DarthXan318 posted:That's it, too... I think the factions idea is a bit done to death. Having worlds as opposed to factions is something that (AFAIK) hasn't been done before, or at least not done as much.
xany posted:Our aim here is to make a flagship RPG, but what makes a flagship different from any other? Probably many things, but I think the main idea is one of accessibility... this should be the kind of game anyone can (and would want to) join, from newbies trying to get in the RPF for the first time to experienced gamers looking for a new sandbox to play in. By this I mean (1) the character sheet should be simple enough that a newbie can make one with a minimum of hand-holding (2) for that matter, GMs should be willing to sit through some newbie mistakes/stupidity/etc and gently correct them when necessary (3) we should never close the game to new players (4) players should be able to make as many characters as they want. (5) cater to different levels of 'hand-holding' - some newbies will need to be led around on a string, but allow the more experienced players to follow their own directions (6) reward good players with in-game power/toys/etc, to keep them interested Of course all of this is to a point - if say a newbie is regularly going wildly OOC or godmoding or whatever despite being told, they should naturally be quietly eliminated, and the player that creates a new character and abandons it every week shouldn't be allowed to do it.
Sephy posted:From the perspective of someone who was not in IBOB, but from someone who's lurked pretty often in the CDG, I think the proposed CS is a little too simple. Here's my favorite CS template, not a ridiculous amount of detail, but also not too simple: Name: Age: Race: Gender: Apperance: Personality: Abilities: (I'm hesitant to make this an exclusively Fantasy or Supers category by calling it "Powers" or "Magic", but that's essentially what it boils down to) Equipment: Bio:
candide posted:Concerning newbs, I have an idea. What if each genre in the game was loosely (and I mean loosely) built for different level RPers. Like the Earth scenario would be user-friendly, and easy to join up and get in on the action, and the GM would be one who works well with newbs, etc. And then, players can move on to different, more advanced or more involved realms when they feel ready. I don't mean to impose any strict system here by any means. But if might be cool if there was one or two genera's that weren't too involved, or too challenging, and a couple that were decidedly more involved and more challenging.
Saintheart posted:Fact is (he said, with an arrogant smirk on his eminently punchable face ) you don't design worlds to be easy for players; you design adventures within that world to be easy for players. The new player's first mission should be relatively tightly-controlled, as easy as delivering a package from one place to another. You then move to others until you feel they're strong enough to play in your world by themselves. Again, whilst not trying to fanwank over IBOP, that was how LSA and most of the GMs seemed to do it, and thereby got a sense of the RPing abilities of his new characters: he'd have "High Command" assign them a mission and see how they went first, and well before he gave them any sort of power in-game. If a player can't even play by the GM's rules for one short mission, it doesn't bode well for their commitment to the RPG overall.
xany posted:At the risk of waxing IBOP as well (heh), I agree with Saintheart - you can't design an entire world to be 'easy', but you can design easy missions. I mean, say Earth is the newbie zone and the newbie learns the ropes - what then? Does the character move off Earth and never return? Shouldn't be that way..
ktala posted:Perhaps..Like the game, the Brearu....which is kinda like Men in Black. It is set in the present time, with agents on the hunt for not only aliens, but things supernatural as well, like vampires, mages, and orcs, and ghosts.
SephyCloneNo15 posted:One world definitely limits the scope of the game because in very short order, without some bizarre contrived Game mechanic to prevent it, whichever race could first would be all over the planet, either conquering it or stripping everything of value from the parts they don't like.
SephyCloneNo15 posted:If we go multi-world, limiting the scope of the worlds is an obvious necessity, but I don't think it's a great challenge. When you have several worlds to choose from, is it really that much of a problem to be constricted to an England-sized island on one of the three or more worlds? It's not nearly the issue you seem to be making it out to be. I could happily and easily write up three genre-specific posts like I did with the Oceania post, limiting the play area without limiting the potential. Not a very daunting task at all.