Mr Master
Pulsar
- Joined
- Jan 26, 2009
Greetings, players.
The game group has already been chosen; this is the space for us to talk out of character, discuss connections, plots, ideas, etc. The actual in-character threads are going to be more dramatic, more cinematic (at least from the GM's perspecitve; you can write your posts how you like), and most likely more formal.
Here, though, it's anything goes. As is usual for OOC threads.
Most of you know the deal, but I'll reiterate it, just to be certain. This game is taking place in the world of Tarak, the Tower City, and all of you are residents of the city. It's a huge metropolis, but it's all fairly tightly packed inside this big mesa.
Nearly everyone in the world is pretty much average; they may get skilled, they may have heroism in them, but they're basically just normal folks. Some few are born to be heroes, though, or villains. In Tarak, that includes you people. That's why you have a lot of extra attribute dice, to start with. Now, there aren't such things as professional adventurers in this world; if there were, you'd be some. But every community has people that can be called upon to help out with unusual situations. For Tarak, that small group includes you.
You're part of a small group of movers and shakers; basically, you're the adventurers of the city, so whenever there''s a big job that has to be done, the people in the know can call upon you and your friends. It's a big town, but the group of people qualified to handle unusual situations is generally quite small, so you all know each other and have a working relationship; most of the time you have full-on friendships. Not every member of this group is available every time something comes up, but there's enough folks around, a mission group can usually be rounded up for any given task.
In game terms, the fact that you are PCs gives you an automatic advantage, and in this sort of relatively insular community, that advantage has not gone unnoticed. You're already experienced at working together and at dealing with unusual situations, so that's why you start off with an extra 10D in starting skill dice from the usual, and have gear and such that you likely wouldn't otherwise possess, given your day jobs. Further, although I like to keep my groups pretty small online, there is room for people to drop in and out as the situation warrants (between adventures, at least, or during stopping points within adventures if we have to). New PCs are just members of the group that haven't been called upon yet, "on camera" so to speak, so existing PCs have an excuse to treat the newcomers as friendly and trusted. I don't know if we'll get far enough for that to matter, but if we do, the dynamic is already in place to account for it.
This is the first OOC thread, and the first adventure. When we get going, we're going to have short little "shake-down" adventure to make sure we get the process clear, and then, once that finishes up, I'll launch a larger-scale sort of thing. The shake-down adventure I ran over on DRP when I first started this business was pretty decent, but it taught me that what seems like small potatoes can still blow up pretty large and complex online, so I think I'm going to simplify my shake-down plot even more before we can get rolling. But that's fine; the main purpose of the trial run is to see what works and to get everyone used to doing their thing with their characters, resolving actions, etc.
I do want to make a comment about actions here and now: you can tell from the Example of Play I posted that certain things I let pass with description, but major activities require die rolls, particularly when the time is short and the consequences are potentially grievous. One of the things we'll be working on is all of us getting used to what is what and how to handle it in the text-only format. It would be a lot easier to figure that in face-to-face tabletop play, but the tendency in text is to describe a long thing, all your actions, and that gets tricky when I'm not able to interrupt to ask for a die roll or something.
Suffice to say, I imagine we ought to be prepared to edit ourselves, when necessary. I have learned that lesson myself in other RPs, and this should be no exception. We can work out things here or in PMs if there's a conflict, and then edit as need be.
Oh, and post length is: whatever's required for the moment. If it's action, for example, doesn't have to be long: describe what you're doing, and maybe the intent behind it, if you're planning something or setting something up. But I'd rather not deal with extraneous padding if we don't have to, that just slows things down.
Also: pick a color and font that's comparatively easy to read. :lol: That's just a request from a guy with old eyes.
Other than that, thread is now open. Have at thee.
The game group has already been chosen; this is the space for us to talk out of character, discuss connections, plots, ideas, etc. The actual in-character threads are going to be more dramatic, more cinematic (at least from the GM's perspecitve; you can write your posts how you like), and most likely more formal.
Here, though, it's anything goes. As is usual for OOC threads.
Most of you know the deal, but I'll reiterate it, just to be certain. This game is taking place in the world of Tarak, the Tower City, and all of you are residents of the city. It's a huge metropolis, but it's all fairly tightly packed inside this big mesa.
Nearly everyone in the world is pretty much average; they may get skilled, they may have heroism in them, but they're basically just normal folks. Some few are born to be heroes, though, or villains. In Tarak, that includes you people. That's why you have a lot of extra attribute dice, to start with. Now, there aren't such things as professional adventurers in this world; if there were, you'd be some. But every community has people that can be called upon to help out with unusual situations. For Tarak, that small group includes you.
You're part of a small group of movers and shakers; basically, you're the adventurers of the city, so whenever there''s a big job that has to be done, the people in the know can call upon you and your friends. It's a big town, but the group of people qualified to handle unusual situations is generally quite small, so you all know each other and have a working relationship; most of the time you have full-on friendships. Not every member of this group is available every time something comes up, but there's enough folks around, a mission group can usually be rounded up for any given task.
In game terms, the fact that you are PCs gives you an automatic advantage, and in this sort of relatively insular community, that advantage has not gone unnoticed. You're already experienced at working together and at dealing with unusual situations, so that's why you start off with an extra 10D in starting skill dice from the usual, and have gear and such that you likely wouldn't otherwise possess, given your day jobs. Further, although I like to keep my groups pretty small online, there is room for people to drop in and out as the situation warrants (between adventures, at least, or during stopping points within adventures if we have to). New PCs are just members of the group that haven't been called upon yet, "on camera" so to speak, so existing PCs have an excuse to treat the newcomers as friendly and trusted. I don't know if we'll get far enough for that to matter, but if we do, the dynamic is already in place to account for it.
This is the first OOC thread, and the first adventure. When we get going, we're going to have short little "shake-down" adventure to make sure we get the process clear, and then, once that finishes up, I'll launch a larger-scale sort of thing. The shake-down adventure I ran over on DRP when I first started this business was pretty decent, but it taught me that what seems like small potatoes can still blow up pretty large and complex online, so I think I'm going to simplify my shake-down plot even more before we can get rolling. But that's fine; the main purpose of the trial run is to see what works and to get everyone used to doing their thing with their characters, resolving actions, etc.
I do want to make a comment about actions here and now: you can tell from the Example of Play I posted that certain things I let pass with description, but major activities require die rolls, particularly when the time is short and the consequences are potentially grievous. One of the things we'll be working on is all of us getting used to what is what and how to handle it in the text-only format. It would be a lot easier to figure that in face-to-face tabletop play, but the tendency in text is to describe a long thing, all your actions, and that gets tricky when I'm not able to interrupt to ask for a die roll or something.
Suffice to say, I imagine we ought to be prepared to edit ourselves, when necessary. I have learned that lesson myself in other RPs, and this should be no exception. We can work out things here or in PMs if there's a conflict, and then edit as need be.
Oh, and post length is: whatever's required for the moment. If it's action, for example, doesn't have to be long: describe what you're doing, and maybe the intent behind it, if you're planning something or setting something up. But I'd rather not deal with extraneous padding if we don't have to, that just slows things down.
Also: pick a color and font that's comparatively easy to read. :lol: That's just a request from a guy with old eyes.
Other than that, thread is now open. Have at thee.