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PostPosted: Sun Feb 24, 2008 7:15 pm 
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Grand Templar
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Joined: Mon Jan 07, 2008 6:18 pm
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Location: austin, texas.
Try wikipedia. Also, the site that Meaculpa linked to in his last post is good for detailed RPs.


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 Post subject:
PostPosted: Mon Feb 25, 2008 1:49 am 
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The Inkwell Coyote
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Location: 44°39'54"N 90°10'33"W
Read up on it, surprised I never made a label for that stuff. Had some folks end up with those sorts on our old RPGs. Usually had that problem with God-moding players who were fairly new and would. not. take. a. hit.

Sniper aims at their shin, they dodge the boolet.
Sword goes for their ear, dayum dodged.
Car runs off the road and veers towards them. Car hits a telephone pole and misses em.

Whereas the rest of us are well-tenderized. :3


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PostPosted: Mon Mar 10, 2008 11:01 pm 
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Rule Nazi Stormtrooper

Joined: Thu May 19, 2005 7:12 am
Posts: 1510
Location: Oppressing the populace
Alright. Here's some good guidelines for 2kinds RP player versus player, and player killing. Most RPs fall into two different categories of pvp- none at all (D&D party blah) or reckless abandon (see the aborted Hell Rises Over and Wynni's hooligan thread, though the latter seems much more reserved).

PvP is a touchy subject, especially when there's no useful sparing system to be used on a forum. However, here's some tried-and-true methods-

-Initiating a PvP should always be by attacking player's discretion. Actually killing or severely inhibiting (maiming, breaking bones, etc.) another PC, however, requires some authority. A general rule of thumb is, if the other player's responsible, he'll take a hit every so often. However, most players won't die on a relatively spontaneous pvp. Now, if you're 120 pages into the roleplay and not a single player character has died yet, you might have a better chance, especially with someone who's wanted their character to get off scene for whatever reason.

-The end of a PvP may also be decided by GM. This can be touchy as well, as many GMs like to play characters inside their own universe -myself included, as Animus players know- and the chances for godmodding abound. It can also turn into a "run little ants run" fiasco, for example, the black hole of sandboxes that is the Kaerwyn RP, where the GMs have no compunctions about randomly stepping in and hitting one of the players in the genitals with a lightning blast. A responsible GM will not step in to a pvp and decide a victor unless there's a clear problem (likely godmodding), and it can make a much more phobic (and therefore interesting) environment if one of the players secretly (PM ftw) goes to the GM and asks for the right to player kill. The GM should also state, after the post has been made, that he authorized this, and a reasonable reason why. Usually, however, this would be an OOC reason, like frequent godmodding. An IC reason would probably have to be approved by the other player as well.

-Remember that player killing means you're effectively ending a character that someone could have put hours of forethought into. Don't be fooled by small bios- some people simply aren't as good as putting a bajillion words on the screen as others. A big bio does not mean a good bio.

-In a roleplay with an ongoing story surrounding the characters, player killing should be sparse, especially in pvp. In this case, the GM should be the cause of most player deaths, and even then, with discretion and plenty of chances for the character to worm out of it.

more later.


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PostPosted: Tue Mar 11, 2008 7:08 pm 
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Grand Templar
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Posts: 1221
Location: Some Imperial Shuttle
Another two things for PVP:

When you make an action, no matter how small you deem it (LOLZ I moov as blur n swng at ur hed frum beehind), let the opponnent do something before you move on. There's two reasons to this.

First, not everyone's character can react in time to defend such. What you interpret as the beginning of a combo that'd be only a chore to defend against, another may see it as "First move kills, follow ups overkill".

Secondly, unless it's an honorable duel, fights are rarely lengthy business. The expansion on individual acts leaves more room for posts before the fight ends. It also encourages details on the attacks, showing that a character isn't infallible, etc.


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 Post subject:
PostPosted: Tue Apr 01, 2008 6:23 am 
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Master
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Joined: Sun Mar 30, 2008 10:32 pm
Posts: 341
Location: *******... WHUT? DO YOU NOT UNDERSTAND AMERICAN?
doubt anyones said it: Rambo 2 DA MAXZ!!1

These bored people randomly jump into all rp's, signup or not and take it up 50 notches. Had that to me in a good effect: nobody was active,and someone came in shooting.


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 Post subject:
PostPosted: Thu Apr 10, 2008 3:28 am 
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Templar Inner Circle
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Joined: Tue Mar 04, 2008 7:51 pm
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Location: In the Ikki Tousen world. Leave me alone.
I'd have to agree with Zso.
they are important rules when pvp is allowed, otherwise combat is extremely one sided


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 Post subject: Re: A roleplay idea topic (AKA: The Rule Nazi Citadel)
PostPosted: Wed Oct 15, 2008 10:51 pm 
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Grand Templar
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Joined: Mon Jan 07, 2008 6:18 pm
Posts: 1960
Location: austin, texas.
Kilroywuzheere wrote:
I get these from time to time, and they never seem to work out, but I simply have to share them or they drive me crazy.

Mad Scientist RP

Or that's the gist of it. There are a few ways to handle it. We could all be mad scientists that are either friend or foe. Constantly sabatoging each other and what not. Or, we're all various workers in a mad scientist's evil complex. Be us henchmen, researchers, public relations, or what have you. We can even try to take over the world!

Okay, it's out of my head now. I can actually sleep.


Right then, apparently we're supposed to disscuss it here. As you can probably guess, I'm interested. It might take a back burner to other things I'm in/running, though.


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