Post by Lyonize on Jul 7, 2016 0:40:32 GMT
Welcome to Lions & Legends, the Tabletop RPG style roleplay section on TLKGO!
This section will be governed by its own rules, as it will play out in a very different, and possibly more exciting way. In most forum based roleplaying, each player has the freedom to tell the story by controlling NPCs (Non-Player Characters) as well as the environment while also deciding whether or not their own character is able to overcome certain enemies and obstacles. In this section, we have what is called a "Game Master" or GM. In Dungeons & Dragons, this person is called the "Dungeon Master" or DM. It's a common element in many Tabletop Roleplaying Games. The job of the GM is to control the environment and NPCs for the players to interact with. In this way, it makes the world much more realistic and believable. It adds an element of uncertainty as opposed to the usual style of forum based roleplaying.
Disclaimer
Before I continue, let me establish that this is an extremely experimental section. Usually, tabletop RPGs are played, well, on a tabletop, like a board game. Conversations that can be had quickly face-to-face can take days on a forum like TLKGO, so rather than having all the complexities that come with typical tabletop RPGs, the rules will be as simple as we can make them. The rules will also be subject to change and they'll probably change very frequently until we figure out the best combination of rules for this section.
Rules
1. Don't argue with the GM.
However, you are welcome to ask them if they'd reconsider a decision. The GM can make mistakes too, so don't hesitate to point something out if they're forgetting something. But in general, the GM has his/her reasons for what happens in the game.
2. You may only control your own character.
There are no exceptions to this rule. NPCs are to be controlled by the GM only. This rule also applies to the environment unless your character has special abilities that allow them to do so (control the weather, for example).
1. Don't argue with the GM.
However, you are welcome to ask them if they'd reconsider a decision. The GM can make mistakes too, so don't hesitate to point something out if they're forgetting something. But in general, the GM has his/her reasons for what happens in the game.
2. You may only control your own character.
There are no exceptions to this rule. NPCs are to be controlled by the GM only. This rule also applies to the environment unless your character has special abilities that allow them to do so (control the weather, for example).
How To Play
Player Characters
Each player, in the signup thread for a given roleplay, will put the following attributes of their character in order of their best to their worst:
Strength: Strength is a measure of muscle, endurance and stamina combined. Strength affects the ability of characters to lift and carry weights, melee attacks, damage, certain physical skills, several combat actions, and general checks involving moving or breaking objects.
Dexterity: Dexterity encompasses a number of physical attributes including hand-eye coordination, agility, reflexes, fine motor skills, balance and speed of movement; a high dexterity score indicates superiority in all these attributes. Dexterity is the ability most influenced by outside influences.
Constitution: Constitution is a term which encompasses the character's physique, toughness, health and resistance to disease and poison. The higher a character's constitution, the more hit points that character will have.
Intelligence: Intelligence is similar to IQ, but also includes mnemonic ability, reasoning and learning ability outside those measured by the written word. It also affects certain mental skills.
Wisdom: Wisdom is a composite term for the character's enlightenment, judgment, wile, willpower and intuitiveness.
Charisma: Charisma is the measure of the character's combined physical attractiveness, persuasiveness, and personal magnetism. A generally non-beautiful character can have a very high charisma due to strong measures of the other two aspects of charisma.
Player Tips and Tools
Play to your characters strengths. Think of your character as someone in a sort of class system. A healer is always useful in a party that gets into a lot of fights and characters with good charisma can more easily get themselves as well as their group out of tight situations.
Here is a set of typical classes in Dungeons & Dragons. It may give you some ideas for how you want to play your character.
How to GM
Your job as the Game Master to keep the story flowing. It's not up to the players to create the story. Don't tell your players what your plans are, that ruins the surprise and the excitement. Keep your plans and NPCs to yourself until it becomes necessary/fun to reveal them.
Game Master Tips and Tools
Here is a set of videos on how to be a better Game Master. This is also helpful for players, so I recommend you watch it regardless of whether or not you plan to be a GM.
Posting
The first post will be made by the GM. They will set the scene for the players. The players will then take turns like in a typical roleplay.
If a player attempts to talk to an NPC, the GM will begin to play that character.
There will be no set posting order, but players will be required to post at least once per "round" to say what their character is doing. It can be as simple as "*Character* is just thinking about how beautiful a day it is." The GM is able to jump in at any moment to say that an event is taking place. ("Suddenly, a hippo charges out of the water.")
While player characters are communicating, there is no need to wait for the GM to post. If an event or NPC is to interrupt the conversation, the GM will make a post.
Combat
Player 2: Zoba saw Uriah hit the ground and rushed over to protect him. "Leave now, or I will end you!" Zoba said to the cheetah, now filled with rage.During combat, the players will take turns telling what they want their character to do. The GM will then decide on whether or not they were successful in their attack/action. The GM should take into account what the player characters strengths are and also that of the NPC that the players character is attacking. The GM will then describe briefly how successful the attack was. After each player has gone, he will then play the NPCs for their turns.
Skill "Checks"
Whenever a player character performs an action that might take some skill, It's up to the GM whether or not the action was successful. These skills tie in with the attributes assigned to each character from the beginning. For example, if a character has very low charisma, and attempts to lie to an NPC, the GM will decide, based on the charisma level of the player character and that of the NPC. In this case, it's likely that the player character will fail to deceive the NPC because of his low charisma.
Some actions may require multiple skill checks. Depending on the complexity of the action, it may require both, a strength check AND a dexterity check.
Here's an example where Player one controls Uriah with the following order of attributes, (Charisma, Constitution, Intelligence, Wisdom, Dexterity, Strength), Player Two controls Zoba with the attributes, (Strength, Wisdom, Charisma, Constitution, Dexterity, Intelligence), and the GM controls a cheetah with the attributes [unknown to the players] (Dexterity, Constitution, Wisdom, Charisma, Strength, Intelligence).
Player 1: In the heat of the moment, Uriah leaped forward, attempting to come down with a paw to the cheetah's face.
GM: As the cheetah regains his composure from the previous attack from Zoba, he just notices Uriah and dodges out of the way. Uriah fails to land on his feet and is now prone on the ground.
Some actions may require multiple skill checks. Depending on the complexity of the action, it may require both, a strength check AND a dexterity check.
Here's an example where Player one controls Uriah with the following order of attributes, (Charisma, Constitution, Intelligence, Wisdom, Dexterity, Strength), Player Two controls Zoba with the attributes, (Strength, Wisdom, Charisma, Constitution, Dexterity, Intelligence), and the GM controls a cheetah with the attributes [unknown to the players] (Dexterity, Constitution, Wisdom, Charisma, Strength, Intelligence).
Player 1: In the heat of the moment, Uriah leaped forward, attempting to come down with a paw to the cheetah's face.
GM: As the cheetah regains his composure from the previous attack from Zoba, he just notices Uriah and dodges out of the way. Uriah fails to land on his feet and is now prone on the ground.
GM: The cheetah's eyes widen and he touches the wound that Zoba inflicted on him moments ago. "Th-this isn't over." He said as he ran away.
In the GM's first post, he decided that the cheetah has high dexterity, while Uriah has very low dexterity. The cheetah was able to dodge out of the way, but Uriah was unable to land properly. In the GM's second post, he considered Zoba's strength and charisma when he threatened the cheetah (This is commonly called an intimidation check). Zoba successfully avoided further combat because of this.
If you'd like to get a feel for how this will play out and see the dynamics of a typical tabletop RPG, check out this series on YouTube where a group of voice actors play Dungeons and Dragons.
Again, we would like to emphasize that this is a very experimental section and the rules are subject to change. More rules may be added and other rules may be taken away depending on what works in practice and what doesn't.
Until we figure out how to best make it work, there will be only one RP in the Lions & Legends section. A few people have been chosen to participate in the test RP.