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MMO RPG?


Snowy_One
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17 members have voted

  1. 1. Would you be interested in this?

    • Yes. Sounds interesting and potentially cool!
      11
    • No. Sounds boring/dumb.
      4
    • No. I'm too full on other RPG's ATM.
      1
    • Yes, but not with Snowy in charge. Oust that idiot and install a real GM and I'll play!
      1


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Been watching Sword Art Online and the thought of making an RPG based off an MMO came across my mind. It's not like such a thing is impossible (and don't worry, it won't be based off SAO) and with the format here it would be totally possible; so here is my idea.

Players will be partaking in a virtual world with four distinct topics. The first one will be the standard Roleplay topic in which all the interactions and everything takes place, more or less free from the timeline. The remaining three will be dedicated topics for questing and item-gain with topics for solo, group, and 'raid' (read: Story-based group battles) topics. If such a thing is permitted I would like to make each its own unique topic, but that's beyond my control.

Fully fleshed out lore and worlds. This is fairly easy for me to handle and is fun to write. After the backbone is established I'll be more than glad to incorporate others ideas into the lore of the world as well as adding in the current on-goings of the world to the lore.

Skill-based combat and personalized loot. While there are guidelines, limitations, and the like each player will have access to a series of skills that can be personalized, even requested, for their own personal usage. No need to thumb through a long list of gear you won't use as most of the stuff will fit you. Additionally, in lew of levels, each player will be allowed to use a series of skills determined by their gear and personal training. You will not fall behind (unless you're seriously slacking off).

No need to have me as a GM. While I will remain 'in-charge' I will not be responsible for all the ongoings of the world. I will select a few stand-out volunteers to aid in the running of quests and the like. So, if you don't want me running your quests and would rather have someone else, just be sure to ask.

I am undecided if people will be playing as people playing the game or characters within the game, but either way, if people are interested, I'm sure I can handle it.

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Funny you mention SAO, as I was watching the abridged version earlier ... anywho, I'm not sure how you'd be 'in charge' but not be the GM. Delegation's fine, but you really want to be crystal clear about who does what or you might wind up in a classic power struggle.

The skill bits you mentioned sound 'liberating', but that has me worried as much as intrigued. I'll just wait around for more info since the system+lore will either make or break it for me. And lastly, not a big fan of 'off timeline' and 'solo' topics. The former probably wouldn't be so bad if people were QTing everywhere and it was easier to sort out what's happening, but cluttering up the forum with whole threads revolving around one character's item quest is just ... blegh. There has to be a better format for this sort of thing.

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System-wise what I'm planning to do is this. There will be a bunch of skills divided into three primary classes, General, Class, Personal, with a fourth 'flavor' class that won't have any direct effect on gameplay (taking the role where professions like Blacksmithing or woodworking would normally go). Each skill with have a variety of different levels and completing quests will grant points that can be used in said categories. Certain pieces of gear may be able to boost the effectiveness of a skill as well. While General and Class skills may be, more or less, set, the third catagory will be for personalized skills that can be requested from the GM/staff and will be able to suit the players unique play-style. A very quick example for, say, a healer might be this:

General Skills: HP: Rank 5/30 (25 HP)

Defense: Rank 2+1/20

Class skills:

Quick Heal: Rank 3/10

Renew: Rank 5/10

Personal skills:

Barrier: Grants an amount equal to half a quick-heal spell as temporary HP that can go over the HP limit.

Flavor:

Master Herbalist

Gear: Pants with too many zippers (+1 Defense)

Obviously this is just a quick draft as it does not have all the skills by a LOOOOOOONG shot and I haven't quiet figured out the combat system in its entirety yet (I don't want it to be a repeat of LoAF's system).

As for the world I'm planning to do a world set in which the undead have overrun the continent and only a few bastions of life in general have survived and are stuck in near-constant fighting in order to simply survive. Many races, even former enemies like humans and snake-people, have been forced to live together unwillingly lest they end up in a pot for zombie stew. Tensions are high but slowly some headway is being made against the undead; yet a third problem is arising in that people from other continents seem wholes uninterested and willing to kick out the current living inhabitants to claim the land for themselves, considering the undead to 'be a problem that could be solved easily if you would forsake those non-humans'. As much as the people in the remaining bastions would like to believe it they know full-well that it isn't that simple as they see the undead on a daily basis.

From there I'm planning to build outwards as this is, currently, just the rough sketch. When crunch-time comes I'm going to be able to fill it in with a ton of backlore and the like.

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Another zombie infestation? Undead scenarios are a bigger threat to creativity than to society. It's one of my least favorite topics, yeah but depending on the rest of the setting I might be able to deal with it. Just depends. Not much else I feel like commenting on right now lol

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I think playing the characters themselves makes more sense, I don't really see any reason to play the players playing the characters. I dunno what that would even look like lol.

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Another zombie infestation? Undead scenarios are a bigger threat to creativity than to society. It's one of my least favorite topics, yeah but depending on the rest of the setting I might be able to deal with it. Just depends. Not much else I feel like commenting on right now lol

Believe it or not, I actually agree. Lots of times just used for a quick baddie and tend to be very uninteresting. I wouldn't suggest it if I didn't plan on using it in some manner.

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I think playing the characters themselves makes more sense, I don't really see any reason to play the players playing the characters. I dunno what that would even look like lol.

Playerception

We need to go deeper

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It does sound like an interesting concept. Hmm, I'll think about it.

I think playing the characters themselves makes more sense, I don't really see any reason to play the players playing the characters. I dunno what that would even look like lol.

Personally I'd think the opposite, considering the MMO concept. In fact, by RP'ing the characters themselves then the MMO premise becomes moot, in my opinion.

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Alright. Some work/thought put in and here are the ATM races and classes. No skills provided as I want to be sure on how they'll work first. Not all classes are included.

Human: When the Rot came and infested the land mankind was widely divided, split along two primary groups with their own factions. Though the most numerous race by far they were also easily the most divided. The two primary groups were the nomads and the farmers. The nomads wandered the land, often seeking out wealth, power, and adventure as they sought the most fertile places upon the earth. While this caused many to become bandits, seeking the easy life, just as many held no similar intent in their hearts and were content simply to wander in massive caravans. The second, the farmers, took the land they had settled down upon and started to nurse it into health, bringing forth a yield. Though weaker and less capable than their wandering brethren they quickly grew to outnumber them and started to forge together their own nations spanning far more land and people than the nomads could manage. Much infighting between the many groups arose with some trying to formulate a unified front, some seeking to focus on entirely different problems, and some even willing to encourage the blight to remove other groups. When it finally became clear that no land would remain untouched many of the nomads had been slain and many of the small nations had fallen. Those few remaining tried to hurry into the fortified towns build of wood, earth, and stone, building up fortifications that had only rarely existed before then to ward them off. These few places have become the last bastions of life in the land.

Mankind is unable to wield magic on their own, but can access holy powers granted by the gods.

Homunculus: Made of dark and unknown arts by nomad witches Homunculi are unnatural beings of this world. Though they can look like humans to the untrained eye they are distinctly not human and hold many physical distinctions from them; such as unnatural physical weakness and, most telling, the ability to wield arcane magic. This is their purpose and the reason why they were created; to tap into the natural magic of the world that flows around them in a way no human could. However, due to their unnatural nature men tend to dislike them immensely and it is only the need for front-line warriors that has caused them to put aside their dislike for their own creations for now.

Homunculus cannot be defense-focused classes such as Warrior or Paladin.

Serpentine: Half-man, half-snake beings whom dwelled within the marshlands to the south. Mankind and the Serpentine have hated each other for centuries. It is said that the Serpentine arose from a group of men in worship to a druidic god and sought to control nature; only to have it spat back at them and turn them into half-man, half-snake, beings. The Serpentine claim that it was the other way around and they were trying to stop a god from entering the world only to be cursed upon his defeat. This has caused much hostility as the Serpentine view mankind as betrayers and man sees them as not only unnatural, but outright cursed. When the Rot started the Serpentine almost rejoiced, until the undead encroached upon their homeland. The marshy swamps, filled with many creatures from their years, proved to be a natural home to the undead and the Serpentine held no hope of holding on to their lands. They fled towards the human-lands, keeping their distance as best as possible even as the viable land around them vanishes. They are still not allowed to officially 'settle' within the city but it is often hard to tell if a Serpentine is just visiting or actually living, especially with guards more focused on maintaining order than anything else.

Serpentine cannot wield healing magic in any form; though are not banned from any class (except Mechromancer). Lifestealing is permitted.

Harpy: Winged women of the oceans. For the longest time mankind, serpent-kind, and harpy-kind held a mutual understanding of each other. Harpies tasted delicious when cooked and, in turn, human and serpent-kind were nice to eat. They did not get along at all. While occasional travelers and witty people were able to forge relationships between the races the concept of anything other than fighting and snacks seemed impossible. Until a mere hundred years ago when the Harpies were forced ashore by intense storms that wrecked the islands the harpies called home. Quickly building up small shacks of driftwood along the shorelines they tried to hold on to life only to find themselves grounded and ripe prey for the many beasts they had previously not even known existed. Within five years the harpy population had dropped by a third. Then salvation came from the pixies whom guided men towards the harpies and provided a barrier between hungry mouths and hands eager for revenge and, slowly, an alliance was formed. The harpies, while considered 'below man' were to be added in with the human caravans as flying escorts capable of scouting, quick travel, and the like while mankind provided protection in return. While it is still not impossible to find the occasional merchant selling fresh harpy meat out in the open, harpies have learned to grin and bear it most of the time and have become almost valued companions among mankind. Serpentine still see them as little more than flapping annoyances that taste good and were forced to give up eating harpy upon leaving their homeland to the frustrations of many.

Harpies cannot wield magic in any form but have full access to physical classes.

Pixie: Beings formed of pure nature and the only race on true 'friendly', even 'beloved' terms with all others... including the races that can't even speak like fish... pixies are magical beings that, though childish and often prankster-prone, are benevolent and helpful. They can also be annoying which causes some to desire to crush them. And being small flying beings makes them prime 'playtoys' for things like cats and dogs. Not to mention that, clocking in at only a foot high at adult-hood, they are simply incapable of delivering more than a pinprick in combat. However, as beings of pure nature, they are brutes of magic to the point of even being able to alter their size for short periods of time, a feat not possible except by the most powerful priests and mages. However, this time is far too limited and magic-dependent for direct combat.

Pixies cannot be physical classes but can wield magic in any form.

Classes:

Warriors: Do I even need to describe them? Warriors were formed from the most basic need of having hunters take down larger prey. Surprisingly being able to take down a large animal is very helpful in taking down other men. Despite this the term is less descriptive of any specifics of the class and more describing of 'people who hit a lot with big sticks'. A warrior for the Serpentine is far different than a warrior from a warrior for the Machinists. However, of late a few things have started to separate 'true' warriors from men with sticks; such as training and a focus on weapons instead of sheer physical might and wild swings.

Archer: Bows have become a potent force in the realm of combat, even against a foe which can be as durable as the undead. Not only has the bow allowed many to take to the field as hunters, bringing in valued meats to the bastions, but a pinned foot is a pinned foot regardless of undead or not. Plus, recently, some have developed manners to set arrows on fire without the aid of magic! An invaluable aid in the war against the undead! With magic the potential for low-cost/high-potency spells is outright invaluable.

Priest: For as long as beings have fought upon the earth there have been those that stood beside them, shouting words of encouragement and aid, trying to bolster them on. For them this became a calling of the gods themselves, though they answered in many different ways. Some took this role to signify a chance to serve, help, and heal others, others took it as a role of power and dominance from which they could hold true control over the masses. Either way, the gods heard their call and answered. Each priest was sent to the God they were most in-alignment with and, at the behest of their god, are sometimes granted favors by them. However, in a odd twist, many have taken up the mantle lured by the power, convinced that the gods do not care or can be manipulated like any other man, while others seeking to simply help others have taken up the role despite a lack of true connection with the god they claim to serve resulting in a major disconnect within the priesthood.

Paladin: With the rise of the undead a new form of warrior has emerged. Hardened by years fighting against these specific foes, learning their every weakness and how to counter them, a new order has started to form. Focusing on defensive fighting to keep the hordes at bay, wearing heavy armor to protect against bites and infestations, and seeking the aid of the gods regularly to try and aid them in combat against a foe beyond their understanding the Paladin has become distinct from their warrior brethren. Unfortunately this focus on multiple battle-styles along with the time in prayer and a lack of true definition has lured many fanatics seeking justification for their zeal and often harmful deeds, leaving the order struggling to define itself before it collapses.

Magician: Tapping into magic is no small feat and few can do it. Being able to manipulate the primal forces of nature at will without having to seek the aid of the gods is something only dreamed about by man. Throughout the years mankind suffered at the hands of the slew of magical spells held by their foes, capable of manipulating the fabric of reality and, at times, seemingly able to grow entirely new abilities at will unconnected to their prior ones. The desire for such magic drove mankind to develop the Homunculus to try and tap in to it.

Summoner: To hold something, anything, is to hold a shard of its very essence within your hand. Most beings cannot fathom this in the slightest. Present them with a shirt and they do not see the sheep the wool was gathered from, the grass that was eaten, or the like. They only see a shirt. To a few this was not so. Manipulating magic they became capable of drawing out the essence of a being before them, some even managing to tap into abstract concepts, to use as their allies. Their allies they promptly dominated and used to fight. Serpentine almost revere their summoners as much as their priests for their swamps held many beasts granting them much power and the ability to fight back against mankind. Humans saw them as an abomination to be destroyed until their homunculi showed they could utilize similar powers. However, between their dislike of the 'unnatural' homunculi and the strange magic the art is still highly looked down upon and shunned to be even practiced by those they are not absolutely certain about. Among the pixies summoning is just as natural as calling a friends name and the lack of the ability at at least a basic level (calling forth flowers for example) is simply impossible. If only the humans knew that the little beings that they like were doing such arts all the time.

Edited by Snowy_One
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Despite the juicy racial lore and inter-species hatred, it makes me feel a little sad to know that if/when the RP starts no one in-character has a reason to bring out such dynamic cultural distinction. The horror of a zombie infestation is rendered moot with respawns.

Actually about respawns in your setting, how is it handled in lore?

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I've been debating how things like this might work. My current running theory is that they know all the mechanics of the MMO, just don't grasp that it's a game and think it's just how their world works. The mysteriously long Tuesday nights run by the god "Mayan tain ants" is not some mechanic but just part of their world per-say.

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Oh, so it'd be the characters aware of some of the real world effects but without knowing what it actually is? That does have potential...

Edited by Acacia Sgt
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For the record, this is NOT going to be medieval but, rather, bronze-age/barbarian times. Rough, tough, might-makes-right, with society only starting to emerge from the chaos.

Also, the combat system, ATM, is going to utilize a dice-pool consisting of D3-1 dice (so you'll get an answer between 0 and 2). The idea is to make it so that players want to keep up a stream of active abilities and combos for as long as possible.

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instead of a magician use elementalist

also New classes idea

Thief:Swift Fighters wielding daggers rather weak weapons who are dual wieldable and have high crit rates to them this class holds the highest dps% out of all classes and is offensively oriented while not inherently bulky they can use Mid armor unlike most mage classes Speciality:Steal

Shapeshifter:Fighters who rely on taking forms of animals and creatures for several tasks when needed like speed and strength those who belong to this class have diffrent HP and Armor rating depending on there form at base they can wield Mid Weight armor Speciality:Shapeshifting

Now for specialities:

Warrior:Fury-150% More attack damage and speed for 3 seconds at the cost of most of your stamina 2 turn cooldown

Paladin:Gaurdian-5 second Big shield effect for all your allys including you 3 Turn cooldown

Priest:Renewal-Fully heals all allys including self inflicts regen effect for 30 seconds 5 Turn cooldown

Archer:Sure strike-100% Hit on all attacks for all allys 100% crit chance for self for 5 seconds 3 turn cooldown

Elementalist:Elemental Storm-Giant AOE strike on all the map effects high amounts of damage and may inflict all the elemental status effects (burn freeze para) 4 turn cooldown

Summoner:Summon-Kinda explains it self

Shapeshifter:Shapeshit-^

Rouge:Steal-Steals an Item from an enemy effect by your agillity allows lockpicking of sealed doors

These are all ideas

Edited by TTPK_Tal
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I already considered the idea of the thief class and am still split on it. It's a bit too... traditional... if that makes sense. If I did include it I'd want to at least rename it as 'scout' or something. Also, as this is MMO-based, stealing items and/or gear is outright broken. Even if 'returned' after the battle (I'm not going to focus on that plothole) the chance of some random thief stealing the endgame gear just seems too broken both gameplay and lore-wise (why would they design that?).

Shapeshifters were also considered in the original Mechronoid race in that they were going to be able to turn into 'mechanical animals'. However I couldn't find a way to justify it lore-wise.

Anyways, ideas have been flowing, but between one of the most annoying transcriptions I've had to do in a while (STOP SPEAKING OVER EACH OTHER!) and some other things I've been busy of late.

However, with that said, expect this topic to come up sometime this weekend.

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I already considered the idea of the thief class and am still split on it. It's a bit too... traditional... if that makes sense. If I did include it I'd want to at least rename it as 'scout' or something. Also, as this is MMO-based, stealing items and/or gear is outright broken. Even if 'returned' after the battle (I'm not going to focus on that plothole) the chance of some random thief stealing the endgame gear just seems too broken both gameplay and lore-wise (why would they design that?).

Shapeshifters were also considered in the original Mechronoid race in that they were going to be able to turn into 'mechanical animals'. However I couldn't find a way to justify it lore-wise.

Anyways, ideas have been flowing, but between one of the most annoying transcriptions I've had to do in a while (STOP SPEAKING OVER EACH OTHER!) and some other things I've been busy of late.

However, with that said, expect this topic to come up sometime this weekend.

The idea of steal is just disarming and thieving gold

Take disarm and add FE4 steal and combine them basicly

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The luck will be... mixed. While it's going to rely on dice-pools there will be ways to ensure damage, reroll bad rolls, and the like.

The RP is, actually, TECHNICALLY done in that I could release it now and people could sign up... assuming they didn't mind not having all the classes available and inconsistencies between various bits of lore. Quite a few things are going to need to be ironed out after the RP gets released. For example the Priest class is going to have an 'alignment' system unique to them in which, whenever they cast a spell, they'll be pushed towards 'dark, neutral, or light'. Being in full alignment gives bonuses while being of the opposing alignment gives penalties to the priest. It's unique, but getting it to work right on the first go is going to be difficult at best. Good thing this is going to be MMO-based and patches will be a viable thing!

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