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Title: The Transcendance Roleplay--Out of Character

davidescaflowne - January 22, 2006 02:10 AM (GMT)
Okay, here we go.

First, we need a tally of those interested, and those persons character profiles. Then, we will establish the rules, get examples, etc.

Now, the Character form. Here's the basics for what you'll need to play.
Name: self explanatory

Sex: once again, self explanatory.

Age: one more time now, self explanatory. The only real thing on this one is that your character can only be a kid (under 18) if your a civilian. Not to say that you couldn't be one, it's just that it's unlikely that your character (as a kid) could fly a space ship.

Subspecies: What kind of human are you?

Appearance: Your personal appearance and the clothes on your back.

Personality: How does your character interact with others?

History: Your background. Your motivations, how you got to where you are, etc. Please ask yourself this question first: 'Does my character's past explain how they got to be who they are/where they are today, or does my character exist to exhibit their past?'

Ship: What ship are you flying? (for now, keep it fairly simple... later on we can expand and get better ships)

Weapons and Armor: What is your ship equipped with?

Skills: What is your character good at?

Anyway, moving on. Here are the rules that are in place for this RP at the moment. These are base rules that we can build off of, but we shouldn't have less rules than this.

You can't be invincible or immortal! You must be able to get hurt.

You are not allowed to kill anyone without their permission.

You cannot speak for another person.

Please try to stick to your storyline.

DO! NOT! GOD-MOD! (don't control other peoples characters)

No childhood prodigies! Also, on the same note, you can't start with an awesome ship. You have to earn it piece by piece.

You can't find/kill a ship with a huge thing of loot inside. Pretend this is an actual game and stick with the realities.

[edited: added these new rules]
No zoanthrope characters. This one is obvious, I think.

No neo-human characters. This one I'd be okay with the occasional exception, so long as the new species is very well thought out and believable, but even then I'd be a hard sell.

No characters belonging to hostile factions. Meaning, no Ares, no Slavers, etc.

No violent criminals, please. Meaning, smuggling is okay, piracy is not.

Try to keep the amount of combat in general low, this should be a primarily character/plot driven RP. While you are allowed to fight, ask the other person if they are okay first.

Please keep enhancements and augmentations from making your character 'perfect'. Genetic enhancements should be very minor tweaks, they don't make your character super-human. For example, gene-tweaking could insure that your character has good eyesight, even if they come from a long line of people who can't see squat without glasses. Keep cybernetics in reason, and please no neural hook-ups to computers.

Try to use complete sentences with proper spelling and good grammar. Perfection is not required, but you should try for it.

Posts need to be at least three sentences long, at least. Give the other person something to actually respond to.

Actual Gameplay.
The way I'm imagining the gameplay is that people would fly around a system together (in ships, convoys, etc.) or separately (and they would meet randomly). People could do battle, one attacking in one post, the other defending in their next post. We won't do any sort of stats, but the battle system will rely on your writing and integrity (and if you say you dodged something you shouldn't have... you'll be yelled at). After a given amount of time, we would all move to the next system and the next set of adventures. Before we start the gameplay of a system, we would outline what is actually in that system.

Those are my ideas for now. All of them can change, they're just my base ideas to get started. Please post your criticisms, characters, thoughts... whatever.
Also note that I've borrowed some ideas from Sero. Thanks a lot for your help!

fossaman - January 22, 2006 03:41 AM (GMT)
self explanitory

You misspelled explanatory. Three times.

Other than that, sounds fun. Count me in.

Name: Terrence Longwright

Gender: Male

Age: 22

Subspecies: Augmented Human (see the Humans and Neo-Humans thread in the official information section)

Appearance: Six feet tall with a wiry frame, Grey eyes, red hair. He has a computer embedded in his left arm, with a screen running along the forearm. He generally dresses in grey coveralls.

History: Terrence is the son of a corporate mechanic. From an early age he was trained in ship maintenance and repair. At the age of 14, his parents scraped together enough money to send him to a military prep school. However, when, at the age of nineteen, he applied to military flight school, he was found to have 'insufficient reflexes' and was barred from entry. He spent the next three years working as a mechanic on corporate stations, and has finally scraped together enough money to buy a ship. Using his newly acquired Borer II, he joined a mining co-op as a junior member.

Ship: Terrence is currently flying a Borer II.

Weapons and Armor: Terrence's ship is currently equipped with standard Borer II gear, plus a patcher arm that he put together himself from spare parts.

Skills: He's a decent pilot, not phenomenal. He's excellent at maintenance and repair. It's almost an instinctual skill. He's also very good at making gear function at above normal capacity.

Sero - January 22, 2006 07:03 AM (GMT)
Name: Lt. jg Chris 'Durandal' Tenal, ret.

Age: 19

Gender: Male

Subspecies: Enhanced/Augmented Human

Appearance: Six foot one, brown hair, green eyes, lean frame. Prosthetic legs and left arm. Legs are synthetic musculature over a lightweight metal frame 'skeleton', covered in a skin-like artificial covering which is an opaque pure white. Real left arm ends in a metal hub of connections, designed for interchangeability in prosthetics, ranging from an amazingly realistic 'social' prothetic, to a more practical mostly metal prosthetic hand with rubber-like palm and fingertips for traction, to an 'omni-tool' prosthetic useful to any technichian or mechanic.

History: Chris was raised in a Commonwealth-sponsored creche, until the age of seventeen where he lied about his age to enlist in the Commonwealth fleet. He served satisfactorily but unremarkably for two years, until his Centurion was damaged and he was injured on a routine escort of a refugee convoy, resulting in the loss of both legs right below the kneecap, and his left arm right above the elbow. He and his craft were recovered, and he was stablized. The young Ensign was promoted to the rank of Lieutenant, junior grade, and honorably discharged, with a send-off present from the hanger crew of having his near-totaled Centurion sold to him as surplus for a paltry sum. Out of gratitude, the refugee convoy agreed to take him and his wreck of a vessel to St. Katherine's, where he could have his lost limbs cloned and replaced. Upon arriving, the attitude of the Commonwealth goverment towards veterans from the fleet was made abundantly clear when he was placed at the bottom of a 7 year waiting list for replacement limbs. He then agreed to an indenturement contract of several months with a Tinkerer for a set of prosthetics, and spent his free time and spare wages toward the repair of his vessel. He now survives pulling odd jobs, asteroid prospecting and freighter escorts, and the like, unsure of what to do next.

Ship: Surplused Centurion

Ship equipment: Standard Centurion gear, plus a bolstered sensor array for prospecting and a damaged ICX turret purchased from a tinkerer, repaired by himself. Due to his inability to get it to track quite as accurately as he'd like, the laser has been stripped out and replaced with a flak-canister launcher.

Skills: He is an excellent combat pilot, and a decent technichian to boot.

Special notes: Chris possesses a special p-suit designed for him to be able to fit over his prosthetics.

Aegeus - January 22, 2006 03:13 PM (GMT)
Name: Nero Atria

Age: 23

Subspecies: Enhanced Human

Appearance: Tall and thin, with tanned skin and dark hair. His eyes are genetically enhanced for keen vision, and his body has been enhanced for slightly greater endurance.

History: Nero is an escort pilot who works for a very unusual group: Nomads. He escorts them through dangerous areas where there are adventurers (though Nero would call them pirates) who like to hunt down nomads for their loot. He occasionally works at Korolov Shipping as well. His home is typically on whatever nomad he's traveling with at the moment, or he could rent space at a commonwealth station.

His family has been in the escort business for years. He naturally followed in their footsteps, but his support for nomads is not ancestral. Then, one day, he was escorting a freighter and, to his surprise, it docked with a nomad. There, Nero got his first glimpse of the interior of a salvager. It wasn't just a wandering wreck-eater, It was a huge colony of hundreds of people. And yet, many pilots were perfectly willing to hunt them down and take their loot, even though it cost the lives of everyone on the colony. With this in mind, he offered his services as an escort to the next nomad he meant. This was both good for his morals and his budget, as the salvagers often paid him in salvaged gear.

Ship: Nero flies an upgraded Hammerhead II gunship.
Equipment: Dual recoilless, a cannon accelerator, and class II deflector.

Skills: Marksmanship, Tactics, and Trading.
Unskilled at: Ship repair, Technology, Mechanics.

Is there going to be an overarching plot, or is it just going to be us flying around and doing stuff?

EDIT: Added more history to explain why he escorts nomads.

davidescaflowne - January 23, 2006 12:47 AM (GMT)
QUOTE (fossaman @ Jan 21 2006, 09:41 PM)
self explanatory

You misspelled explanatory. Three times.

I fixed it... as well as the other spelling errors.
Here's my addition:

Name: Vincent Ōkami (wolf)

Sex: Male

Age: 21

Subspecies: Augmented Humans

Appearance: Vincent usually wears black slacks and a black dress shirt. He keeps the top button unbuttoned, wearing a white tie loosely around his neck. Also, he has an old suit jacket made out of synthetic silk. He has dark blue eyes and white hair. He wears sunglasses day and night, on the ship or not.

Personality: Vincent, while an honorable person, has a hard time being empathetic. He has adopted a nonchalant air about the world, doing whatever it takes to live.

History: Vincent began life as the offspring of a high ranking military officer and his beloved politician wife. His superior connections served him well, and after becoming Augmented (through genetic therapy) he quickly rose through the ranks of the military. His spoiled life ended when he and his father were assigned to the Europa. The stress of not dying, although they were out classed by the Ares' equipment, quickly built up inside Vincent. The last step off the diving board (into the deep end) was on a routine recon mission to the newest Ares Commune when a huge Ares fighter and it's escorts ran into Vincent's squad. Both sides calling reenforcement lead to a huge battle, the likes of which quickly exhausted both sides. The end result was most of Europa's fighters being destroyed under Vincent's command. As the Ares rushed Europa, pressing their advantage, a blast knocked Vincent unconscious.
He woke up three weeks later, his father killed along with 97.54% of the Commonwealth forces. A three of the officers and their subordinates had decided to abandon ship before the Ares' reenforcement came, and on their way of the system, they spotted Vincent's distress signal. They rescued him and made him the hero that saved them all (who also would receive the blame for the loss of an entire colony). Vincent had a full head of white hair (the doctors attributed it to the severe stress), and a lot of explaining to do. He ended up being honorably discharged for mental reasons, the military not wanting to trust someone who had been under such stress. He took a job as a freelancer, doing whatever anyone would pay for (like piracy, smuggling, assassination, whatever).

Ship: Vincent flies the Pheonix Micro Fighter.

Weapons and Armor: A Omnidirectional Heavy Laser Flux cannon, a hull plate ionizer, and XHM (I think, gotta go check) armor. He also has a smuggler's hold.

Skills: Vincent is very good at getting the job done. He will do anything, remove any 'obstacles' in his way, whatever it takes. And he usually succeeds.

So, that's my revision.

Sero - January 23, 2006 07:37 AM (GMT)
I...David, I don't mean to be overly harsh, and please, please, please don't take this as a personal attack, but that first, I thought you were posting an example of what not to do when making a character.

I think we could use some more rules and guidelines. These are just suggestions, mind you.

No zoanthrope characters. This one is obvious, I think.

No neo-human characters. This one I'd be okay with the occasional exception, so long as the new species is very well thought out and believable, but even then I'd be a hard sell.

No characters belonging to hostile factions. Meaning, no Ares, no Slavers, etc.

No violent criminals, please. Meaning, smuggling is okay, piracy is not.

Please, please, please keep angst and melodrama out of role-play. Having a rough past is okay, but don't over-do it. I realize I may seem to violate this rule myself, but...well, we should probably add a personality section to the character form. We know from in-game references that people involved in the Ares War have been crippled, and besides, it's just common sense that stuff like that happens in war. It isn't all that major a part of Chris's character. It hasn't made him all angsty or such, the closest you'll get to that is if he were to be continually, un-endingly pestered about what happened to him, he'd probably get angry. A good rule of thumb with this is to ask yourself: Does my character's past explain how they got to be who they are/where they are today, or does my character exist to exhibit their past? Sorry for ranting on about this one, but it's a major pet peeve of mine.

Please keep combat between player character's to a minimum, and always ask the other person if it's okay before hand. For that matter, not every character has to have their own ship, it's concievable that most vessels would have room for, and possibly need for more than one person. Consider asking someone who already has a character with a ship if they'd be willing to have you be their character's ship engineer, or co-pilot, or something.

Actually, let's try to keep the ammount of combat in general low, as I think this should be a primarily character/plot driven RP, rather than action-packed. It'd be pretty hard to keep unending descriptions of destroying enemy ships interesting, while personal interactions have a wide variety of options.

Keep within already established canon, please. Minor changes to things are okay, but, for example, instead of deciding to destroy one of the still existing CSCs to add flavor to your character's past, why not have him/her have been stationed aboard the Europa, which has already been destroyed, in game?

Please keep enhancements and augmentations from making your character 'perfect'. Genetic enhancements should be very minor tweaks, they don't make your character super-human. For example, gene-tweaking could insure that your character has good eyesight, even if they come from a long line of people who can't see squat without glasses. Keep cybernetics in reason, and please no neural hook-ups to computers. That would just get way too complicated, I think.

Use complete sentences with proper spelling and good grammar. I don't expect perfection, but make it clear you made an effort to get it right. If you really can't cut it, google 'spell check' and you can find online tools to check your spelling and such.

Posts need to be at least three sentences long, at least. Give the other person something to actually respond to.

That should about sum it up, I think. I'm sure I'll think of something more later, but it's a good start. I know this sounds cheesy, but I do believe that having clear rules and guidelines will let everyone have a better and more fun experience RPing.

So, thoughts? Comments?

El_FluffyDragon - January 23, 2006 06:15 PM (GMT)
I completely agree with Sero's rules, myself. I've played a lot of roleplays, and they seem sound.

David's character, I think, is just fine, so long as a personality is introduced during play. The point of a character introduction thread is to introduce te characters' past, no? Not necessarily their personality (although that's not unknown, nor a bad thing).

To break the trend of male characters:

Name: Siveli Graightner

Gender: Female

Age: 28

Subspecies: Enhanced Human

Appearance: Siveli's black and red hair is a stark contrast to her drab white civilian's clothing. And, indeed, the civilian's clothing is a contrast to her personality, but we shall get to that shortly. She carries a handheld projectile launcher at her belt, roughly half the size of a 21st century handgun. She also carries several ROMs, which in turn carry software that aids in activities such as theft, espionage and credit account "rearrangement".

History: Siveli Graightner was born in a mining complex in the 5 Indi system. It wasn't a terrible place, it wasn't a wonderful place.

It was just where she lived. By the age 19, she decided to leave the complex for good. Her family wasn't happy, but she was. A life of adjusting mining machinery programs and repairing equipment just didn't suit her. In fact, she couldn't fathom why that would suit anyone, anyway.

At first, Siveli wasn't sure what to do or where to go. But she knew she needed a ship, so she saved her money, and carefully kept only the tiniest portion of her salary for her survival.

By the time she was 21, she saw an offer for a Wolfen Gunship, a freelancer's starship, in the local news. She had just enough to buy it. So, she thought -- why not, I'll take it.

It turned out it that it was a ripoff, the ship's armor was severely damaged, and the lighting and the gravity cells were barely functioning. But, luckily, with her previous job being a ship repairperson, Siveli had the knowledge and tools to fix it up into spaceworthy shape.

Siveli left with only a note to her family that she'd be "away for quite some time. See you all again someday." It wasn't that she was cold -- she just didn't like goodbyes.

She started out as a merchant, ferrying goods from place to place, making a small profit. Exploring the system was interesting, exciting -- she even tried some stargate travel.

The illegal activities only started when she was about 24. She met this man at a corporate station, that asked her to accomplish a small thing for him -- just install this piece of software on another corporation's mainframe. He assured her it was entirely legal, and that he would reward her with 10,000 credits, no strings attached.

It seemed to good to be true, but she did it anyway. And, when she returned, the man had another job for her, and another.

Without even trying at it, she quickly became a corporate spy. Soon, it was her giving out jobs to young freelancers, playing the game of undercover corporate politics.

Ship: Wolfen Gunship (Name: Metal Heart)

Weapons and Armor: Armor; light plasteel, all sides. Weapons; single particle beam, NAMI launcher. Shield; class III deflector.

Skills: Siveli can work with machines well, and can jury-rig a weapon from scrap. Had her life gone differently, she might have made a good Tinker. Better than that, she has acquired rather decent programming skills, and is able to write custom ROMs and firmware to control said weaponry, or to do almost anything else one could want with software. She's not a bad pilot, either, having flown for almost seven years.

Unskilled At: She's barely adequate at trading and combat tactics, but she can still aim well enough. Conceptual physics, while interesting, were never required for any of her work, so she has never learned them.


It'll be interesting to try to play the opposite gender. It'll be a challenge.

the_holy_thom - January 23, 2006 06:42 PM (GMT)
Name: Roger Peterson

Sex: Male

Age: 34

Subspecies: bog standard human

Appearance: After several harrowing experiences, Roger has developed wrinkles a few years before you’d expect to see them. A friendly, if rather worried face sits atop of his slighty skinny frame, adorned in the uniform of a navigator. His hair rather resembles a blind person – it hasn’t seen a comb in years.

Personality: Depends on wether hes had his daily dose of stimulants or not. He can be quite grumpy without them. Apologetic and annonymous, the word "doormat" comes to mind. Still, he knows that one day he's going to show them

History: Roger was one of the people who always seemed to miss opportunities in life. After all, he had spent the last 10 years in the same job aboard the Merchant Heart, a freighter specialising in long hauls. He even had the fun of watching his own son be promoted before him.

During his last voyage, delivering supplies to a Domina Temple, the Merchant Heart hit a patch of trouble. Without going into too much detail, Roger is now a slave to the Sung Empire.

Ship: Nothing as of yet, due to being a slave.

Weapons and Armor: see above. Roger does have a small laser pistol he found in the shower one day though. Wether this will actually fire or just give him a nice shock remains to be seen.

Skills: Nothing to brag about, except a basic understanding of how ships work and how to navigate. Can do a Su doku in no time at all, and is good at noticing patterns, which led to an interest in code cracking.

EDITed for a few more details

Aegeus - January 23, 2006 09:28 PM (GMT)
Thom, yours is a very interesting setup. The way I see it, your character has two options.

1. Join forces with anyone who has a reasonably-sized ship. For example, my hammerhead would just barely have the room for a copilot, but the centurion would have plenty.

2. Hijack a wind slaver or similar and escape. This would provide a very different angle, as most pilots shoot slaver ships on sight.

the_holy_thom - January 23, 2006 09:44 PM (GMT)
i was thinking that, and i even thought wind slaver (if i dont have the time/suck at this i can have him killed off easy! :D )

nick a ship, or hang around for one of you guys. we'll see...

Dorne - January 23, 2006 10:05 PM (GMT)
I was about to post when I closed my tab (firefox thing). I'll try this faster.

Name: Zen Hyuagi

Age: 20

Gender: Female

Subspecies: Enhanced Human (1/2 tinkerer mother side, 1/2 nomad father side)

Appearance: Grey-white eyes, black hair, black t-shirt w/ removable sleave, grey pants, 5'1, petite, 2 different birth marks: one on each arm.

History: Parents met when father was in desperate need and mother came to rescue his ship. Had Zen as a child, and at age 8, began tinkering. At age 12, a little more experienced at tinkering.

Centurion Pirates invaded the tinkerers guild where the family stayed. Father died fighting initial wave of attack, and mother died trying to save Zen and hiding her with a few other children. A few days later, a Nomad ship destroyed the Centurion ships and they surrendered. They found the children, and raised them to be their own.

When Zen was 20, she was taught the ways of the nomad, and went on missions to salvage. When she was salvaging a cosair II, 3 viking II's came and attacked the nomad ship, and the nomad ship undocked to safety and went to the nearest stargate.

Zen now has to fend for herself by learning how to use her ship and to survive the unkown world she now faces.

Weapons, shield, armor: Dual laser, damaged nami missle launcher, class 2 deflector shields.

Ship: Cosair II

Skills: Can repair minimum/medium-light armor damage. Since of Nomad training, she can salvage somewhat a little bit more than others; because of the resourcefullness of the nomads. Can create easy items like ores to metals, but not to armors. She will when she is more experienced. When she uses items she makes, she uses them perfectly.

Unskilled at: She can't steer a ship very well, and can't use weapons to their fullest potential (yet)

davidescaflowne - January 23, 2006 10:18 PM (GMT)
QUOTE (Sero @ Jan 23 2006, 01:37 AM)
I...David, I don't mean to be overly harsh, and please, please, please don't take this as a personal attack, but that first, I thought you were posting an example of what not to do when making a character.

That's fine. Everyone has different standards and ideas of what they think is a good character. I thank you for your criticism, however harsh it might seem. Anyway . . . here's some more thoughts of mine...

Please, please, please keep angst and melodrama out of role-play. Having a rough past is okay, but don't over-do it. 

While I don't think that this should be a written in stone rule, it is a good suggestion. The problem is that everyone has different standards for angst and melodrama.

I realize I may seem to violate this rule myself, but...well, we should probably add a personality section to the character form.

Good idea. I will add a personality section to the character form.

A good rule of thumb with this is to ask yourself: Does my character's past explain how they got to be who they are/where they are today, or does my character exist to exhibit their past?

Another good rule overall. I think that I will add this to the description of the History category of the character form.
But on a more personal note, I'll give you this one about my character. It does seem that my character would be existing for his past (considering how I describe it), but the idea was that this would help to explain how he became so jaded. The personality section (which I will revise mine for) will explain this further.

The rest of your ideas are very good, and I will add them to the proposed rule section in my first post.

Once again, please comment on the revised rules and Character form (the first post of the forum)...

fossaman - January 23, 2006 11:51 PM (GMT)
I vote we make this the Out of Character thread and start a new one for the actual plot. Makes things nice and tidy.

I personally think angst is amusing, but not if overdone. My character isn't going to be angsty...just bitter. :P

the_holy_thom - January 24, 2006 12:02 AM (GMT)

ok, so no whiny characters, but comic angst is ok? my character is too delusional to be bitter. hes convinved the entire place would fall apart if it werent for him

Sero - January 24, 2006 12:48 AM (GMT)
Dorne, how about what ship she flies?

Dorne - January 24, 2006 01:54 AM (GMT)
Oops, sorry, I'll post it again.

davidescaflowne - January 24, 2006 02:24 AM (GMT)
Good idea Fossaman. I'll do that right now.

OddBob - January 25, 2006 01:43 AM (GMT)
Forgive me for being a total moron, but how exactly is this supposed to work? I'm afraid I don't know much about roleplaying, I haven't done anything of the sort since my D&D days, but should there be a game master of some sort? Who prompts the direction of the game, when to change systems, who can do what? Who is in charge of encounters and bit parts and such?

Sero - January 25, 2006 01:44 AM (GMT)
I'd like to suggest a couple of changes.

First, one of format: Instead of one big post, let's break the RP up into seperate threads. This is a bit hard to describe, so I'll give an example of how it would work:

(Oh, the Mining Accident thing isn't referring to the RP I'm currently in. Or maybe it is, whatever, I just couldn't think of anything else.)

Firstly, we have two threads, Commonwealth Station and Mining Accident. Let's take 'Bob', who is a Ronin gunship pilot who guards the Commonwealth Station. Bob wants to join in on the Mining Accident thread, so he posts in the Commonwealth Station thread how he picks up a distress signal, and goes to investigate, and attaches something like:

[Bob has moved to the Mining Accident thread] at the end of his post.

He then posts:

[Bob is arriving from the Commonwealth Station thread] (so people know where he came from and can go back and read his last posts, if they so wish) and then his post about his arriving, and yadda yadda yadda.

This just helps keep track of who's where doing what. The current set up is a lot like running an RP over an e-mail mailing list thing, which I've tried, and it tends to get horribly confusing and complicated as to what, well, 'thread' everyone is in, etc. Why do it that way, when a forum is designed to keep it organized automatically?

My second suggestion is that, at the end of subject of each of those threads, include an [Open] or [Closed] tag. If it's closed, like Fossa and me's mining accident thing is, you need to ask permission and include an idea of how you would join in, before just jumping in, because in a closed thread, it'd be unrealistic/detrimental to the plot/some other reason for a bunch of people to just start showing up. Open threads would probably be used mostly for more public locations, like a Commonwealth Station. That doesn't mean that if a couple of people are having dinner at a resteraunt, you can just sit down at their table. It's open, but use common sense, sitting down at the bar next to someone is probably okay, but just butting in at a resteraunt or something isn't.

I think having to make these rules is a touch silly, as they seem to me, at least, to be common sense when RPing on a forum, but with David and myself's disagreements, I decided to bring this out in the open and let everyone else say what they think.

Sero - January 25, 2006 01:49 AM (GMT)
Oddbob, it's okay. You've just been a bit misled by the title 'Roleplaying'. This kind of RP is more like collaborative writing of a story. Each person controls their character(s) and interacts with others, etc. Each person is kind of like a GM, but only regarding their character(s).

When interacting with others, the best thing to do is to talk to them OOC, over MSN or PM or whatever, and work out what you're going to do, like Fossa and I have our whole little mining thing planned out a bit, ahead of time.

Make more sense?

fossaman - January 25, 2006 01:50 AM (GMT)
I really like the idea of seperate threads for each plotline; I'm ambivalent towards the opened/closed plot idea. I think it would work equally well if you just asked someone's permission before breaking into their plot, as well as asking them what direction they were planning to take so that you don't screw it up. This goes along with the "no killing off other people's characters" thing, I think.

the_holy_thom - January 25, 2006 04:09 PM (GMT)
ive started off my thread. its open, so anyone who wants to join just let me know.

oddbob, you could just carry on your drifter story if you wanted. its a pefrect beginning to a longer thing, and a nice short story by itself

OddBob - January 26, 2006 01:55 AM (GMT)
oddbob, you could just carry on your drifter story if you wanted. its a pefrect beginning to a longer thing, and a nice short story by itself

I'm actually in the middle of writing the rest right now. :)
But if I ever decide to join (I'm going to watch for a bit and see how it goes) I'll use that character.

davidescaflowne - January 26, 2006 02:30 AM (GMT)
If we are going to to do seprate threads, I suggest that we move this to it's own seperate forum so that we do not crowd up the Fanfiction Thread.

Other than that, I completely agree with the rest of Sero's ideas.

fossaman - January 26, 2006 02:57 AM (GMT)
We'll see how much interest this generates...but it might become necessary to move it.

fossaman - January 26, 2006 03:05 AM (GMT)
This is the OOC stuff from the in character thread.

And please, in the future, post comments in the OOC thread. That's what it's for!!!

Sero Posted on Jan 25 2006, 05:07 PM
  (OOC: Penalty! Failure to meet three sentence rule.  Seriously, though, Aegeus, give him something to respond to.) 

Aegeus Posted on Jan 25 2006, 05:41 PM
  OOC: What do we have to talk about? We're flying along, and there's no hazards nearby, and also, I didn't have much to work with, because only about 3 sentences of david's post can actually be responded to. But I'll edit it. 

Sero Posted on Jan 25 2006, 05:52 PM
  (OOC: David, a terameter is a trillion meters. That's a lot, even for astronomical distances.
Anyways, Aegeus, include more description if you're having trouble meeting the three sentences rule, but you starting an RP with David without any ideas isn't my fault.) 

davidescaflowne Posted on Jan 25 2006, 06:36 PM
(Sero @ Jan 25 2006, 07:52 PM)
David, a terameter is a trillion kilometers. That's a lot, even for astronomical distances. 

Sorry to nitpick, but a terameter is just a Trillion meters, not a trillion kilometers.
Anyway, your right... but since we're probably going to move this all in the end, I'll change it later.

Sero Posted on Jan 25 2006, 06:42 PM
  OOC: Isn't that what I said? 

davidescaflowne Posted on Jan 25 2006, 06:44 PM
  kilometers is 1000 meters.
a meter is a meter. 

davidescaflowne Posted on Jan 25 2006, 06:51 PM
  you changed it.

doesn't matter 

Sero Posted on Jan 25 2006, 06:52 PM
  Did not! You changed the quote!

Could a moderator split this over to the OOC thread? 

davidescaflowne Posted on Jan 25 2006, 06:58 PM
  I'm insulted that you would say that!

But seriously... why would I change a quote? 

Just a note, it is not possible to move posts to preexisting threads, so please, don't do that again.


Sero - January 26, 2006 03:07 AM (GMT)
Aw, but it's fun!

fossaman - January 26, 2006 03:27 AM (GMT)
Next time, I'm as likely to just delete the posts. And no, it's NOT fun.

davidescaflowne - January 26, 2006 04:06 AM (GMT)
*sigh* We say we're sorry... Anyway, let's get on with the show.

El_FluffyDragon - January 27, 2006 03:18 AM (GMT)
Aw, but it's fun!

Of course it is . . . unless you're the moderator that sorts it out.

I do disagree that it's necessary to "sort it out" this particular way, however. I wouldn't have minded OOC comments in the IC thread, so long as they were obviously seperated from the rest of the post, and didn't ramble much. But, either way, I don't mind. 'Twas fossa's decision to make in any case.

Also, I like the idea of multiple threads. It might be necessary to have a new forum if we use the idea. But then again, whether it is cooperative or not, it's still fan fiction just the same. I don't think anyone would mind, especially how quiet this forum usually is. If people complain over it, I'll put it to a vote.

Finally*, I apologize for my lack of posting in the IC thread. Problems such as power outages and busy-ness have conspired against me to leave me with no way to write in. It occurs to me now, however, that it might be better to hold off posting much more until we have our RPing system down a little better.

There's still some other issues to figure out, or that, at least, I'm unaware of their conclusion. For instance, how/should we end this roleplay? Or should each RP thread come to it's individual conclusion, but have no real ending to the main plot?

*Well, that was supposed to be the final paragraph, as I was writing it. Things don't always work out as you hope, though.

Sero - January 27, 2006 04:38 AM (GMT)
Each RP thread should end on it's own. I don't really think there is a main plot. I mean, the only main plot I can think of would be 'travel to the galactic core', and that just doesn't seem like it would work. I really think this RP should be intended as a glimpse into what the Commonwealth is like. Our characters should just be average, everyday citizens.* I also still feel combat should be avoided, for two reason: One, when your fighting pirates (Which shouldn't happen too often, as this isn't the game, so we can assume pirates would be smart enough to only attack when they have enough force to be likely to win, and to camoflauge their bases, as the Commonwealth could easily wipe them out. Besides, it isn't economical to go pirate hunting, the little salvage you get wouldn't pay for the expenses of combat.), you can choose to win, even when outgunned, by RPing that you're a better pilot than them (which it seems unlikely that anyone would be so much better that they could take on a large group of pirates and win, but anyways.), but that just seems ridiculous when you face another person in combat, and are evenly matched, skill-wise. Secondly, too much of combat depends on your equipment, which would lead to everyone getting the best weapons in an attempt to trump everyone else. Not what the RP is about. Sorry for rambling, everybody, but at least I did it in this thread, aye EFD?

*Well, no, not neccesarily quite that average, but nothing really extroadinary and unique like a Domina Pilgrim

OddBob - January 27, 2006 06:05 AM (GMT)
Okay, I'l give it a try.
John Watson Jr.

41 Earth years of age

Enhanced Human. Has genetic enhancements that will stabilize (not heal) him under severe injuries that might otherwise prove fatal. Also has control over pain reception, and can shut it off at will or unconsiously when it reaches certain levels.

Appearance: Brown eyes, greying black hair. Usually dresses in drab flightsuits with excessive amounts of pockets. Walks with a very slight limp on right leg, has a mahogany cane tipped with a duralloy handle, but does not need it to walk, keeps it only for style. .

Personality: Friendly, although disapproving of even slightly illegal or immoral activities, due to conversion during his sentence [see history]. He feels it is his duty as part of his repentance to prevent these sort of things, but will usually not interfere with minor infractions.

History: John is the only son of the wealthy CEO of Laser Armada. He is destined to take over the company, but does not want the job. He and his father, although they do not dislike each other and get along well enough, rarely agree politically or ethically on anything and seldom speak anymore.

John spent six years as a miner, until unfortunate circumstances found him serving a Marauder pirate group. His pirate career came to an abrupt end when the pirates base of operations, and John's ship, were destroyed in an attack. He survived the attack but was severely injured. Rescued by Nomads and promptly arrested by Commonwealth officials while in medical care on a CSC medical ship, he served two years community service at a Sisters of Domina compound, where he recieved what he belives were visions from Domina [although not urging him to go to the core, at Sero's request that characters not be pilgrims. The Domina role is still important in my character though]. Not having a ship, and unwilling to ask his father for money, he currently is the bartender at a local Trafalgar Pub.

Ship: None.

Skills: Excellent pilot, combat or otherwise. Can't even fix his toaster, but knows how ships work, although he can't do anything about it. Knows a lot about mining.

I have a few questions though.

Is it alright to write in first person or present tense?

Does anyone ever play the pirates and assorted enemies, when they do show up? I ask because that's a way to make combat a bit more interesting, with maneuvering and such, but it requires two or more minds.

What system are we in? Is everyone considered ot be in the same system, unless stated otherwise?

Does the game play out in real-time, that is, one day RT = one day ingame? Or is time just dependent on the stories?

Sero - January 27, 2006 06:27 AM (GMT)
Heh, no problem. I don't mind religion in this, just...a pilgrim to the core would mess things up, I think. Anyways.

It's fine.

Hasn't happened yet.


Dependent on stories.

fossaman - January 27, 2006 08:28 PM (GMT)
I was thinking that the storyline Sero and I were doing was in, say, the lalande system. Or one of the systems that's really close to Eridani, anyways. Something of a backwater, frontier, etc...people trying to strike it rich, all sorts of illegal/quasilegal activity going on. I don't know where everyone else intends to be. Thom is probably just before or just after St. Ks, since he's been captured by slavers. He could be IN St. K's, actually...

EDIT: Oh, and Sero? Feel free to take over my side of the conversation. The plot is NEVER going to go anywhere if each of us is only posting a few sentences at a time. My character is still slightly suspicious, but growing less so, and genuinely interested in your prospecting work. He should ask some informed questions, but not too many, as he's fairly new to asteroid mining.

Saelio - February 20, 2006 03:28 AM (GMT)
Sero dragged me here. If I suck, it's his fault. :P

Name: Todd Anderson

Sex: Male

Age: 25

Race: Augmented Human

Personality: Curious, slightly shy, gregarious, friendly, nerdy.

History: Had a relatively normal childhood and got decent grades in school despite his slacking. Constantly fascinated with electronics and the way they work. After his parents were killed he was sent to live with various relatives. At the age of 20, he began work as a hangar tech on CSC Sahara. Finished his tour of duty after a minor mishap on the hangar bay (it cost him most of his right leg) and is now working as a freelance tech/fixer. Most people who hear about how he lost his leg are surprised about how causally he speaks about it, as if he dropped a hammer on his foot instead of losing it. Never knew his father that well, and his mother was distant. As a result, he tends to be detached and while he is friendly, the relationships he forms are pleasant but rarely last.

Appearance: Shaggy long brown hair, brown eyes, and fair skin. Stands at about 5'9 and is 143 lbs. Not-so-new clothes, usually with some lubricant/coolant stain of some sort. Prosthetic leg from the mid-thigh down; result of a hangar accident. It has an empty space that can carry most small items. A small sidearm would fit well, but the space is usually given to a miniaturized toolkit. Almost always has a random part stripped from some component or other on his person. [Qualified for regeneration but wanted something he could tinker with.]

Personality: Slightly awkward around others, more comfortable around machines. Loves to tinker with electronics. Has a fascination with prosthetics and has learned a fair bit through dismantling discarded ones. Not enough to build one himself, but enough to do basic repairs on his own model.

Ship: None at current

Weapons and Armor: N/A

Skills: He's skilled with electronics, after having been exposed to them for a good portion of his life. Repairs are another thing he can accomplish decently. Of course, the end result may be a little different from what they had in mind... “But /everything/ benefits from having a railgun!” “I just asked you to fix my baby stroller's wheel! That's all!”

Weaknesses: Shy, occasionally low willpower, judgmental.

ThorWarriorX - February 21, 2006 03:46 AM (GMT)
Can I make my character, well, from the Sentrettenian Empire as "sovereign" (Neutral to most factions, but enemy of Ranx, Slavers, Ares and MAINLY Iocrym?

make it Half-human, half-lion, and having personal armor and weapon, and have a capital ship?

Sero - February 21, 2006 04:54 AM (GMT)
I'm gonna take a wild guess, and :P

ThorWarriorX - February 24, 2006 03:17 AM (GMT)
When I say this, I don't mean making my character a super-destroyer of worlds. I'm just tired of starting playing RPs with a bare item, some money, and being a common human.

Sero - February 24, 2006 04:47 AM (GMT)
...Okay, the personal armor and weapon is no big deal. I imagine you can get armor made out of a number of low-level armors anywhere, and weapons, well, there are a bunch to choose from.

However, a capital ship should not be able to be run by one person. Also, as for the half-lion/half-human:

No neo-human characters. This one I'd be okay with the occasional exception, so long as the new species is very well thought out and believable, but even then I'd be a hard sell.

See, frankly, I see this as a fairly serious RP, and 'half-lion, half-human' does not strike me as even remotely near the quality of the RP to date. If you want to suggest it again with some actual effort put into developing the idea, I'd be willing to reconsider.

ThorWarriorX - February 25, 2006 03:18 AM (GMT)
Agreed, completely. Sero, I have to say, this is the first of your posts that I find to be reasonable (and a lot!) rightawaves, and I read the neo-human part, but you know, I was sleepy... So, Yes, I will make a character if you guys let me. But just a little second. What kind of neo-humans are allowed?

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