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Topics - Wormtail_

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1
Wish list / Allergies
« on: September 26, 2004, 05:48:24 pm »
Would it not be interesting for characters to have allergic reactions to things in-game, such as, say, stings of certain insects or certain kinds of food? This could be chosen to be either completely random or a specific allergy could be chosen at character creation. Of course, it might have interesting consequences if one were to be allergic to Enrikudai...

Possible symptoms of an allergic reaction could include the usual we find over there in RL. Or simply loss of control over your character, as it tries to escape, fighting ability severely dimminished (not to mention crafting, magic, etc.). Perhaps even death could be a consequence.

If allergies were to be implemented, they would of course be an extreme annoyance. However, it would cause players to have to make more careful, and sometimes unique, decisions for their characters.

Certain races could be allergic to different things than other races. Whether members of one race could be allergic to members of another entire race is another matter. Personally, I think it would be an excessively irritating burden. If a bit amusing.

Treating allergies would perhaps be to take some sort of special medicine to enable them to either survive contact with the item that induces an allergic reaction or simply go through an area that is full of that particular item. Other treatments could be used as well, although I personally am too lazy to think of any more.

Pros:

Realistic
Powerful characters with allergies have great weakness - diminsihing their power
Requires more deliberate decision-making skills
(Insert new pro here)

Cons:

Annoying hinderance
Really annoying hinderance
(Insert new con here)

Comments?

2
Wish list / Symbiotic Creatures
« on: April 19, 2004, 06:07:27 pm »
As the discussion in the Parasites   thread diverged to a discussion of symbiotic creatures... I shall create a new thread on symbiotic creatures. The full discussion is in the link above.

The discussion, in short, decided that symbiotic creatures would give something to the player (boost stats, give blood special attributes, improve resistance to poison/magic/etc., etc.) in return for a stat(HP, mana, stamina). Symbionts would only pay in return for payment, and in combat, only retaliate when hit by anything such as the host. Also, characters could be able to support as many symbionts as their \'mana/HP/stamina income\' allows for. Or if the weight pulls them down.

If the host dies, the symbiont could wander away from the hsot or consume the host\'s body. The symbiont, as stated before, will not attack another creature for the host - that job is reserved for a familiar.

Speaking of familiars, the main difference between symbionts and familiars is that symbionts improve your own stats, and the familiar is just a companion. Empathy could be used to communicate with the symbiont, I suppose, but am not too sure about that.

Symbionts can be located in several regional areas or shops.

Comments?

3
Wish list / Sensory Dysfunction
« on: April 13, 2004, 04:25:56 pm »
I do not think there is another topic on this, so anyway... This shall be in a Q&A format, for what I think is easier to respond to.

1. What is sensory dysfunction?

Sensory dysfunction is where one or more of the five known senses ceases to function properly. Permanent blindness and deafness are not examples, as it is total loss of functioning, but could still be implemented. Temporary blindness and deafness are examples.

In PS, I believe, only sight and sound can be used.

2. When does one suffer from it?

One suffers from it by either choosing it in the character creation screen (if it\'s put in, of course) or has one of the senses disrupted by an outside/inside force. Outside being magic and sudden light, inside being poison.

3. Why should we have it?

This offers strategic advantages, as you could blind or deafen an opponent and surprise them from in front. Or you could have the wonderful feeling of being blinded and stumble around in the dark.

4. How does it affect characters?

It affects characters in one of several ways. Sight can be disrupted by either instant loss of sight (temporary, or permanent?)/hearing or slowly taking away sight/sound. Say, for example, that you can see for 100 feet (just an example). Then, your sight is damaged somehow and you can only see for 90 feet, and depending on what damaged you, it may stay there temporarily or sight may continue to recede to 80, 70, until a certain stop point.

5. What advantages does sensory dysfunctioning give?

As said before, tactical advantages. Also, it promotes realism somewhat, and while that is not always a good thing... Symbionts (see Parasites thread, last page) can draw upon the use of the senses as payment and give something else, or vice versa.

Comments? If there is another thread on this, please post the link, but I am sure there is not.

4
Wish list / Parasites
« on: March 29, 2004, 06:39:15 pm »
I apologize if this has been posted before, but anyway...

Perhaps there could be parasties in PS. What they could do is either suck out the health, mana, and so on of our character or suck out the mana, health, and so on of other monsters. Why would we want such negative things? For several reasons. One, promote health care. If you hate this, fine, but parasites are, in my limited experience, not used in that many RPGs if any. Another reason - you are given a way to destroy a powerful monster without actually having to bash its head several times repeatedly with either a club, sword, tornado, cloud, etcetera.

There will be two obvious divisions of the parasite - endoparasite and ectoparasite. The former dwells within its host, the latter dwells on its host. Both types will, of course, be miniscule things that feed off the perhaps unsuspecting host. The host will experience loss of mana, loss of HP, loss of stamina, loss of movement speed, and overall discomfort, among other nasty symptoms. And parasites cannot be destroyed easily, either. While some races may have innate resistance or even immunity to parasites, most will probably not have it.

What is the difference between a monster and a parasite? Well, monsters can easily be taken down hand-to-hand. Parasites need to be destroyed by some other method. Monsters drop loot, parasites may or may not. Parasites can have some special magical properties, though. Parasites can stay around without being noticed, while monsters... cannot.

Pros:

New type of monster
New job or job division
Way to limit uberness, forces players to pay for health services
Realistic

Cons:

Limiting can be annoying
Might be too difficult to implement (tiny creatures are rather difficult to see)

What do you think?

5
Wish list / Compilation of Ideas
« on: March 13, 2004, 12:00:44 pm »
In an effort to cut down on posts already listed before, I shall try to organize all these posts already made. You can help by either editing this post if you have the ability of a moderator, or finding links in the categories and posting them so someone else can edit it into this post.

I could use a little help writing up brief summaries of the topics.

I shall try to update this as much as possible, or whenever I feel like it. :P Of course, I may go inactive, which would create some problems.

Table of Contents

1. Weapons
1.1. Other Items
2. Magic
3. Stealth
4. Monsters
   4.1 Races
5. Regional Areas/Weather
6. Combat
7. Transportation
8. Religion
9. Health/Food
10. Government/Economy
11. Entertainment
12. Education
13. Other

1. Weapons

Weapon Stats
Post about weapons having mass and center of gravity as stats, and affecting the weapon\'s many uses.

Chemcial/potion bombs for alchemists
Idea about alchemists having ability to use certain potions as bombs.

Invent a new ranged weapon.
Self-explanatory.

Guns
Idea for having guns in PS - Strong opposition to idea.

Weapons are Rare
Post on having difficult times finding weapons.

Seige Weapons
Ideas on and having siege weapons in the game.

Aiming Projectiles
Idea on how aiming ranged weapons and firing them.

New Ranged Weapon
Idea on new ranged weapon, the boomerang.

Livng Weapons
Discussion on having weapons that live, or interact and move of their own accord.

Living Weapons - Part II
Same as Living Weapons.

1.1. Other Items

Bags and Backpacks
Self-explanatory. Ideally.

Carts

Idea about having different kinds of carts in-game.

2. Magic

Alchemy
Some ideas on alchemy

When a Spell Goes Bad...
Describes effects on caster if the caster fails to cast the spell.

Hierarchy of Summoned Creatures
Self-explanatory, I believe.

Circle Magic
Combining strengths of multiple mages.

Mana Upkeep - A System of Magic
Permanent enchantments require mana out of your stockpile to maintain.

Spell Wish List
Ideas on spells.

Player-Spell Interaction, casting spell materials, etc
Extremely long post on spells and ways to channel. Not entirely sure on this. Too long, even by my standards...

The 4 Schools of Magic
Four different ways of casting magic.

Combining Spells
Combine multiple spells to create a single, unique spell.

Spells Memorized
Memorize spells in order to cast.

Deny Magic
Have option to not use magic at all at char. creation.

\"Fun\" Magic
Spells used purely for humor.

Spirit Power
New magic meter that makes you turn into demon when Spirit Power runs out. Or fills up. Can\'t remember which.

Absolute Spell Control
Have complete power over magic - mana cost, direction, duration, etc.

3. Stealth

Dragging Bodies
Dragging bodies of dead creatures around. And living.

Thieves
Archaic post on thievery - seems very popular when alive.

Stealth Skills
Skills for thieves - lockpicking, jumping, etc.

Lockpicking Gameplay
Post on picking locks, such as how to pick locks and what locks to pick.

Assassinations
Suggestion on system of assassination.

4. Monsters

No Summoning *Normal* Skeletons
Post on creating new undead creatures from bodies of killed creatures.

Parasites
Post by yours truly on having parasites in Planeshift.

Monster
List of ideas on monsters.

Legion of the Undead
Post on turning into creatures after death.

Familiars
Post on having familiars as companions ingame.

4.1 Races

Wishlist for Player Races
Self-explanatory. Hopefully.

5. Reginonal Areas/Weather

Land of Ice and Snow
A zone within PS that is as it says it is - a land of ice and snow. Also has ideas on items, etc. that mold to that zone.

House Building Idea
Idea on how to build houses.

Houses, Mansions, and Castles
Idea exploring having living areas and how they function.

Auction Houses
Thread on having official auction zones.

Building Towns/Guild Functions
Idea on constructing towns and having guilds do it. Guilds building gain advantages of a sort. I think.

Water-zone Based Concept
Several post idea in a thread about several zones based on and in water.

City Wishlist
List of ideas on cities.

Upper Levels and Sky
Having Cloud Shoes that allow you to walk on skies.

A Different World (or Plane)
Post on accessing different plane by sleeping.

Fighting Weather Every Step of the Way
Super long post on having weather affect your character and items.

6. Combat

Battle Idea
Idea on having different battle stances in combat.

On Capturing
Idea made by yours truly on capturing instread of killing.

Combat
Clearing up what PS combat system is like. I think. Posters dislike click-wait combat.

Waging Wars and Conquering Cities
Capturing cities through war.

Disgust at Destruction
Makes a character disgusted at the destruction caused.

Special Moves
Special moves during combat, like picking up and throwing them.

Melee/Ranged Combat with Mouse Input
This one is about using the left/right mouse buttons and mouse movement as attack directions, with footwork and weapon types effecting damage to boot!

7. Transportation

Ships without a Sea
An idea which mixes ships without a sea (but still on water), a different kind of teleportation, a new city, role playing, seasickness, and phobias.

Jumping Skill
Idea on jumping in PS.

Ships and other Vehicles
Having sea ships in the game and other methods of transportation.

Unique Mounts and Town Portals
Each race has mounts unique to it and there town portals leading to each other with instant travel. I think.

Overall Transportation
Ideas on transportation, plus clarification on existing trans.

Teleportation
Idea on mages being able to teleport, setting \"setpoints\" and going to \"setpoints.\"

Traveling Time gets Old Fast
Complaint of traveling being boring and suggestions to negate that time.

8. Religion

Gods
Turning into a God after becoming very experienced. I have not read this other than skimming first few. Edits on this excellent.

Praying
Gaining benefits by praying to a god.

9. Health/Food

Food/Cooking
Idea for how to cook food.

Alcohol and Brewing
Self-explanatory.

Food not just limited to main courses
Idea on having candy/snacks instead of just main courses (e.g, pies, stews, etc.)

Adrenaline
A thread on having an adrenaline rush when you are near death.

Allergies
Self-explanatory.

Sensory Dysfunction
Disabling the senses of characters and creatures.

Stages of Age/Experience
Idea on aging and gameplay based on it.

Healing
Post on more realistic ways of healing.

Stamina and Food Bar
Idea on having a stamina and food bar, plus elaboration.

Tobacco
Idea on smoking substances like pipeweed.

Body Development

10. Government/Economy

The Lotto
Idea on having a lotto in-game.

A Casino
Obviously, about a casino.

Official Yliakum Currency not Universally Accpeted
Self-explanatory.

Jewelers and Gemstones
Post on gems and jewel-crafting as a job.

Basic Rules of Economy  
3 indepth rules to keep an alive and stable mmorpg economy.

Smitihing Job: The Making of a Sword
In-depth post of how to forge a sword.

Commercial Items Ingame
Having brand names for items developed by different types of people.

The Players Run the Game
Players should form trade guilds and those guilds run stores around the city.

Tax Us
Idea on having players be taxed by certain establishments.

Commercial Items In-game
Idea on having personal sigil on created items.

Prisons
Disscusion on having prisons in PS.

Player Government
Players controlling the government. Self-explanatory.

Government

Ore Mining
Basically this one\'s about dynamic mines/random mines/random positioned mines that are opened and then closed when the ore is depleted, with ore regeneration re-opening the mine and private mines ownable by guilds and single players.

11. Entertainment

A Theater
Idea for having a theater and a performing troupe to do it.

Mini-Game Ideas
Ideas for mini-games, such as cards.

Starting the Cards
Idea for a card game.

Recreation?
Post on why recreation in PS would be beneficial.

12. Education

Researching advanced technology
A thread on having players able to research new technology

Anaani Academy
Idea for optional start-of-game tutorial.

Learning
Post on gaining learning time from combat, and using that learn time to gain skills.

13. Other

Science and Magic
About having science intermingling with magic ingame.

Public Hangings
Discussion on having hanging as a punishment.

No More Numbers  
Idea for no longer displaying numbers for all stats.

Ideas for Name Display Ingame.  
Idea for not displaying names ingame by default.

Naturally Gifted Characters
About characters randomly gaining new skills points at creation.

6
Wish list / Mana Upkeep - A System of Magic
« on: February 25, 2004, 08:21:38 pm »
This idea has been rather thoroughly discussed in another post (mainly be Wolfmane and myself...), but under the \"Spell Wish List Thread.\" It was kind of off-topic under there, but anyway, here is the essence of the idea.

Basically, Mana Upkeep keeps your spells going at the cost of x mana per y seconds, mintutes, hours, etc. Then came the idea of \'emergency mana,\' which was mana used solely for upkeep purposes, and if it and the regular mana ran out, all enchantmnents failed. Also, if the regular mana was running out, then enchantments would look as if they\'re fading away. Enchantments would create a glowing aura around the enchanted item, the color of the Way. Ex., Dark enchantment on sword creates Dark Aura around sword.

Pros -

More unique magic system
Solves annoying routine of casting and recasting
Allows use of barriers that stay and drain mana power

Cons -

May be too complicated
Abuse (others casting spells on others and leaving spells there)

Feel free to add your ideas, pros, cons, etc. The entire discussion is here .

7
Wish list / Disgust at Destruction
« on: January 30, 2004, 01:35:59 pm »
I apologize if this idea has been stated before, but anyway...

Perhaps there can be a certain meter (or something similar) that makes your character become disgusted at all the hacking and slashing they are doing. It is not realistic if people kill a bunch of others and do not feel even remotely regretful (unless they are incredibly sadistic). As people gain experience in combat, they would, of course, get more used to killing, but most would rather not kill for trivial reasons. Of course, there may be a few bloodthirsty races that could be exempted from this idea, but assuming that most other races are not, they probably would rather not kill if they could help it.

Why do characters kill monsters ingame? To gain experience, money, and items. Those things could be gained in methods other than killing. Also, when you destroy a monster, the resulting corpse could smell so disgusting as to make your character retch. Looking on the realistic side, most people would rather not kill if they could help it, and gain exp./money/items in other ways. In other games, the only way to gain those things is to kill monsters.

The main point I am trying to get across is that characters could probably feel extremely disgusted at all the killing they were doing at first, and get used to it later. If such an idea were to be implemented, then people would be forced to use methods other than pure combat to gain money, experience, and items.

What do you think of this idea? Is it horrible, or somewhat feasible?

8
Wish list / On Capturing
« on: September 16, 2003, 07:46:43 pm »
I think that it would be an interesting addition to the game if we were able to capture opponents, and perhaps be captured by them. This would have several
advantages. One would be the fact that you wouldn\'t have to kill to defeat an opponent, or damage him so badly as to send him/her/it to send him/her/it running. Instead, you can knock them to the ground (or any other method) and capture them. Here is my idea on how it could work. Note that it is unpolished and could use  comments and suggestions.

    In combat, you could have an option that says \'Capture.\' Capturing an opponent would mean that your character will try to take the opponent in alive. This would be a mins on your attack power, though, and  ome types of weapons are better than others at  capturing an opponent, or at least make the opponent lose consciousness. Then your character would have to drag back the captive somewhere.
 Now, when you have a captive in a certains rea (where, I\'m not sure), you may try to cultivate the aptive to join you, or at least help you. Your charm gainst the captive\'s will shall decide whether the  aptive \'surr nders\' or not. When you have a captive, you may recruit him to do several things. ne, you may have the former captive run a store, trade, cook, serve, and other things. But you must pay the captive a salry, as I am reluctnat to turn this into slavery. Anyway, the vaptive may also become your guide, allowing you to access areas and gain mroe knowledge. This may provide some interesting areas of gameplay.

What do you think?

Note: This is only on capturing NPCs, not players. Also, iif the captive doesn\'t decide to join you, then... Execute him! Or not.... I apologize for typoes and if this topic has been posted before. I\'m too lazy to look up the topics and check all of them...

9
Wish list / Descriptions of Creatures
« on: May 13, 2003, 06:01:32 pm »
I believe that it would be interesting to have descriptions of players, creatures, and NPCs alike. While this is not necessary, it does add to the atmosphere. I have attempted to look for topics relating to this, but I have found none, but there may already be a topic on this. I\'m not too sure. I apologize if this topic already has been discussed, though I would like a link to the thread where it has been discussed. Anyway, on with the idea.

I believe that other games have this implemented. Age of Wonders has it for regular units, and they were interesting to read about. It provided reasons why the creatures had certain abilities, a background, and other information. Something similar can be put into this game. That Game also implemented this a few months ago. I just happen to like this idea. Age of Wonders II does not have this for various reasons. So unfortunate, but the develepors of the game are, after all, the developers.

Creatures:

Creatures can be described in several ways. First, a background of what they like, dislike, and why. Why they adapted to their enviroment in a certain way. Habits of each creature. Special abilities of each creature as well, and why they have them. There are much more to say about each creature as well, and the ones I have stated here in this paragraph are only a few suggestions.

NPCs:

It would be interesting to read about NPCs. For the common commoners, NPCs that make up most of the NPC population, a simple description would be useful, like what they do, status of health, wealth, and so on. Basically a brief summary of who the person is and what their life is like.

For \'special\' NPCs, it would be the same thing with extra details. Personality, views on things like war and science, what their job is (this can be for the common commoners), and more. What I\'m trying to say is a more detailed description than a brief description.

Players:

For players, they can create a description of their own player to provide a background. Also, other players viewing the description can get an idea of who the player is, why they are what they are, and perhaps what they plan to do. What I am suggesting is that what is in the description area is entirely up to the player, and they create it themseleves.

So, is this idea interesting? Any comments or suggestions? Anything else? I would like to hear whatever you have to say.

EDIT: Common commoners thingy cleared up.

10
Poetry, Comedy, and other. / Ideas for a role-playing thread
« on: April 04, 2003, 08:50:45 pm »
I feel like roleplaying, but nobody seems to want to create a thread with multiple roleplayers. So I decided to create a thread based on getting ideas for new roleplay threads, and perhaps regular stories. in this thread, people will post ideas for new stories, expecially roleplaying threads, and we get to see who wants to roleplay. Anyhow, I\'m pretty sure that everybody is yelling at me in their heads to get on with it. Fine, I will get on with it.

My ideas for roleplaying threads:

Task of Loyalty

I have created a thread similar to this in the BISM forums. Basically, it is when the underground city of Yliaklum (did I spell it right?) is in anarchy, due to the eight overseers of the eight levels been assassinated by other corrupt government leaders. Your character is presented with a choice to see whether you will seize power for yourself or see who is behind all the anarchy. If you badly want to, then YOU might be the person behind the anarchy.

Quest for the Recipe of Pie/Other food if ParaSite or others don\'t want it to be pie

This thread is supposed to be a humorus one. Basically, someone walks by, talking about pie and debates about what it is. Your character, along with other roleplayers, will go on a quest to search for pie, and how to make it. As well as what it is.

The Missing Server

The Planeshift forum server has mysteriously disappeared! In this thread, you join a group of Planeshift forumers (among whom is yourself) to search for the Planeshift server. Along the way, you meet with some strange creatures... Like chess pieces fighting each other, and Runescape players. [Insert dramatic sounde here]

Ravenmaster\'s Idea(s)

The Quest for Duct Tape

\"It has been said any problem, any broken item, can be fixed with duct tape. However, every supply of it has dissapeared. If someone tries to make more, it disappears. What has happened? Join us*, and we will soon find out.\"
*The \'us\' means the adventuring group leader, who is trying to recruit people for the adventure. Keep in mind that we might not do this, as with every other said idea.

Concept (Ravenmaster):

Schizophrenia (Or however you spell it): A thread with two or more players controlling a character or characters. There is a minimum of two characters controlling one character. The main character, at least.

[Edit]There are a few threads that have been started and are accepting new characters. It is suggested that you, whoever you are, join them if you are willing.

Active Threads

Trefalgr\'s Secret
- Current players are Trefalgr, Ravenmaster, Kinoss, Wormtail_, and Aruneko

Seeking Fortune
- Current players are Mehallie, Ravenmaster, and Wormtail_

Rhuarhii
- Current players are Riune and Valfaran.

Some players are unable to participate in some of the threads above due to various reasons. However, the above threads are active and players are welcome. Or so I think.[/Edit]

Will add more later. Feel free to add your own ideas and feedback. If you would like me to add or delete something, feel free to say so.

Willing roleplayers:

Wormtail_
Ravenmaster
Mehallie
Aruneko

11
Wish list / Water and Underwater 'Things'
« on: February 18, 2003, 09:01:50 pm »
I think that ships and/or submarines of some sort should somehow be in Planeshift. It would be interesting to have voyages over oceans. As no creature can survive underwater for extremely long periods of times, that is where submarine-like vehicles and ships come in. Having the ability to navigate on water and underwater will create many new possibilities. And of course, there is always the topic of things being realistic being brought up. These ocean cruising vessels will provide the answer to exploring, and from my extremely limited experience, I have never seen or heard of a RPG (any kind) that had this idea implemented into it. Below are some examples of the advantages to having ships and submarine-like things.

One: New and Unique in Many Ways

This is pretty much obvious, as traveling on land and water are different. For one, fighting will be changed somewhat (think guild wars on ships). Drowning will be very interesting. Methods of traveling will be changed, too. Also, this might require teamwork if no NPCs are hired to sail. Thre are many other ways that having ships will change gameplay.

Two: Even MORE places to explore.

Obviously. As said before, no land creature can just dive underwater for a few days or so (unless I\'m mistaken) and come back to the top without drowning first (if they get back to the top). Flying creatures need rest, too. Threrefore, ships and the like are needed to travel from one place to another.

Three: Can be fun, Under Certain Circumstances

Think about it. traveling on land is the same as traveling on water, except traveling on or under water gives you more things to do (or so I think). For example, a mutiny occurs on board. Ouch. Another example: The boat sinks. The third example: A vicious sea monster attacks the ship. And on and on the examples go. Anyways, when all of these are used \'in harmony,\' then sailing can be fun.

If this idea has been brought up before, sorry. It gets boring looking page after page of stuff while looking for the idea you are looking for.

Otherwise, any more ideas or complaints on this?

12
Collaborative Stories / The Quest for the Crystal
« on: October 18, 2002, 07:59:23 pm »
This is the quest thread for the Crystal Quest. Mainly IC posts shall be posted here. Do your best to keep OOC to a minimum, here, too. Anyways, the quest shall begin with the damaging of the Crystal. And can someone tell me how to spell Yakilum, or however it\'s spelled? Remember that all posts without OOC will be considered IC posts.

Note: No offence to anyone mentioned in the story, we just need to use the people to continue the story. However, if you\'d like, I can change the names of NPCs if anyone in the story is mentioned if they\'d like.

One day on the surface, a group of wizards gathered. They had an evil intent, so evil in fact, that not even the most foul-hearted Orc could match up to them. They were members of the Dark Mages cult. Their intent: Destroy the Crystal of Yakinum. They were mages of all kinds of magic, even that of the light. The light mage was really a dark mage without any learning of magic in disguise, so he could learn the way of the light(Much to his displeasure, as he was evil, after all.)

AT THE ENTRANCE TO THE \"CRYSTAL BUILDING\" THING:

A guard fell dead. His Kran comrade fell next to him, dead also. A shuffle of many pairs of feet were heard.
BOOM. BANG. CRASH. ETC.
The gate was destroyed completely. The wizards ran through the smoking debris. One of the mages stayed behind, casted an illusion, and hurried after his comrades.

AT THE CRYSTAL:

\"Alrighty then. On the count of three... you know what do to... One... Two... Three!\" said the Wizard of Darkness. A multitude of powerful indirect spells were casted simultaneously. A loud explosion took place, followed by smoke. The Wizards held their breath. Suddenly, some Crystal shards flew toward them. \"Darn... I thought we had it for sure there...\" said the Mage of Air(I think it\'s the Blue way, not sure). \"Ah well, lets just take these pieces and run, before the Council notices.\" The Wizards vanished.

THE WHOLE OF THE UNDERGROUND CITY:

The sky suddenly darkened. The air became cool. Day became evening... an enternal evening... unless some heroes saved Yakilum...

13
I am recruiting for a RPT(Role playing thread) called \'Quest for the Crystal. What happnes is that the Crystal in Yliakum has been damaged(somehow), and a group of adventurers(the posters) has been called to retrieve a special item that will repair it. More info will be in a seperate thread from here, if I get at least 3 recruits, with a maximum of 8, including me. New players can join in later, too, with a maximum of 10. Right now, I\'ll be giving you the rules and info:

RULE 1:

No flaming or insulting in any form will be allowed. Treat one another with respect.

RULE 2:

You may not move or make another poster\'s character do anything unless you have the owner of the character\'s permission. Not even I, the Game Master(GM) can move players around unless I have permission.

RULE 3:

Keep Out of Character(OC), or things you have to say that your character is not going to, to a minimum in the seperate thread. Keep them here, if possible. OOC posts are allowed there, as long as it has to do with the quest.
Quote
On occasion the GM may include a GM note to more fully describe an item, area, event or story point. These will be marked as GM, not OOC.


RULE 4:

Keep In Character(IC) and OOC posts seperate. Do this by posting \'OOC:\' and the message like that.

RULE 5:

No super characters will be allowed. No super items will be allowed, either. This is for the enjoyment of all, and fairness.
EDIT: You don\'t have to have flaws, but it simply means you can have more abilities. I will judge your character and see if he/she/it(Kran) is too powerful.

RULE 6:

Do not have your character wander off, or make several posts about him and him only. This is an interacting story, and not about one character and one character only.

RULE 7:

This is not exactly a rule, but it would be nice if this happened. Characters can learn of things through different ways. As the crystal is damaged, it should be easy to do this.

RULE 8: This is for creative storywriting, not hack and slash. I will try to put in riddles \'and stuff\' to enhance the atmosphere of this thread.

RULE 9: The GM can do anything with players who enter the roleplay thread withougt his/her permission. Players are granted permission when their character is approved.

Have fun!

These rules(and info) have been borrowed and revised from: http://aow.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=11,242,0,60

Look at the above link for better information.

Remember, IC is In Character, and OOC is Out of Character. All races must be from Planeshift, too, as this is based in Planeshift.

I will tell you how to create a character in another post. Thank you for reading this, and special thanks to those wishing to participate!
EDIT: Oh yeah, and the items, spells, and skills/flaws are to be made up by your imagination, as Planeshift isn\'t exactly \'out\' yet. So basically, all you have to do is have a good imagination, and you\'ll be fine. One more thing: Does GM really stand for Game Master?  ?(

14
Granted or negated Wishes / Lets talk about what happens when you die!
« on: September 20, 2002, 07:31:40 pm »
I\'ve got a few questions:

What should you do to get out of the \'Death Realm?\'

If you get killed by someone in a guild war, will they get some items you dropped?

I\'ve read the FAQ, and it says you\'ll get all of your items. Doesn\'t that mean that you can die whenever you want and get your punishment? Personally, I like Runescape\'s idea of you keeping your 3 best items, but losing all the rest.

Please answer these questions or throw in your two cents on the discussion of dying.

*Holds out collecting tin*

15
PvP,PK and Thieving / Idea on Player Killing...
« on: September 15, 2002, 07:46:23 am »
I\'ve got an ideas on pk\'ing. Here they are:

An idea I stole off Runescape and twisted a bit. Perhaps there could be a \'lawless\' land that \'even the Gods avoid\' that could be for pking. These lawless lands I\'m talking about is like an abandoned village, a wild forest, ets. There would be no special advantages or disadvantages in these areas, other than you can pk. And since people can use the terrain to their advantage, there should be exciting guild wars to fight in.

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