Dracopotamia - 'Create Your Own Adventure' [Staging Grounds]
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Dracopotamia - 'Create Your Own Adventure' [Staging Grounds]
Here is an idea floating in my head... I've seen a few of these fancy CYOAs or whatever you call em on some other forums I've trawled and it has intrigued me. Its a start at least... and I'll try to update it every week or so.
Here is the thing though, depending on the character's background, it may become a simple adventure with or without 'quests'... kinda like adventure mode I guess... or it may end up being something like Jagged Alliance, but yea, one thing that can definitely be done is to revisit the place with new chars once the old one dies, 'retires' or gets imprisoned... Changes, if any will persist... and you may end up finding the previous character and their doings.
Here is the thing though, depending on the character's background, it may become a simple adventure with or without 'quests'... kinda like adventure mode I guess... or it may end up being something like Jagged Alliance, but yea, one thing that can definitely be done is to revisit the place with new chars once the old one dies, 'retires' or gets imprisoned... Changes, if any will persist... and you may end up finding the previous character and their doings.
- You don't really know jack about this place... or do you?:
- You've arrived at the secluded region of Dracopotamia, said to be where the first dragons took flight. A fabled land of opportunity...
To the North and East, it is surrounded by impassable mountains. The only mountain pass leading here is from the North, populated by many creatures who see you as nothing more then food. Rock/mudslides are a common occurrence, it could take weeks to travel on foot, if you do not get lost or eaten on the way. Longest route, moderately dangerous, but the cheapest way to travel.
The Southern route is a vast desert, where the ill-prepared go to die from dehydration and the dangers inherent of it. There are a number of Nomadic Desert Tribes who are hostile to outsiders, among other things which have not been documented. Moderate length route, moderate expense and moderate danger. The preferred travel route of trade caravans.
The West borders the Stormy Sea, aptly named for the untamed storms that roam it, making sea travel very hazardous. Short route, high cargo capacity, cheap, but paying more ensures 'cooperation', but no guarantee the boat itself will ever make it to port.
Air travel is considered the fastest, safest and most costly, passing over the Eastern Mountains, often times, Sky Pirates and Dragons may be encountered, demanding 'protection pay'. Air cargo is very expensive and limited.
Natural Resources: Diamonds, Gems, Sugar Cane, Apples and Grapes
- So traveler, who are you?:
- Race: Pony/Unicorn/Pegasi/Zebra/Buffalo/Griffin/Diamond Dog
Gender: Male/Female
Occupation/Other: Mercenary/Special Forces/Military/Gangster/Politician/Lost Heir/Underworld Merchant/Adventurer/Farmer/Other
Reason For Being Here: On the Run/Carve out a Sphere of Influence for 'Special Interest'/Hired to Overthrow Current Rulers//Reclaim Throne/Set-up Shop/New Life/Adventure/Other
Personality/Characteristics: (Not sure how I'll do this yet, but yea, just list 2-3 and I'll work it out when it comes time...)
Perks/Skills: I suppose we should start with 1 or 2... Fallout Perks/Jagged Alliance Skills/Pony Perks/Other
Aptitude Points are 1-5, minimum of 1 and a max of 5. 3 is the average. 30 points to distribute (This is heavily abstracted at this point...)
Strength:
Agility:
Dexterity:
Constitution:
Wisdom:
Combat/Marksman/Other: (Or some other skill more appropriate for the character.)
Leadership/Social/Other: (Or some other skill more appropriate for the character.)
Magitek/Mecha/Other: (Or some other skill more appropriate for the character.)
Explosives/Magic/Other: (Or some other skill more appropriate for the character.)
Medical/Other: (Or some other skill more appropriate for the character.)
Which Route did you take to get here?: Mountain Pass/Desert/Air/Sea
Name:
*Unicorn and Pegasus cannot be Farmers...
*Only Pegasus can be Cloud Movers or whatever you call that job.
Last edited by Zangi on Sat Dec 31, 2011 1:20 am; edited 1 time in total
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Re: Dracopotamia - 'Create Your Own Adventure' [Staging Grounds]
Is this one of those "You are an adventurer" things, where everyone votes on what the character does next, or is an RP where everyone has their own character?
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Re: Dracopotamia - 'Create Your Own Adventure' [Staging Grounds]
I'm gonna stick with the vote version. I don't believe I can manage multiple characters in a reliable manner... well, actually if I do it the 'Jagged Alliance'-like way, orders and such given will be from the viewpoint of the main character still. The 'mercs' will mostly be automated, but I may or may not decide to allow a temporary switch of viewpoints/control, but, I'll leave that for later.
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Re: Dracopotamia - 'Create Your Own Adventure' [Staging Grounds]
Sounds like one of the latter. For my part, I've always preferred the ones that have visual components and/or stray from normal settings. A good example of the latter would be the 'you are an earth-stranded alien' one that was on B12 a while back. Oh well.
Race: Pegasus
Gender: Female
Occupation/Other: Unemployed Standup Comedian
Reason For Being Here: Adventuring
Personality/Characteristics:
-The joy of life is in punnery.
-Cloudcuckoolander.
Perks/Skills:
-Amareness (Increased awareness of enemy weaknesses and the surrounding environment)
-Colt of Personality (Others are favorable to you, regardless of your associations and/or actions)
Aptitude Points are 1-5, minimum of 1 and a max of 5. 3 is the average. 30 points to distribute (This is heavily abstracted at this point...)
Strength:3
Agility:5
Dexterity:5
Constitution:3
Wisdom:1
Combat Comedy:5
Speechcraft:5
Explosives and other assorted weapons:1
Medical Practice:1
Magitek/Steampunk mecha:1
Which Route did you take to get here?: Air
Name:Sunshine Runner (randomly genned)
A few notes: I'd have the number in an aptitude area not affect ability to attempt to use something, but rather the chances of success. In other words, a character with a 1 in explosives/general weapons who tries to toss a stick of dynamite would fumble it, dropping it down a hill into an orphanage or something like that. The comedy-central style of this character would mean that the chances of "fate" would be heavily skewed toward the funniest possible outcome of a critical failure. So if you're rolling a d20 for outcomes, a skill of '1' could mean something like anything from a 1 to 12 is a critical failure, 13-15 is a failure, 16-19 a success, and 20 a critical success (numbers entirely asspulled, do whatever you want).
I'd also like to recommend having perks become more powerful as they are used. You could probably make up some arbitrary system of assigning exp for creative interpretations and uses of them or some such.
There ye go!
Race: Pegasus
Gender: Female
Occupation/Other: Unemployed Standup Comedian
Reason For Being Here: Adventuring
Personality/Characteristics:
-The joy of life is in punnery.
-Cloudcuckoolander.
Perks/Skills:
-Amareness (Increased awareness of enemy weaknesses and the surrounding environment)
-Colt of Personality (Others are favorable to you, regardless of your associations and/or actions)
Aptitude Points are 1-5, minimum of 1 and a max of 5. 3 is the average. 30 points to distribute (This is heavily abstracted at this point...)
Strength:3
Agility:5
Dexterity:5
Constitution:3
Wisdom:1
Combat Comedy:5
Speechcraft:5
Explosives and other assorted weapons:1
Medical Practice:1
Magitek/Steampunk mecha:1
Which Route did you take to get here?: Air
Name:Sunshine Runner (randomly genned)
A few notes: I'd have the number in an aptitude area not affect ability to attempt to use something, but rather the chances of success. In other words, a character with a 1 in explosives/general weapons who tries to toss a stick of dynamite would fumble it, dropping it down a hill into an orphanage or something like that. The comedy-central style of this character would mean that the chances of "fate" would be heavily skewed toward the funniest possible outcome of a critical failure. So if you're rolling a d20 for outcomes, a skill of '1' could mean something like anything from a 1 to 12 is a critical failure, 13-15 is a failure, 16-19 a success, and 20 a critical success (numbers entirely asspulled, do whatever you want).
I'd also like to recommend having perks become more powerful as they are used. You could probably make up some arbitrary system of assigning exp for creative interpretations and uses of them or some such.
There ye go!
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Re: Dracopotamia - 'Create Your Own Adventure' [Staging Grounds]
Let it be known, 'comedy' is not something I take pride in. But I will try... my durndest... to get her killed in a fairly comical manner.
If you really want... 'out of normal settings'.... Zebras and Buffalo would probably be your likely candidates. Zebras being 'different' from ponies, will be treated as such by the mentioned... Buffalo will be the rarest race, since they are basically tribal natives from what is likely a far away place...
And yea, I can agree with your notes. Still a work in progress as I go.
If you really want... 'out of normal settings'.... Zebras and Buffalo would probably be your likely candidates. Zebras being 'different' from ponies, will be treated as such by the mentioned... Buffalo will be the rarest race, since they are basically tribal natives from what is likely a far away place...
And yea, I can agree with your notes. Still a work in progress as I go.
Last edited by Zangi on Fri Dec 30, 2011 7:29 pm; edited 1 time in total (Reason for editing : Apparently [hide] doesn't really work...)
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Re: Dracopotamia - 'Create Your Own Adventure' [Staging Grounds]
I more had in mind that we would make terrible jokes and puns while making suggestions.
And if you were going for an unusual story, the best protagonist would be a certain one of the Pie sisters.
And if you were going for an unusual story, the best protagonist would be a certain one of the Pie sisters.
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