eh... I'm not so sure we should turn people down because they don't want to round out their characters. Or, at least, we shouldn't force them to expound on every last detail of their personality. As dd said, some people prefer to let their characters develop as they play.

Actually, if I had to lay out all of a character's personality at creation and stick with it, I don't think I could. The personality descriptions in my profiles only end up reflecting how I expected the character to act when I was designing it. In every case, the way they turned out in reality was vastly different. I don't think I can agree to commit to a single personality trait and stick with it.
Definitely not what I'm saying! I'm a fan of character development as the character progresses. I just think that a minimal grasp of the character should be had from the get go. I'd rather not deal with a bunch of near Mary Sues because someone didn't think to give their character a flaw or two. And even well developed characters can still develop more over time. I mean, IRL people do, right? Just saying that some thought needs to be put in there.

As for the tiers, I wouldn't use them more than just helping to define one's one characters. Nothing else beyond that. Because sometimes, it can be hard to dictate what level a character should be put at if it's bordering two or just being unfamiliar with such a rating scale.
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Re: 12 years of UV! But we obviously need a change.

Post by Luxon Cobrat »

nightwolf714 wrote:Definitely not what I'm saying! I'm a fan of character development as the character progresses. I just think that a minimal grasp of the character should be had from the get go. I'd rather not deal with a bunch of near Mary Sues because someone didn't think to give their character a flaw or two. And even well developed characters can still develop more over time. I mean, IRL people do, right? Just saying that some thought needs to be put in there.
Mm. Sorry, didn't understand what you were saying, then. But seriously, I never know what a character is going to be like at all before I play it for a while. I expected Entropy to be narcissistic and self-centered, Rekka to be manipulative, and Zom to be insane beyond any possibility of normal social interaction. Entropy turned out positively heroic, Rekka was just a jerk with an ego, and Zom is a bit rough around the edges but otherwise normal (for an evil vampire). I can't commit to a single expectation coming true regarding personality.

Though, I can see why you wouldn't want flawless Mary Sues running around either, but... there's really nothing I can do for a personality except play the character for a while until it finds its voice. I guess I can start off with a bit of a goal in mind, but I can't guarantee that I'll even aim for it.
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Re: 12 years of UV! But we obviously need a change.

Post by Norvilion »

I know how you feel about that one. Two of my characters from on old site I was on ended up being completely opposite from how I thought they were. Feral wolf characters, brothers- one being an asocial theif and one going behind and trying to help those who he'd stolen from. Discovered later on that they both had a can't-turn-off ability that caused them to ruthlessly invade the thoughts and memories of any living creature whose veins their teeth punctured. The kind but not socially inclined theif brother didn't want to put any prey through such a fate and thus refused to hunt, the philanthropist brother was an antisocial (as in personality disorder) sadist who just wanted an excuse to kill as much as he could for the trill of it (and providing food for others was a perfect opportunity for this). I only found this out when the thief started hinting at more to the story and I starting seeing drips of well hidden venom in the philanthropist's words. History hadn't been required upfront at that site, but looking into it I found that they were AWOL spies who had been given the ability by the old land's BBEG overlord.

If something like that had occurred on UV I would have (not missed a crucial part of history for one thing, but) probably started their profile out with first impression of personality, then perhaps update it as they came into light. After all- first interaction with the theif would make you think he was nothing but a shady rogue and first interaction with the expert actor philanthropist would have you thinking he's an upstanding kind of guy.
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Re: 12 years of UV! But we obviously need a change.

Post by Gaeva Winged Unicorn »

Roose Hurro wrote:Can't post much here and now, but so long as all the "old" history/threads/stories/years of work are saved/not lost, I think we have a hoard of good ideas here.
Hey, Roose! Nope, nothing is going lost, just stored away.
Luxon Cobrat wrote:It's like keeping a record of court decisions. Governments don't write new laws every time the interpretation of a law comes into question in court, but they do maintain a record of the outcomes of these questions so they can point to a precedent in the future.
That is such a great idea! I used to keep a record of rules changed below the actual rules, but adding this as well woud be so helpful to people! (The people who actually read it anyway.) Seeing precedents allows people to form an idea on what to expect and how to go about things! I hope I'm conveying how enthusiastic I am about this notion because I am!!
Luxon Cobrat wrote:Though, obviously, don't keep a list of who was involved in each incident in public view, because that would be embarrassing.
Yeah, but people aren't stupid, or blind, it's gonna be obvious in most cases. The temporary "fame" will pass though.
Luxon Cobrat wrote:If the rules are written clearly enough, though, then you hopefully won't have too many of these unclear cases. If an act is obviously against a rule, then clarification isn't really needed.
The rules are fairly general right now, they're clear, but they're not very specific I guess.
Luxon Cobrat wrote:No Godmoding rule should specifically include creating situations a character can't logically escape,
Just putting this here as a note to myself...
Luxon Cobrat wrote:*tears up the map he had drawn and throws it into the nearest incinerator*
Poor Lux!! Seems we had a couple of similar ideas though, lol.

Asking the public for help:
"You can always ask for help with your character creation in Away from the Woods at any point during the acceptance procedure, about anything at all." Something like that? Different wording?

Tier system:
Based on what all you guys say, tier system reference=good, tier system required in profile=bad. Also tier system should reflect PvE, not PvP (that makes a lot of sense).
Luxon Cobrat wrote:Actually, I do like the sound of that, though, now that you mention it. Picking a tier would be a way for a player to declare what level of challenge they think the character is up for. How epic do they want their battles? I think that's the way I would like to see it used.
Doesn't mean it has to be a part of the profile or acceptance though. When you start up a new thread or a miniplot and have a specific something in mind you can advertise it with "This a tier 4 RP" or "Only tier 5 characters allowed" and then people can reference the tiers and see whether their characters fits or not. Maye even do this OOC and have a thread where people can join up/explain why their characters fits. Maybe even make some agreements in advance on what is and isn't allowed to make a tier 3 character fit a tier 4 RP. That way you still use it effectively, without forcing every character upon joining into a mold that may or may not fit.
nightwolf714 wrote:Personally, I'm more of a fan of the advantages/disadvantages method. My reasoning is less about power levels and abilities and more about character roundedness.
I agree. Maybe we should stop putting such an emphasis on balancing out a character's strength and more on thinking the character through. Even if you don't know your character yet as dd pointed out with Smoke, it at least gives you the opportunity to realize this. And some kind of limit on abilities needs to be specified, because you can't do everything, and you gotta leave some room for learning new stuff and future improvement. And coming in with superman and not giving him a single flaw "because you don't know him yet" just isn't going to fly ^_~
Luxon Cobrat wrote:Though, I can see why you wouldn't want flawless Mary Sues running around either, but... there's really nothing I can do for a personality except play the character for a while until it finds its voice. I guess I can start off with a bit of a goal in mind, but I can't guarantee that I'll even aim for it.
I think this is very normal, a lot of characters change over time especially if you didn't have good grasp when you started out new with them. The point I'm trying to make is that while you should stick to what you originally came up with, you should also allow the character to grow and develop naturally. I want to encourage character development, and discourage multiple personalities/abilities at the flick of a switch for convenience sake at that particular moment.

Gonna grab Zom as an example character that didn't turn out the way as expected.
  • So Zom wasn't insane after all, great, go with it and explore that and update the profile accordingly.
  • Zom is only pretending to be insane? Awesome, we learned something new about him! Go add it to his profile!
  • Zom isn't insane but for some reason thinks he is? Also great, new angle to work with! Go with it and update his profile to reflect that progress!
  • Zom is actually a poodle that was magically turned into a vampire which is why he started out insane then as he got used to his new form his mind adjusted. Alright, getting weird, but why not. Just RP it out and get working on that profile update.
  • Zom has a self mental healing ability he wasn't aware of that has unconsciously been healing his insanity all this time. Ok, impressive, but obviously a new ability he has no control nor experience with, so hey! Character growth through a new ability! Update that profile and start studying that new ability! Not like healing your mental wellbeing is gonna come up very often anyway.
  • Zom is only insane when it suits you? Then he's not insane but has two different personalities, better adjust for that because that's two characters in one. Pick one and update his profile, maybe create a new character with the other personality.
  • You misjudged Zom's personality. Ok, fair enough, does that affect anything else about him? Update the profile accordingly and keep it fair.
All possibilities that can happen and they all left the original premises of an insane vampire. Where exactly does it get stifling?
Norvilion wrote:If something like that had occurred on UV I would have (not missed a crucial part of history for one thing, but) probably started their profile out with first impression of personality, then perhaps update it as they came into light. After all- first interaction with the theif would make you think he was nothing but a shady rogue and first interaction with the expert actor philanthropist would have you thinking he's an upstanding kind of guy.
Love it, interesting stuff happened! And none of it led to being overpowered, characters were just fooled accordingly, just like you yourself.
nightwolf714 wrote:In fact, I wouldn't mind seeing a whole subforum dedicated to guides and stuff. Things like the tier system, quick reference guides to writing, a link to a wolf behavior web page, that sort of thing to list some examples.
We can add that. I'm not sure how much it will be used, but if it isn't we can always remove it later.
nightwolf714 wrote:However, we don't want someone in every single thread either.
Oh wow, I never even considered this problem, ever O.o Maybe...one thread per RP forum/area? ...No more than two threads per RP forum/area?
nightwolf714 wrote:If I remember, though, a large reason for this rule was to keep storylines organized. Having a character in multiple threads at the same time does pose a risk of complicating the order of things. That said, not sure how often that is a problem.
It is, but seems that most people don't really care about it as much as I obsessively do, so I let it go a bit >.>
nightwolf714 wrote:So I think that system could be useful, so long as it's made clear what their role actually is (and what it isn't, more importantly).
(About assigning people to watch over RPs.)
Very true, thanks for pointing that out, Nightwolf!
nightwolf714 wrote:((She was for baddies, actually. At least at first. Unless I'm misremembering, which is quite possible. Though I think eventually I met up with everyone. That was probably related to wanting to role play her a ton. ))
You're not misremembering, with the amount of new characters/players flooding in doing just the baddies wasn't practical anymore. Also, it was around that time that real life started to demand more of my time so you needed to pick up some of my slack. Since Lep was "half/half" we reasoned it was an ok thing to do IC. As dd pointed out, IC still mattered at the Edge in those days, lol.
nightwolf714 wrote:As for plots, I think Keltres poses a point. I've enjoyed the board-wide plots in the past. But like how DD was talking about the setting, I wouldn't mind seeing smaller scaled plots pop up. Like if Melody starts up her wolf pack again, and say the feline pride comes back up, I can see a mini plot over territory or something. The humaniod probably don't care and wouldn't be effected by them, but others may join in. That sort of thing. There could even be a couple of mini plots going on at the same time. I think that would be an interesting addition to the site that could help build up and hold interest for role players both new and old alike.
We should definitely encourage this more for the smaller ones. I used to shove those to the Vision forums instead so it wouldn't tie anyone up, but with multiple threads allowed per character that shouldn't be needed anymore.
Luxon Cobrat wrote:And yet, I don't feel guilty enough about this to change. If I don't want to join a thread, I'm not going to enjoy it, and it will be a total waste of my time. But the system won't work if nobody joins the thread. But I'm not joining threads I don't want to join. So we find ourselves at an impasse.

I don't have a solution for this. I'm just pointing it out.
Yeah you do, what you're suggesting is we need to introduce mind crippling guilt :thumbsup
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Re: 12 years of UV! But we obviously need a change.

Post by Luxon Cobrat »

Gaeva Winged Unicorn wrote:The rules are fairly general right now, they're clear, but they're not very specific I guess.
Looking at them, I guess they seem clear enough to me, and adding the point about creating inescapable situations should seal the deal on the godmoding front. But one area where I do see room for confusion (in that I'm not really sure how to interpret it myself) is this:

"*Plot characters are used by people hosting a plot needing extra characters, like bad guys, or catalysts. They are only controlled by the one player hosting the plot, and can be seen as a full, but temporal, character. If you wish to use plot characters you can request to do so in the Spirit forum."

How much detail needs to be included in the request? At what point does a character go from being an NPC to being one of these? Do subordinate leaders of the main villain qualify? Does a character who approaches the PCs to hire them for a mission and send them off count as one? Overall, how important does a character have to be to a plot to count as one? Or does simply any character the person running the plot wants to keep exclusive control over count as one, even if they're only going to be around for a scene or two?

And on that note, if enemy mooks are treated as NPCs, does anything officially prevent another player from taking over the entire mook army and causing them to disperse, or all get killed off at once, or pretty much anything contrary to what the plot-runner wanted to do with them? It would obviously be bad form, and I've never seen it done, but the Rules-as-Written do say that NPCs can be controlled by any player. This possibility is a bit discomforting to me.

Also, still on the subject of NPCs, what does it take for a PC to take control (as in, leadership) of a group of NPCs? Can the player just declare that there's a group of NPCs that follows their character? Does it need to be listed as an advantage in the PC's profile? Is this even allowed at all? Ebb did gain control over the Balraa for a while, but Barbannis gave him that, and that was when Barbannis was the plot mod.

"*The RP at Unicorn's Visions is frequently enlivened by story plots created to entertain the players. If anyone wishes to start a RP plot with possible consequences to Deep Forest and its inhabitants, they only need to PM Gaeva and exchange some information as to the when and why to make sure the proposed plot is feasible, whether the timing will not interfere with any other plots, and coordinate updates to keep everybody up to date on what is going on."

I can only read this as an open invitation for anyone to PM you if they're interested in running a plot, and that you'll discuss what is needed from them at that point. But still, if there's anything you'll definitely need, I think you should give more of an idea about it here so that people will know what they're going to need to do, because the unknown is a bit intimidating. And if it's more of a flexible thing, you could indicate that more clearly. I haven't really tried it, so it's a complete mystery to me.
Gaeva Winged Unicorn wrote:Gonna grab Zom as an example character that didn't turn out the way as expected.
  • So Zom wasn't insane after all, great, go with it and explore that and update the profile accordingly.
  • Zom is only pretending to be insane? Awesome, we learned something new about him! Go add it to his profile!
  • Zom isn't insane but for some reason thinks he is? Also great, new angle to work with! Go with it and update his profile to reflect that progress!
  • Zom is actually a poodle that was magically turned into a vampire which is why he started out insane then as he got used to his new form his mind adjusted. Alright, getting weird, but why not. Just RP it out and get working on that profile update.
  • Zom has a self mental healing ability he wasn't aware of that has unconsciously been healing his insanity all this time. Ok, impressive, but obviously a new ability he has no control nor experience with, so hey! Character growth through a new ability! Update that profile and start studying that new ability! Not like healing your mental wellbeing is gonna come up very often anyway.
  • Zom is only insane when it suits you? Then he's not insane but has two different personalities, better adjust for that because that's two characters in one. Pick one and update his profile, maybe create a new character with the other personality.
  • You misjudged Zom's personality. Ok, fair enough, does that affect anything else about him? Update the profile accordingly and keep it fair.
All possibilities that can happen and they all left the original premises of an insane vampire. Where exactly does it get stifling?
Zom is a "her," and she just got over the last time you called her a "him." These therapy bills are piling up, Gaeva.

I can update a personality section easily enough, if I actually decide it doesn't fit the character. But I would think anything listed as a disadvantage would be sacred. If the balance of a character is dependent on it, it seems like there would be more to the process of changing it than that.

Though Zom is still... psychopathic, I guess. Joker-ish. Which was the intent, but she's a lot milder than I expected, though I did intend to balance it out with a distinct lack of spitefulness. I think her personality description still works overall, though it hasn't been portrayed the way I expected. But if I had listed her personality flaws as disadvantages... well, I don't think they would have turned out to be pronounced enough to count as disadvantages. Flawed, yes, she's definitely flawed, but it turns out that she moderates herself enough to keep it from really limiting her ability to interact with others.
Gaeva Winged Unicorn wrote:Yeah you do, what you're suggesting is we need to introduce mind crippling guilt :thumbsup
Guilty. Sinful humans... face your judgment.

I didn't say anything just now. It must have been the wind.
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Re: 12 years of UV! But we obviously need a change.

Post by Norvilion »

I know it's a bit wishy-washy, but I imagine a lot of those concerns might be able to be addressed by treating situations with a human perspective rather than relaying purely on the letter of the law.

For plot characters we'd probably want to go with the convention of 'if it's been directly used in the plot it's a plot character'. Minor plot character such as the envoy would likely have no problem being used by multiple people, however it is still courteous to ask (just in case the envoy is actually the puppet master or something :P).

I personally wouldn't worry too much about overuse of mooks. Even if RaW says I technically can convert an army into bumbling fools tripping madly over their own feet it still violates the spirit of the rules. In that case I think it'd fall more to the mod/watchfulCitizen to step in and say "It may be best to tone down your NPC usage in this thread a little". More forceful phrasing or action could be used if it still continues to be a problem, at which point it becomes an issue of willful misuse rather than accidental overstepping (and starts to fall under "Respect each other").

Likewise characters should be able to grow out of disadvantages if there is story reason for it. By the same token they should be able to attain new disadvantages, or change up how their advantages work. Character growth I think should follow the Rule of Fun, so if it makes sense that you are a little more powerful/less weak after an epic journey it should be allowable. Eventually if you play it a specific kind of way you may end up at a higher tier, but by that point you'll know you are at a different power level and have to plan accordingly for any threads the character is in. If you eventually have no disadvantages... well you might then have a very boring/flat character in which case it may be a good place for the mod/watchfulCitizen to try to help you maintain character depth.

On a side note that line of thought reminds me of an interesting animated music video I saw a couple years ago https://www.youtube.com/watch?v=wBzqOa9y02I
You sigh, satisfied, as a cutscene presents
The kind of conclusion you kind of expected;
The people are smiling, the sunshine has returned,
It's... perfect :|
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Re: 12 years of UV! But we obviously need a change.

Post by Gaeva Winged Unicorn »

Lux, everything you're listing about NPCs isn't from the rules but from the FAQ, the guidelines on how to go about stuff around here.
Luxon Cobrat wrote:"*Plot characters are used by people hosting a plot needing extra characters, like bad guys, or catalysts. They are only controlled by the one player hosting the plot, and can be seen as a full, but temporal, character. If you wish to use plot characters you can request to do so in the Spirit forum."

How much detail needs to be included in the request? At what point does a character go from being an NPC to being one of these? Do subordinate leaders of the main villain qualify? Does a character who approaches the PCs to hire them for a mission and send them off count as one? Overall, how important does a character have to be to a plot to count as one? Or does simply any character the person running the plot wants to keep exclusive control over count as one, even if they're only going to be around for a scene or two?
Either someone is running a story and asked to use plot characters, or they aren't, that's the difference really.
Luxon Cobrat wrote:And on that note, if enemy mooks are treated as NPCs, does anything officially prevent another player from taking over the entire mook army and causing them to disperse, or all get killed off at once, or pretty much anything contrary to what the plot-runner wanted to do with them?
If they really are NPCs and someone brought them in for some fun, then yes, that could happen. Would be kind of a dick move, but the original poster shouldn't have expected sole control in the first place. If they were plot characters for a (mini) plot acquired through permission, then no, that's not allowed.
Luxon Cobrat wrote:Also, still on the subject of NPCs, what does it take for a PC to take control (as in, leadership) of a group of NPCs? Can the player just declare that there's a group of NPCs that follows their character? Does it need to be listed as an advantage in the PC's profile? Is this even allowed at all? Ebb did gain control over the Balraa for a while, but Barbannis gave him that, and that was when Barbannis was the plot mod.
Anyone can take control of an NPC, that's what they are there for really. And if a character arrives at the forest with their army of NPCs then they're not NPCs anymore, but familiars, and become part of their abilities. If they get their army of NPCs after joining then they really are NPCs and anyone can take them over so it's not to be recommended. I suppose a way around it is to make them part of the character as an ability, and tie them together as one would with familiars. The Balraa example was indeed a plot thing, plot characters really do belong to only one person, so that person can also hand them over where needed.
Luxon Cobrat wrote:I can only read this as an open invitation for anyone to PM you if they're interested in running a plot, and that you'll discuss what is needed from them at that point.
It's exactly that.
Luxon Cobrat wrote:And if it's more of a flexible thing, you could indicate that more clearly. I haven't really tried it, so it's a complete mystery to me.
It is way more flexible, so yes, good suggestion, I'll make that more clear.
Luxon Cobrat wrote:Zom is a "her," and she just got over the last time you called her a "him." These therapy bills are piling up, Gaeva.
Dammit!!! I knew that!! Lmao, not again!! Why Zom every time?! Why?? I swear I'm not picking on him. Her. Not picking on her. Ugh, fine, next therapy session is on me.
Luxon Cobrat wrote:I didn't say anything just now. It must have been the wind.
Watch your diet.
Norvilion wrote:I know it's a bit wishy-washy, but I imagine a lot of those concerns might be able to be addressed by treating situations with a human perspective rather than relaying purely on the letter of the law.
Oh please, next you're going to suggest logic, get out of here with your witchcraft!
Norvilion wrote:Likewise characters should be able to grow out of disadvantages if there is story reason for it. By the same token they should be able to attain new disadvantages, or change up how their advantages work. Character growth I think should follow the Rule of Fun, so if it makes sense that you are a little more powerful/less weak after an epic journey it should be allowable.
Yup, all that. Grow into/out of it. Don't snap it into existence.

That music video was sad...
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Re: 12 years of UV! But we obviously need a change.

Post by Lanadyr »

Gaeva Winged Unicorn wrote:Maye even do this OOC and have a thread where people can join up/explain why their characters fits.
Well, I'm inspired. I think I'll add the use of "(see AFTW thread)" to the toolbox that includes "(open)" and "(PM to join)" as a way to keep all of these power level issues to a minimum.
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Re: 12 years of UV! But we obviously need a change.

Post by Roose Hurro »

Gaeva Winged Unicorn wrote: Hey, Roose! Nope, nothing is going lost, just stored away.
Goody... carry on, then. :thumbsup

As for my own contrib, well, I like what I've heard so far, and it sounds like I really can't add anything that hasn't already been considered. I'm still "offline" for now, don't know when I'll be "back up" and able to run here again. Though one thing I like related to the whole "starting over" idea is, it would help me with poor Tiffin, who has lost three loves now, and would be pretty much relegated to permanent bachelorhood for the rest of his life. It would also help me with introducing some new character ideas I've been playing with, as well as perhaps introing some old characters from somewhere else on their timeline (like bringing in Thoee and Deen with their daughter Honalee).

Also, on the whole "Edge" thing... I've always enjoyed Tavern threads, and this reboot could allow the Edge to have a tavern, either "just there" for the taking, or perhaps having a "plot" in which characters decide and then go about building it. Perhaps I could solve my Tiffin problem by having him become the "innkeeper"... who knows? I just think it would add some variety to the Edge. Heh. It could even be built near Khee's Garden, perhaps even built around Tiffin's tree. A place where those who arrive at the Edge can relax in, if they arrive close enough to its location. Yes, with this reboot, Deep Forest is ripe for some new areas, new territories to expand it with. Perhaps... perhaps even have Deep Forest "melded" with bits of the worlds its existence may have touched. I remember a character... Grey, I think his name was. A "closet monster" or "monster under the bed" whose realm touched Deep Forest. Perhaps this idea of permanent "portals" for NPCs to "come out of" could be incorporated into Deep Forest's revampment.

All I know is, The Edge was my favorite haunt here, and it would be nice to not only mod The Edge a bit, but to perhaps create more "edges" for PCs to arrive at. Or at least more than just: "This is the Wasteland, this is The Forest, X marks The Edge, have at it." Or some such. Something to "turn up the wick," so to speak. Don't know if that would help with joining threads, but I can't imagine it would hurt too much, either. Even though The Edge was not strictly the area where new characters HAD to arrive. Far as I remember. :drool
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Re: 12 years of UV! But we obviously need a change.

Post by nightwolf714 »

Character Development: I'm gonna have to disagree, Luxon. I think Gaeva said my opinion pretty well. I think a basic grasp of the character should be there from the get go, even if the character ends up completely changing around as you write like in Norv's examples. I'm not having to have anything really in depth, but just a basic amount. And if our entrance post ends up encouraging more then that's not really a bad thing in my opinion. :)

In the end, it may be best just to simply make it an abilities and personality section and, in the explanation of both, say that we're looking for both pros and cons in those sections. Simplifies it but still attempts to reach the goal desired.

Tiers: Honestly, I wouldn't want to even see tiers used in advertising certain plots. Partly because for me personally, while I find the tier system interesting, I'm not about to use it a lot. That's one thing I like about writing styled role play versus something like DnD, is the flexibility and looseness of it. I do enjoy DnD, but I get hung up on the formulas and stuff sometimes with it. So I enjoy not having to worry about what "level" my character is with forum styled role play. I'm not against it's mild use, but I wouldn't like to see it become a regular aspect of role playing here personally.

The other problem I have about using tiers to advertise certain plots is that sometimes it's fun to be the "Ron Weasly" of the group. Everyone else is powerful and you write an epic post about your character bumbling around, not getting hit by a comedicly large amount of luck. Lots of actiony comedies have that segment and it can be fun to do. So while I can see using the tiers to say, hey, we're facing really difficult and powerful stuff, I think plots should never really be tier exclusive. Especially if you consider the paragraph above.

Abilities: While talking with Norv, I remembered which character it was that I was thinking about when talking about abilities on here. I was thinking of Amy, a kata which is basically a cat/horse mix. She had zero magically abilities. None. She was a cat/horse and that was in. In vanilla UV, that wasn't too strange of an idea. At least, that's how it felt to me. But as UV went on, abilities got more and more focus and in the end, it felt as though it was required. And suddenly having a non-magical character just didn't seem to fit in as well in this setting. I wouldn't mind seeing it go back to the way it was somehow, where abilities and magic was accepted but wasn't required. I think this also fits in with the tier discussion, as anything beyond the lowest tier would probably require some form of magic.

Edge: I ... actually really like the sound of that, Roose. The edge had always been pretty simple with people entering from any point. I made it so that Lep just did rounds out of near bordom or something to excuse it. But having a location or few that is more of an entrance could be an interesting idea.
Last edited by nightwolf714 on Fri Aug 08, 2014 1:53 am, edited 1 time in total.
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Re: 12 years of UV! But we obviously need a change.

Post by nightwolf714 »

Double post.

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Re: 12 years of UV! But we obviously need a change.

Post by Roose Hurro »

nightwolf714 wrote:Edge: I ... actually really like the sound of that, Roose. The edge had always been pretty simple with people entering from any point. I made it so that Lep just did rounds out of near bordom or something to excuse it. But having a location or few that is more of an entrance could be an interesting idea.
Yeah, one of the reasons I had Thoee and Deen haunt the Edge so often, so they'd have a "reason" to encounter new arrivals. Same with my other characters, not to mention Tiffin himself lived on the Edge, to be near where Khee died. So yes, having more Edges as locations for characters to interact more regularly would make sense in this reboot. And would be fun as well, come to think of it. In other words, Tiffin shouldn't be the only Deep Forest resident living at the Edge.

Oh, and if we get a new map, it would be nice to see Khee's Garden given a place-marker, especially if we eventually end up with a Tavern in that location. :innocentgrin
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Re: 12 years of UV! But we obviously need a change.

Post by Lanadyr »

Roose Hurro wrote:Also, on the whole "Edge" thing... I've always enjoyed Tavern threads, and this reboot could allow the Edge to have a tavern, either "just there" for the taking, or perhaps having a "plot" in which characters decide and then go about building it. Perhaps I could solve my Tiffin problem by having him become the "innkeeper"... who knows? I just think it would add some variety to the Edge. Heh. It could even be built near Khee's Garden, perhaps even built around Tiffin's tree. A place where those who arrive at the Edge can relax in, if they arrive close enough to its location. Yes, with this reboot, Deep Forest is ripe for some new areas, new territories to expand it with. Perhaps... perhaps even have Deep Forest "melded" with bits of the worlds its existence may have touched. I remember a character... Grey, I think his name was. A "closet monster" or "monster under the bed" whose realm touched Deep Forest. Perhaps this idea of permanent "portals" for NPCs to "come out of" could be incorporated into Deep Forest's revampment.

All I know is, The Edge was my favorite haunt here, and it would be nice to not only mod The Edge a bit, but to perhaps create more "edges" for PCs to arrive at. Or at least more than just: "This is the Wasteland, this is The Forest, X marks The Edge, have at it." Or some such. Something to "turn up the wick," so to speak. Don't know if that would help with joining threads, but I can't imagine it would hurt too much, either. Even though The Edge was not strictly the area where new characters HAD to arrive. Far as I remember. :drool
Funny you should mention this. I'm designing some new characters for UV, and I've got a plan for two of them to start up a combination coffee shop / machine shop together once they get settled in. I see no reason that they couldn't move that business to the Edge to hop up newcomers on caffeine, fix their weapons, and send them on their merry way (in addition to continuing to serve the rest of the Forest, of course).

And the best part? These two are supposed to be semi-retired, polyverse-travelling adventuring types anyway (about Tier 3 each, maybe Tier 2 as a pair if they're having a really good day), so they'd be doubling as the Forest's first line of defense!

Let me give this some more thought...
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Re: 12 years of UV! But we obviously need a change.

Post by Roose Hurro »

Sounds like a great idea, Lanadyr... a different twist on the Tavern idea. And yes, a place for characters to fix their gear. One of the characters I've been thinking to bring here would be my character Beev, who just so happens to drive/live in a hyperspace-converted bus. Thought he could arrive in a burst of diesel clatter and hyper-glitter, only to have his bus break down on the spot. A repair shop would be what he'd need, right then... heh. That and a cup of coffee. Would be perfect! :p

Would also be fun, since Beev is not only this furry alien critter who looks like a blend of rabbit, squirrel and "other," but just so happens to be a "Surfer Dude". Once back on my own comp, I'd be able to access my "surfer-lingo" again, along with all my other info. And unlike my other alien critters, Beev is definitely a "Tier 5" character, no "special" powers. Which could make his "encounter" with your characters amusing, since he wouldn't (given his history) have had any encounters with such beings. That, and I haven't RPed him all that much, so he needs exercise.
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Re: 12 years of UV! But we obviously need a change.

Post by ddpej »

A few notes for clarification:

My rules comment was made as a general preference, not a specific item on the to-do list. I haven't looked at the UV rules in a long time, so any changes that have been made in the last three years or so may well have already taken care of this.

My stance on overall effect vs. raw power is based on the difficulties of defining what does and does not qualify as "power" as well as the idea that different players and characters have different goals -- and both of those are rooted in the variety of options for character conflict. Physical threat is certainly one form of multi-character conflict, but it isn't the only one; consider mind games, battles of will, social reform, etc. Furthermore, conflict is often very much internal rather than or in addition to external/multi-character, and to limit characters to a specific level of a specific definition of "power" is to throw out an entire subset of potential story conflicts. As for power, well. Influence is power, in the right context, be it widespread or not -- just as brains or mental fortitude or bravery or yes, magic and physical strength can be. Why the insistence that only the latter two matter?

I don't have any particular objection to joining threads when the system is working, for the record. Hell, I used to mod the things way back in the day, and I quite enjoyed it. That said, I must reiterate that at the time there was an IC reason for the RP, that effort was made to keep things moving, and that acceptance was usually granted within the first page (though the threads might well continue to their natural end after acceptance, if the player desired it). Pretty much all of that has been lost since, and I think they all played a valuable role in the original success.

The reason I suggested watchers was indeed because many people are not comfortable approaching authority figures with a complaint. It's one of the unofficial roles I play during my day job, actually; the base level employees will grumble to me about things, but most of them wouldn't dream of taking it to The Powers That Be. Therefore, if I hear about or see something that looks like it could cause trouble down the road, I'll mention it to them myself as something to be aware of. I assume it's been valuable, given that they drag me all over the store asking for my observations now. (Not even kidding. I was pulled off my own workcenter and stuffed into a different one for a full two months not that long ago, with little more than a "This team is brokenish. Find out why? Kthxbai!") :p

I am uninclined to support public polling on anything administrative. I've seen it done, and I've seen it blow up far more often than not. People, as it turns out, are not all that good at differentiating what seems like a good idea for them and what would a good idea for everyone.

-------

The problem with "stick to what you start with" is that there are so many things you have to start with first. The heavily implied requirement, when filling out a profile, is that you cannot apply with merely a wombat who got lost digging through bad earth. You instead really ought to have a seven-year-old (young adult) wombat wearing an open-front collared black vest whose pack contains a pickaxe, rope, matches, a torch, and a dagger; who is practical and down-to-earth with a tendency toward sarcasm and a disdain for shoddy architecture and a fear of ducks; who can dig tunnels without really needing to think about the digging unless it's a particularly tricky site but does get quite worn out as you might expect given the physical labor involved, and can sense when magic and gods are around because her claws itch a bit and things usually get weird except it's not very specific; who is limited because, um.. idk, wombat? maybe no one knows what those are, that sounds good, and she isn't going to kill anybody if she can help it because you just don't do that obviously, oh! and bad earth is a thing, right, that throws off her mojo; who has a family but can't get home now so they probably are going to assume she's dead and sell her stuff, and she learned how to dig tunnels at a perfectly respectable wombat school but got mixed up with someone's magicked fossil.

That particular character is in no way, shape, or form mine, but I did borrow her rather specifically. Digger was introduced to the world in a five-page short comic, just a wombat caught in bad earth; she ended up starring in a 759-page epic that was almost entirely thought up on the fly, and it is made of so much more awesome than it ever could have been had the author known what she wanted to happen or what her characters were like beforehand.

Now, technically, yes, you can grow from the snippet into the run-on sentence. But the snippet would never be accepted at UV, and would thus never have the chance to actually do that particular growing. My issue with UV profiles as they stand (and I fully accept that this is a personal bias, and likely never to be viable here again) is that it is virtually impossible to start with an idea, a hook, and just see where it takes you. A well-rounded character becomes rounded by play; rounding beforehand is a forced shortcut past a long-term natural progression. It can be done. But there's no fun in it (for me), and I'll lose interest in the character pretty quickly. Smoke was the only character of mine that ever lasted, for precisely this reason.
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Re: 12 years of UV! But we obviously need a change.

Post by nightwolf714 »

Perhaps we can do a bit of compromise with the edge. Make it a suggested starting area instead of required starting area. It would be an area where those new could feel comfortable starting out at to get a feel of the place. However, if they want to have a character that, for example, lived in a cave in the mountains, that would be okay. Just that the edge would be more, shall we say, tolerant of newbness? That's a bad way of putting it. But make it so that, for those who are new to forum role play it's a good place to start and have advice on improving if desired.

Just an idea to toss out there for discussion, though to be honest I'm not sure how well it would work.

I also think that, rather the edge goes or stays, the character profiles should be kept. It would just be a matter of posting the profile, having someone look over and okay it or not.
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Re: 12 years of UV! But we obviously need a change.

Post by nightwolf714 »

Thinking on it a bit, I looked at the old verses new character profile templates. I thought some areas could be revamped, or made optional. (Personally, I hated the age vs maturity question, as I never could figure out what to put for my characters' ages.) So here's a version I came up with. Thoughts?

Name: What is your character’s name? Any nicknames?

Species: Can be real animals, mythical creatures, or your own created species. Only things not allowed are basic humans.

Age: How old is your character? Are they a baby, child, young adult, adult, elder?

Appearance: What does your character look like? Skin/fur color, eyes, clothing, etc. Please not that, as basic humans are not allowed all humanoid characters must have some non-natural or easily altered features (such as tails, wings, etc).

Personality: How is your character like? Generally happy, grumpy, apathetic? How do they like people? Any fears, loves, obsessions? This area can be developed as you role play (In fact, we really encourage that!) However, we request a bit of basic information so we know what your character is like from the get go.

Traits: (Optional) Does your character have any special traits about them? These can be things like magical abilities, maybe they always wear a red bandana on their head, or only speaks in rhyme for example. This section is for anything noteworthy about your character that’s not mentioned above. When filling out this character, please take care not to accidentally overpower your character. Superman like characters tend to not be as fun to play after a while. :)

Family: (Optional) Any noteworthy family members that would be helpful for us to know? As an example, a character is snobby family because of an overbearing duke for a father.

Known History: (Optional) This section is for noting anything important from your character’s past. As an example, an untrusting character who was betrayed by a former partner.

How did your character find the Deep Forest: Did your character stumble upon the forest? Where they born in a cave from the Boundary Mountains? Perhaps came out of a hole in the bottom of the River’s Deep?

Misc: Anything that wasn’t covered above?
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Re: 12 years of UV! But we obviously need a change.

Post by Luxon Cobrat »

Gaeva Winged Unicorn wrote: Lux, everything you're listing about NPCs isn't from the rules but from the FAQ, the guidelines on how to go about stuff around here.
If these are enforced guidelines, then they are effectively rules. That's how I always saw them, at least.

But if there is a difference, do these same guidelines apply to HVR, or is that more of an open game where anyone can run a side plot (that doesn't affect the main RP area) at will without requesting plot characters? (If it isn't, I think it should be.)
Gaeva Winged Unicorn wrote: Either someone is running a story and asked to use plot characters, or they aren't, that's the difference really.
Hm... Maybe I'm being dense about this, but that doesn't seem like it answers all of the questions I had. Unless you're saying a person just has to request to use plot characters in general, not request each specific plot character? If that's what you're saying, it could stand to be more clear in the way the guideline is written, because that's not the way I would ever have assumed it worked. And if not, then I'm still confused.
Gaeva Winged Unicorn wrote: Anyone can take control of an NPC, that's what they are there for really. And if a character arrives at the forest with their army of NPCs then they're not NPCs anymore, but familiars, and become part of their abilities. If they get their army of NPCs after joining then they really are NPCs and anyone can take them over so it's not to be recommended. I suppose a way around it is to make them part of the character as an ability, and tie them together as one would with familiars. The Balraa example was indeed a plot thing, plot characters really do belong to only one person, so that person can also hand them over where needed.
Maybe the word "familiars" should be changed to "followers," then? And we (you) should probably decide how big of an army someone should be allowed to have, because I'm pretty sure we don't want someone walking in with a million troops. Or a few thousand, even. Maybe some "indefinite small number" would be okay. Enough that a character would always be able to call more out of their reserves to replace casualties, but not enough that they could bring a huge number into any given scene at once. And there's also a question of just how strong any individual troop can be, because with numbers, that will pile up.

And this line of questioning is already leading me to see how complicated this issue of power levels can be. But at the same time, it's also doubling down the importance I see in regulating it. It's also turning into a real can of worms, though.
nightwolf714 wrote: In the end, it may be best just to simply make it an abilities and personality section and, in the explanation of both, say that we're looking for both pros and cons in those sections. Simplifies it but still attempts to reach the goal desired.
That's agreeable to me. Requiring a rounded-out personality section is a world away from requiring a disadvantages section with "disadvantageous" personality traits. If disadvantages are going to be used to balance out advantages, changing them would throw off the balance of the character, but a personality section could be rewritten without that consequence.

But just remember, the rounder the hole, the fewer square pegs can fit through. If this is the route we take, we'll have to accept the fact that some people are going to be excluded. We've always claimed that UV is open to everyone, but maybe it's not open to everyone.
nightwolf714 wrote: Honestly, I wouldn't want to even see tiers used in advertising certain plots. Partly because for me personally, while I find the tier system interesting, I'm not about to use it a lot. That's one thing I like about writing styled role play versus something like DnD, is the flexibility and looseness of it. I do enjoy DnD, but I get hung up on the formulas and stuff sometimes with it. So I enjoy not having to worry about what "level" my character is with forum styled role play. I'm not against it's mild use, but I wouldn't like to see it become a regular aspect of role playing here personally.
Good thought. I don't want tiers to become exclusionary. They shouldn't be used to decide who joins a plot. Or a thread in general, for that matter. They should be used more to decide generally what to do with a character once they've already joined. Of course, the character's specific abilities should be taken into account too, but the tier should provide a general idea of what they can handle.

Of course, designing encounters to fit another person's character does require devoting a modicum of thought to that character...
nightwolf714 wrote: While talking with Norv, I remembered which character it was that I was thinking about when talking about abilities on here. I was thinking of Amy, a kata which is basically a cat/horse mix. She had zero magically abilities. None. She was a cat/horse and that was in. In vanilla UV, that wasn't too strange of an idea. At least, that's how it felt to me. But as UV went on, abilities got more and more focus and in the end, it felt as though it was required. And suddenly having a non-magical character just didn't seem to fit in as well in this setting. I wouldn't mind seeing it go back to the way it was somehow, where abilities and magic was accepted but wasn't required. I think this also fits in with the tier discussion, as anything beyond the lowest tier would probably require some form of magic.
That's also a pretty big part of why I want to take the focus off of advantage/disadvantage balance and put it onto overall combat power. If a character is just a horsecat or an elf with a sword, I don't think there's any reason to have to explain its abilities in exacting detail. Extraordinary abilities are what should be defined.
Lanadyr wrote:
Roose Hurro wrote:Also, on the whole "Edge" thing... I've always enjoyed Tavern threads, and this reboot could allow the Edge to have a tavern, either "just there" for the taking, or perhaps having a "plot" in which characters decide and then go about building it. Perhaps I could solve my Tiffin problem by having him become the "innkeeper"... who knows? I just think it would add some variety to the Edge. Heh. It could even be built near Khee's Garden, perhaps even built around Tiffin's tree. A place where those who arrive at the Edge can relax in, if they arrive close enough to its location. Yes, with this reboot, Deep Forest is ripe for some new areas, new territories to expand it with. Perhaps... perhaps even have Deep Forest "melded" with bits of the worlds its existence may have touched. I remember a character... Grey, I think his name was. A "closet monster" or "monster under the bed" whose realm touched Deep Forest. Perhaps this idea of permanent "portals" for NPCs to "come out of" could be incorporated into Deep Forest's revampment. All I know is, The Edge was my favorite haunt here, and it would be nice to not only mod The Edge a bit, but to perhaps create more "edges" for PCs to arrive at. Or at least more than just: "This is the Wasteland, this is The Forest, X marks The Edge, have at it." Or some such. Something to "turn up the wick," so to speak. Don't know if that would help with joining threads, but I can't imagine it would hurt too much, either. Even though The Edge was not strictly the area where new characters HAD to arrive. Far as I remember.
Funny you should mention this. I'm designing some new characters for UV, and I've got a plan for two of them to start up a combination coffee shop / machine shop together once they get settled in. I see no reason that they couldn't move that business to the Edge to hop up newcomers on caffeine, fix their weapons, and send them on their merry way (in addition to
continuing to serve the rest of the Forest, of course). And the best part? These two are supposed to be semi-retired, polyverse-travelling adventuring types anyway (about Tier 3 each, maybe Tier 2 as a pair if they're having a really good day), so they'd be doubling as the Forest's first line of defense! Let me give this some more thought...
I support this endeavor. If there's going to be an Edge, I like the idea of there being a natural gathering place there. It does give people a reason to meet each other there.
ddpej wrote: My stance on overall effect vs. raw power is based on the difficulties of defining what does and does not qualify as "power" as well as the idea that different players and characters have different goals -- and both of those are rooted in the variety of options for character conflict. Physical threat is certainly one form of multi-character conflict, but it isn't the only one; consider mind games, battles of will, social reform, etc. Furthermore, conflict is often very much internal rather than or in addition to external/multi-character, and to limit characters to a specific level of a specific definition of "power" is to throw out an entire subset of potential story conflicts. As for power, well. Influence is power, in the right context, be it widespread or not -- just as brains or mental fortitude or bravery or yes, magic and physical strength can be. Why the insistence that only the latter two matter?
I'm not saying only the latter two matter. I'm saying I only want to limit, or at least regulate, the latter two. I don't think characters should be restricted in how much influence they can gain, or how clever or brave or personally resilient they can be. Though, to specifically respond to one of Viz's examples, if someone can engineer a technological device that lets them shut down a supposedly more powerful character, that should be listed as an ability, because that's not something someone should be able to just pull out of their pocket.

Basically, we shouldn't have deus ex machinae in RP. A character shouldn't be able to just pull a solution to a problem out of nowhere. If a character is described as an elf with a sword, it's reasonable to assume that the elf can use the sword, and also has the mental capacity to gain political influence and demonstrate bravery, cleverness, and resilience. It's also reasonable to assume that the elf can be killed in any way a human or any other living creature could be killed, so having a sword isn't such an extraordinary thing that the elf would need some special disadvantage to make up for it. However, if the elf gets surrounded by a pack of orcs and suddenly throws a grenade at them to escape, that would be a deus ex machina if it hadn't been previously declared that the elf had grenades, whether as an ability on his character sheet or because he had previously bought some grenades in RP from Entropy's Grenades and Baking Soda Emporium! (Bring your friends! Bring your children!). And if he gets surrounded by an army of orcs and starts throwing fireballs, his profile needs to say that he can throw fireballs, and give some indication of about how many fireballs he can throw or what throwing fireballs costs him, because if he can throw infinite fireballs, this problem becomes a non-problem.

Of course, we could just go completely libertine and let people do whatever they want, but I don't think Gaeva will agree to that in a million years. Just think of the chaos! Think of the children!
ddpej wrote: I am uninclined to support public polling on anything administrative. I've seen it done, and I've seen it blow up far more often than not. People, as it turns out, are not all that good at differentiating what seems like a good idea for them and what would a good idea for everyone.
Depends on the community, I guess. This one's not really used to democracy, so I guess we probably shouldn't put things to a vote. Still, this discussion seems to be leading to some good ideas, or some ideas that seem good, anyway, so gathering opinions can be beneficial.

I'm mostly just leary of rules expansion cutting into creativity and making things feel oppressive. I think any rules added need to be carefully considered from every possible angle.
nightwolf714 wrote: Perhaps we can do a bit of compromise with the edge. Make it a suggested starting area instead of required starting area. It would be an area where those new could feel comfortable starting out at to get a feel of the place. However, if they want to have a character that, for example, lived in a cave in the mountains, that would be okay. Just that the edge would be more, shall we say, tolerant of newbness? That's a bad way of putting it. But make it so that, for those who are new to forum role play it's a good place to start and have advice on improving if desired. Just an idea to toss out there for discussion, though to be honest I'm not sure how well it would work. I also think that, rather the edge goes or stays, the character profiles should be kept. It would just be a matter of l posting the profile, having someone look over and okay it or not.

I think the Edge is a good place to develop a character through RP, anyway, if you can get activity. Maybe we could go about it in the opposite way of what we have been. Instead of dropping a completed character at the edge and playing it until it gets accepted, people could bring newly-conceptualized characters in there and play them until they know enough to finish filling out the profile. This seems like a useful purpose.

Though, I think people can do that anyway, but it isn't advertised, and I think you still have to wait to get accepted after you've finished the profile.

Regarding your profile design:

I like the format. Seems like it covers the areas that need to be covered, and the optional points make sense to be optional, though I'll say something about traits in a minute.

The personality section is good overall. But if we're going to require personality flaws, we need to say so specifically. "Please round out the character with good and bad traits, as nobody's perfect."

And traits, if I get my way, should be more semi-optional than optional. "If the character has any exceptional abilities, list them here, along with the limitations of those abilities." Might need to be a little bit direct about it so they don't think this is something they don't have to do. Don't want to have to go from playing nice to dropping an ultimatum.
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