Finished .:The Guild: A Roleplayer's Paradise:.Participate in the New Directions Project

Status
Not open for further replies.
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

Fair point. Another thing with large groups is that often a player or two is left behind, and misses a few pages.
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

BUMP!


A new topic for you all: In an RPG where your characters have powers, which is the least and most beneficial?

I think physical enhancements, such as flying or super strength are good, but telepathy stinks since in role-play on pokebeach, thoughts arent well expressed, and thus can't be read.
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

I run an RPG based on Powers. I think the most beneficial thing is to let them express themselfs in the way they use there power. If they are mad they can use giant burst of energy while if one is happy they think out complicated combo's.It's very interesting I think. Also a bad thing is the thought of trying to God-Mode. They think just because they have a power that they have the best or most powerful one. Thats why I have to be carefull about how much freedom they get and how they use there powers.

Nice Topic by the way. :D
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

I have several awesome powers in one rpg I'm in, my favorite is metal manipulation, because I love magneto from the comics lol.
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

A cool power could be to control plants and stuff. For Ex. giant vine monsters,trees and branches wrap around you,and other stuff. That could be cool.
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

The only RPG I have powers in is Ice Master's, but I haven't been able to use it yet. I am Pestilence >:}
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

From my experience, I've learned that speed makes a character extremely difficult to hit, and if you combine agility, then that character can be considered invincible in certain scenarios.

For my favorite character, elemental control (over water, in my case) is just plain dirty. Water moisture can be condensed into liquid to buffer attacks (water is "heavier" than air, so movement is slowed from the friction), freezing of water expands into ice to serve as a pushback move, and pure water is an insulator, shielding against electricity, and the list just goes on and on. The versatility of such abilities make my character almost broken.
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

shampoo-thief said:
The only RPG I have powers in is Ice Master's, but I haven't been able to use it yet. I am Pestilence >:}

Yes, But I am Famine. >:] YOU ARE HUNGRY. GO GET SOME FOOD. (and while your at it, get me a burger too)

Like mlouden said, one of the best powers out there is probably manipulation. Buut then again, you couls make use out of any kind of power. So eh.
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

I think the best powers are manipulation too. But of Time and Space. Which I think is self-explanatory (somehow)

The worst would be...uh...I don't know.

Anyway, most people in my RPG have some power (Contract) but I made a limit on using that power. (Numbers)
One time, someone tried to blow up an entire temple.

Limits.
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

You have to be very careful when designing an RPG with magical powers or abilities, and the like. Often players use it as an excuse to god-mod (not saying I haven't been guilty of this, by the way). When you have relatively high skilled roleplaying like in Starry Trails, it works, because players don't abuse their powers (probably because Zy sets the bar so high). However, when an RPG degenerates into mindless anarchy and players destroying the world (...), it generally dies out.

I find powers such as flying and invisibility - while they sound cool - are generally underwhelming and tend to get abused a lot. However, if your character has the ability to manipulate the shadows, becoming virtually invisible, or manipulate the air currents to keep him/her aloft, it is a lot more fun and interactive.
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

nabby101 said:
You have to be very careful when designing an RPG with magical powers or abilities, and the like. Often players use it as an excuse to god-mod (not saying I haven't been guilty of this, by the way). When you have relatively high skilled roleplaying like in Starry Trails, it works, because players don't abuse their powers (probably because Zy sets the bar so high). However, when an RPG degenerates into mindless anarchy and players destroying the world (...), it generally dies out.
Exactly. The key is to prevent anarchy and overwhelming destruction simply because you can do it. Direct power contests are completely pointless in a high-power RPG because you leave yourself at the mercy of the GM and it's more or less uninteresting. As a GM, one should encourage creativity to keep the quality of battle scenes high. If someone spams their ability, don't let them keep using it without paying a price! Enemies should be versatile enough to learn to counter techniques used over and over again: constant laser vision can be visually deflected by a mirror-like skill, spamming speed skills to wear down the opponent can fall prey to traps carefully set around, and a SHOOP DA WOOP with terrible timing could just leave you open.

However, if a RP-er throws a curveball, or even a knuckleball at the GM, using their character's abilities in a nice way that is plausible and uniquely fitting to the scenario, don't shoot that guy down. Give him the rewards for his efforts.
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

Nice pointers guys! Yah, I think all of those points are very helpful for anybody reading this.

Flying is always a nice power in my point of view, because most of the time the players give there characters wings, which adds some nice visual for the other players. But you have to set limits. Like if you have bug wings, like one of my characters, you shouldn't be able to fly very high or be able to carry things around, but speed should be a bonus. The wings should also be really fragile.

Setting limits like these help people better understand the power thier characters have, thus giving less of a chance for god-modding.
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

I once had moth wings...
But then that RPG was canceled...
:C
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

Flying is nice. Unfortunately, while it's no doubt a cool power, the problem is that it's only use is to be able to reach places normally unreachable. It's not as versatile as I hoped before. ;/
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

shampoo-thief said:
I once had moth wings...
But then that RPG was canceled...
:C

T_T

And yah, it takes you to places no one else can go. I think it could also help in battle, giving you the upper ground and all that jazz.
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

Speaking of all these powers and stuff takes me back to Stewart Hall.....the good old days, my debute as a RPG'er
...
...
...
...
(im not gonna cry)

: '(
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

Slightly off topic:

REMAKE STEWART HALL :p lol

On topic:

I also think it's important for the player to like their power, instead of throwing a random power at them and being like "yay you can do this, whether you like it or not" lol.
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-7/26/11

Yah, these are all good points....and now for a new topic...

If you could make an RPG from any TV series--except for Pokemon--what series would you choose, and why?

I would choose Adventure Time, since you can get away with a bunch of random junk you couldn't do in other RPGs.
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-8/12

I don't watch TV series... so... :p
 
RE: .:The Guild: A Roleplayer's Paradise:.New Topic-8/12

Jersey Shore.
But if not that then I would say...
Avatar. That would make a really BA rpg.
 
Status
Not open for further replies.
Back
Top