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It's that moment you've all been waiting for! We're going to...

home, for some of you. Or is it? )

Several hours after everyone arrives, their phones will receive a text saying that there is no Game this week:

Players will have their entry fees returned - although Zecora's isn't entirely in tact, since unfortunately the Conductor can't give Sasuke back. She will instead receive a certain newspaper clipping that might bring her hope.

Another effect of the game on hold, Reapers are technically not confined by any rules, including the one that says they can only use Noise. They can attack or aid Players to their heart's desire.

Important Edit!



Now, with that out of the way, I'd like to make an announcement about the direction of the game. More specifically, I'd like to start taking it in an endgame direction. I feel that with how much the playerbase has dwindled and our total lack of new blood for several months, it's unrealistic to assume that it will be able to continue indefinitely.

And so, I've decided to handle this by opening a discussion. What kind of ending would we like to have? I'd like to hear thoughts on this for both the game as a whole and for individual characters, as I would much prefer to plan the ending around the PC characters rather than railroad it with the NPCs.

You can also consider the NPC App I wrote earlier to be null and void, as it was created with a longer game in mind. Anyone who wants to ascend should just say so as part of "what we'd like in the game" and I'll see what can be done.
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Week 4 has ended, for better or worse, and everyone in the Game has found themselves safe. Once again, they'll black out, and then find themselves in...

a return to normalcy )
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Get ready, get set, because we're going somewhere new...

And the world's ending with or without you! )

WEEK 3 FAQ

Dec. 17th, 2012 01:45 pm
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Okay, so what gives? Obviously things work differently here.

You're right, they do! This is the world of Ragnarok Online, and while it's just as real to everyone there as Earth is to you and I, things work somewhat like their game mechanics. Most notably, this is a fantasy-styled world, meaning magic and mideval weaponry are commonplace. Non-human folks might get regarded as monsters, but as long as they don't attack the humans native to the world, they should be relatively safe.

Wait what? "Relatively" safe?

Well, there are jackass humans in this world just like there are jackasses in real life. You might get attacked just for being something not-human, or just for kicks, but for RP purposes people aren't any meaner than they'd be in real life. In addition, if you're willing - and able - to talk, natives will generally be a lot less aggressive to you. Monsters don't talk, after all.

But I'm a Player, how does this work for me?

You're in luck! In the fields, you're effectively not there. Monsters won't attack you, and adventurers won't interact with you. The town is essentially a safe-zone, so while adventurers might see you - especially merchants - they won't come after you unless you attack first.

The Toy Factory is a different story altogether.

Alright, so tell me how the Toy Factory works.

In the Toy Factory, all bets are off. It's reaper decal'd, meaning that Player, Reaper, and RGer are all on equal footing. The first floor is relatively safe, since most of the monsters there won't attack you, but adventurers might think you've got rare loot, so tread carefully if you aren't human. The second floor is more dangerous - there's aggressive monsters down there. These work similar to Taboo Noise - They will attack anything they see, so nobody is safe. Fortunately, you do have tools at your disposal.

Firstly, your pins will work on monsters. These will be treated like magic, and they - like any other supernatural abilities that Reapers and RGers may possess - will drain MP. When you're out of MP, you can't use any of those abilities, and your pins don't reboot. Luckily, MP recovers naturally (albeit at about a third of the rate of your pins' normal recharge time) and if you need a quick boost, there's MP-restoring potions sold in town.

Secondly, the weapon and armor shops ARE available! Weapons work just fine on monsters, including any weapons you might have normally. They don't do as much damage as pins or special powers, but can be used in conjunction with them. For example, a Shockwave pin would do more damage if you were using it alongside a broadsword, and your Pyrokinesis pin will burn things better if you have a staff boosting your magical power. The weapon shops are affordable, being NPC-run, but they'll have lower-quality items than the merchants outside...

You keep talking about merchants. How does that work?

In RO, the Merchant job class can set up player-made 'shops' with a selection of their inventory. However, the players choose the price, and the economy in this world is seven flavors of screwed. You'd be lucky to get a steak for anything less than a couple hundred thousand zeny, and powerful weapons will run in the tens of millions if not more.

Every now and then, though, an occasional philanthropist will sell uncommon (or common but useful) items for a pittance - typically, if you find such shops, they'll offer what an NPC could sell - that is, weapons, armor, and potions - but for a fraction of the price. Alternately, they could be selling low-quality foodstuffs (sweets, rice balls, fruit and vegetables) for what is essentially pennies. Such merchants are few and far between, though, because money talks.

For the purpose of WW, all merchants have reaper-decal'd pushcarts, allowing Players to buy from their shops.

Okay, so how does death work in a world with resurrection magic?

For RGers, death is just like you'd expect. If someone revives you, you'll be perfectly fine, no harm done. If you aren't revived by the end of the day, then surprise, you get to wake up the next morning in the Reaper's Game!

For Reapers and Players, though, it's a bit rougher. There's a short window immediately after being killed by a monster (or adventurer, for the unlucky) where you can be resurrected - maybe five minutes, give or take. If you're not patched up in that time, you're gone. Kaput. For good, basically Erased.

Be careful, stick together, and for goodness sake, team up when you go in the Factory.

I wanna farm 100 bear asses. Can I do that?

Of course you can! Who are we to deny you what the common folk have? For all intents and purposes, consider this to be a server with high drop-rates and consult RateMyServer's database for what the monsters in the Fields and Toy Factory can drop. Keep in mind that the monsters that are listed as spawning "(instantly)" are the common monsters - anything else is incredibly rare and generally not going to be around. Anything marked "[MVP]" is going to be boss monsters, and as of such will likely be swarmed on and torn apart by the adventurers who are generally More Experienced At This Than You.
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Week 2 has ended! Players will be given the option of returning to the RG or becoming a Reaper (unless you don't want them to, of course) and once again, there will be a mysterious black-out before...

you end up in somewhere very different indeed. )
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Week 1 has ended! Everyone will mysteriously fall asleep, and when they wake up, they will find themselves in...

a whole new woooooorld~ )
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Okay, the mission's about to go up, so let me explain the format:

Mission: This is fairly obvious; it's the meat of the text that Players will receive, giving the clue that will lead to the true mission objective. (We will not be writing in the IC time limits and the assurance that failure leads to erasure, but assume they all come with that message unless otherwise stated.)

Time Limit: IC-wise, Players will receive a specific time limit, which will appear on their bodies (on humanoids it would be their hand, but non-humanoids can choose a place that'd be more easy to see.) However, as it would be a hassle to try to calculate the time it would reasonably take to get around and do things, here we will simply categorize it as Very Short, Short, Medium, Long, or Very Long. Where Very Short would be, say, under 10 minutes, and Very Long could be several hours. This is just to give you an idea of how much pressure your characters should feel while doing the mission.

Noise Plane: Comes in two categories, "Solo" and "Duet." If it is "Solo", Noise inhabit only one Plane. They can be erased by an individual working alone, and Partners will fight together on the same plane. If it is "Duet", Noise exist between planes, and a Partner will be required to erase them. Partners will be on separate planes and will be able to hear, but not see each other. In other words, "Duet" is like the DS version.

Wall Instructions: Describes assigned places where walls should be set up. A Reaper can then reply to the post with one of those places in their subject titles. A "Key Wall" is a Wall that's blocking necessary areas for the mission. They will sometimes have specific objectives rather than just letting the Reaper choose it for themselves. "Sealing off" means that the wall is meant to be impassable, so the players don't get too lost.

Wall Rewards: The player(s) that clear a wall receive pins, typically support or healing types, as well as money or items.

Reaped Rewards: If a Player defeats a Reaper's noise, they receive a pin, typically an offense pin. (This does not stack if it was a wall objective.)

Mission Rewards: All players that survive a mission receive these rewards.

Any questions about the mission may be directed here! Have fun, guys!
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Greetings, everyone! Get excited, because we're all going to...

didney worl? )
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