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Nathanael Nevermore
Captain

PostPosted: Mon Oct 03, 2005 12:45 am


How about this:


Possible Rules Regarding Weapons, Gaia Items, and Combat



1. * All Crosshaven characters can posess weapons that are typical, normal, and would be relatively easy to come by at your level of means. Things like: revolver, pistol, whip, chain, nail-studded baseball bat, slingblade, knife or dagger, tazers, pepper spray, hammer, shotgun, hunting rifle, bow and arrows, sling, brass knuckles, switchblade, simple museum-replica sword (this is not an exhaustive list, you can get creative: like, playing cards with bladed edges for throwing would fit within these bounds, because though they are kind-of showy, they are simple and exist in real life).

Since there aren't Gaia pixelated items for most of these things mentioned above, and some pixelated items that can't really feasibly be called "normal weapons," it becomes necessary to divorce the two in functional RP.

In short, the weapons you possess have everything to do with role play and nothing necessarily to do with the weapons equipped on your Avatar. However, if your Avatar is carrying a big honkin' Demonic Pitchfork, he may feel the need to either role play having such a weapon within that range of normality, or simply ignore it. Gauntlets, phoenix circlets, Staffs, glowing pendants, etc, can all fit within the range of normality because they don't necessarily have "special powers" that can be used in-game.

All of these weapons should be character-appropriate. Nate, the spoiled rich kid, is not going to suddenly produce a nail-studded baseball bat and a switchblade out from under his Romani coat when he gets in a fight. He is much more likely to have an elegant letter-opener, a pretty pocket knife (or a small pistol if he showed up to the scene really expecting trouble.)


2. * Players cannot have the use of extremely damaging and uber-powerful weapons. Players cannot normally have exceedingly rare/expensive weapons unless it is approved by a Crew member. We don't want people to be walking around with rocket launchers, grenades, and slinging around ancient katanas. (This is not Worms: Armageddon, it's a fairly realistic world.) Johnny the Resident can't just bust out an uzi. But there will be a special request thread, so that if you really think your character should have something out of the normal bounds of acceptance, you can make a case for why, and leave it up to the approval of the Crew.

This is going to be handled on a common sense basis. Your street kid character is not going to be approved for a 500 year old masamune. However, your rich, older weapons collector, who intends to put the thing in a glass case to polish off the decor of his Japanese-styled abode, and may only have occasion to use it if he gets into an unexpected row in his own house, may just be approved. If your character's a hitman, and that's his main schtick, he will probably be approved for a sniper rifle.

You have to seek approval for: Any authentic historical swords and weapons, any rare and hard to use weapons like chain swords and nunchucks, any strictly medieval weapon like a flail or mace, that s**t you see in the movies like razor wire, weapons particularly only owned by a certain kind of professional, etc.

You cannot ever have: heavy firepower like grenades and rocket launchers, any gun that is fully automatic, any fantasy or made-up weapon like laser guns, C-4 and heavy explosives, seriously cheezy weapons, etc.


3. * Players are free to creatively implement weapon use for normal and approved weapons with the color wheel system. Red being a miss, Yellow being a scratch or faint hit, Green being a sound hit, and Blue being a critical hit.


4. * Rather than implementing a damage system, players should realistically and maturely resolve the results of the color wheel roll. If player A points a shotgun at player B and rolls a blue success, player B is pretty much screwed. (But then again, player A is likely to go to jail for life, so let's not be so hasty.) But weapons cannot be used to do anything outside of their reasonable bounds. Player A cannot seriously injure player B with pepper spray, no matter what success he rolls.


5. * Players can make an item the focal point of their Arcane Gift, and thus give it a magical power. There is a player, for example, whose robotic demon arm is essentially his Arcane Gift.

Players can use a suiting item in conjunction with their gift, but doing so does not give a bonus except stylistically and logistically in RP. There are things you can do with a whip of ice that you can't do simply with an ice power, like beat someone with it, so long as you have an ice power with which to use the whip in that fashion. If your power has nothing to do with ice, it's simply a whip.

Unless a player's Arcane Gift has something specifically to do with the item, that item does not have special powers or enhance the character's ability to do damage.


6. * Players cannot randomly attack each other for no reason. Nor can they kill each other unless there is RP involved, and both players clearly accept OOC that the fight could lead to the death. When this is not agreed upon or intended OOC, the result of all fights in which a character would normally be killed is incapacitation or unconsciousness. And this goes for fights involving Arcane Gifts, Weapons, or just hands, feet, and teeth.


7. * It is entirely your choice to enter into a death match, that is, a fight between two or more players that is clearly OOC stated: to the possible death. If you choose to do this, you should know that in Crosshaven, death is death. If your character accepts a fight to the death and receives a death blow, and a healer or doctor character doesn't successfully heal the damage within mere minutes, your character dies permanently.

I don't plan on accepting a "resurrection" Gift, unless it is extremely limited.

This doesn't mean you can't play the character on Gaia in other RPs, or start a new character for Crosshaven with the same avatar, it just means that for the purposes of the Crosshaven story, the character you played is dead.

So in other words, don't ******** around with death matches and deadly damange. These kinds of fights should be exceedingly rare. Players who abuse or cheat another player at a death match will be banned. If the Crew feels a death match was unfairly conducted, or if we believe a player was "tricked" or "goaded" into it, the match will be overturned. I reserve the right to revise or overturn this entire system if it is abused.

Rules:
* A Neutral person, authorized to do so, must be there to observe the match for fairness.
* Someone should copy the log of this match unless it is questioned or needs to be reviewed.
* Do not try to get out of the consequences of a loss by exploiting our review system, asking us to poke holes in the match, if you clearly knew and agreed to the situation.
* Be honest.
* A "Death Match" does not necessarily mean a one-on-one staged battle. It can be seamlessly worked into the roleplay of an intense situation.
* One person challenges, one or more persons respond with acceptance or refusal. If the answer is no, there will be NO OOC goading the player, chastizing the player, or berating the player for refusing.

Don't be afraid! You can't lose your character in the course of normal RP or normal combat! The only ways that your character can die in this game are as follows: You can choose to enter into a death match, or you can choose to end your own character's life through roleplay (and I don't necessarily mean suicide. I mean a conscious choice to wrap up your character, or lead them in a storyline in which you plan for them not to make it, or relent in a situation in RP that could cause death.) In other words, you cannot be in danger of permanet character death unless you decide to be.



I really hope you guys like and want to work with this, because I am ready to find a solution that serves the best interests of roleplay, and I think this is about as close as we are going to come. I want to fine-tune and clarify this, maybe make suggested additions and subtractions. Feel free to comment.

What do you think about the last rule? I mean, it's realistic. I don't want people killing eachother, and getting re-spawned, again and again like a video game. Serious killing is something that should be taken seriously, I think.

And please, don't quote entire post... pertinent bits only.

*Blasphemi edits this post to make a clear distinction between Special Weapons that you can seek approval for, and what you can't seek approval for.
PostPosted: Tue Oct 04, 2005 9:56 am


Nathanael Nevermore
2. * Players cannot have the use of extremely damaging or exceedingly rare/expensive weapons unless it is approved by a Crew member. We don't want people to be walking around with rocket launchers, grenades, and slinging around ancient katanas. (This is not Worms: Armageddon, it's a fairly realistic world.) Johnny the Resident can't just bust out an uzi. But there will be a special request thread, so that if you really think your character should have something out of the normal bounds of acceptance, you can make a case for why, and leave it up to the approval of the Crew.


So, for example, a Demonic Pitchfork in RP would just be a plain old pitchfork that they might have picked up, and Flame/Ice Gauntlets will just be ordinary gauntlets, but if they want it to be any more than that they can appeal in the Special Request thread.

This sounds fair to me.

The_Errand_Girl
Crew


INSERTiON

PostPosted: Thu Oct 06, 2005 2:09 am


This system is really going to test the level of cooperation the members can have with each other. There shouldn't be fights for no reason, unless it's the character's tendency to be hot-headed, it should be a small fight. Since now, we have the issue of characters dying, which pretty much sucks for the person dying. You guys, once this starts taking place, be careful! Respect your fellow RPer past the content of their RP character, if you're in the mood for a fight, find a good reason to do it! I don't want my character to end up dying simply because I stepped on someone's shoelaces.

I'm so glad you restricted the weapons that might be used. I'm tired of people waltzing into RPs carrying 6 katanas, 12 pistols, and a ballistic missile.
PostPosted: Thu Oct 06, 2005 11:07 am


We cant have people better then others because they have more gold, giving them some uber pitchfork thing over someone who doesnt even want to buy one.

I say it should just be decoration, unless otherwise stated that it's your normal weapon.

Letting people have special weapons puts others at a disadvantage unless you let EVERYONE have a special weapon wether the avatar has one or not. It will end up being confusing and annoying if everyone has these magik weapons and whatnot.

Live with the arcane gift, people should at least have a chance to be equal

Lord_Syren

Blessed Prophet


Blasphemi

PostPosted: Thu Oct 06, 2005 2:43 pm


Let me help dispell your fears:

Lord_Syren
We cant have people better then others because they have more gold, giving them some uber pitchfork thing over someone who doesnt even want to buy one.


Nate's Rules pretty clearly do NOT favor players with more gold. In fact, they make it so that anyone can RP having a basic, normal weapon based on their concept for the character, rather than how much gaia gold the player has.


Quote:
I say it should just be decoration, unless otherwise stated that it's your normal weapon.


I think players are mature enough to understand what parts of other peoples' avatars are really present in RP, and what parts are simply decoration. What Nate is saying here is that players CAN'T use special Gaia items as "special" or "magical" weapons unless that is their particular Arcane Gift. He is saying that if you use one of these items on your avatar, you should explain it away as something normal or ignore that it's there.

If your character carries around a baseball bat, you DO NOT have to have a pixelated bat on your avatar. The systems are divorced, that means, it doesn't matter what's on your avatar, it matters what you describe in role play.


Quote:
Letting people have special weapons puts others at a disadvantage unless you let EVERYONE have a special weapon wether the avatar has one or not. It will end up being confusing and annoying if everyone has these magik weapons and whatnot.


Let me first say: No one, and I mean NO ONE, will EVER be approved for a "magic weapon." Any special weapons approved will still be real weapons, just harder to come by or harder to learn to use than most.

Special weapons are just weapons outside-of-the-norm. They aren't magical or powerful. Getting approved to use one of these has ABSOLUTELY NOTHING to do with how much gold you have, it has NOTHING to do with any nifty items you have on your avatar. We will make sure that special weapons will not give the players a significant advantage at all. This is for people who want it for the style of it, for the sake of RP, not for some power advantage!

Like Nate's example of a hitman character being approved for a sniper rifle. A cop would be approved for flex-cuffs and a billy club, and a farmer might be approved for a cattle-prod, because realistically, they would have these things while most people would not.
PostPosted: Thu Oct 06, 2005 2:47 pm


INSERTiON
This system is really going to test the level of cooperation the members can have with each other. There shouldn't be fights for no reason, unless it's the character's tendency to be hot-headed, it should be a small fight. Since now, we have the issue of characters dying, which pretty much sucks for the person dying. You guys, once this starts taking place, be careful! Respect your fellow RPer past the content of their RP character, if you're in the mood for a fight, find a good reason to do it! I don't want my character to end up dying simply because I stepped on someone's shoelaces.


This is excellent advice to players.

But let me reiterate what Nate said: If you don't willingly and knowingly choose to fight a death match, your character cannot be killed by another. So for all of us who don't want nothing to do with death matches, we have nothing to worry about.

So nobody worry.


Quote:
I'm so glad you restricted the weapons that might be used. I'm tired of people waltzing into RPs carrying 6 katanas, 12 pistols, and a ballistic missile.


For real.

Blasphemi


Lord_Syren

Blessed Prophet

PostPosted: Fri Oct 07, 2005 4:33 pm


o.O

I wasn't talkin about Nate's thing in any way, shape, or form. I was adding a comment to the weapon poll.
PostPosted: Sat Oct 08, 2005 4:29 am


i gotta say, i just think there are to many complex problems that could come up, what if a person that can manipulate vines tries to disarm me of my pitchfork, and what do i have to do to break said vines. i really think that either there needs to be either class A-C wepons, each with a diffrent damage system, and set of items falling under each class, or just plain no weapons. as always, i have no life so if any assistance is needed in working out a system just drop me a line.

EDIT:for example class C weapons would be painful, but couldnt REALLY harm anyone (pepper spray, a lighter) class B wepons would be stuff that would only actually kill someone with prolonged exposure (tazers, boiling water, small sharp objects) and class A wepons would be things that could potentionally kill someone right away (swords, guns,erm.....really really big bricks ^_^ wink and every class would have a diffrent damage set, with class A being just under arcane gifts. but thats just my random rambling

[.un-dead.]


Nathanael Nevermore
Captain

PostPosted: Sat Oct 08, 2005 11:30 am


[.un-dead.]
i gotta say, i just think there are to many complex problems that could come up, what if a person that can manipulate vines tries to disarm me of my pitchfork, and what do i have to do to break said vines. i really think that either there needs to be either class A-C wepons, each with a diffrent damage system, and set of items falling under each class, or just plain no weapons. as always, i have no life so if any assistance is needed in working out a system just drop me a line.

EDIT:for example class C weapons would be painful, but couldnt REALLY harm anyone (pepper spray, a lighter) class B wepons would be stuff that would only actually kill someone with prolonged exposure (tazers, boiling water, small sharp objects) and class A wepons would be things that could potentionally kill someone right away (swords, guns,erm.....really really big bricks ^_^ wink and every class would have a diffrent damage set, with class A being just under arcane gifts. but thats just my random rambling


I definitely see the logic in this.

The color wheel results for arcane gifts are:
miss/small hit/hit/critical hit

Should it be any different for weapons? Obviously, rolling a critical hit with a sword is different than rolling one with a can of pepper spray. One results in serious injury, the other results in temporary blindness.

The reulting damage could be gradiated, but should Arcane Gifts be able to overpower any weapon? The reason I say this is because most players don't have damage-causing Gifts. We need to ask this question: Say player Bob has the Gift of summoning and manipulating fire. Player Joe has the gift of reading peoples' emotions. If player Joe wants to enter into a combat with player Bob, he can't attack with his gift, and he is likely to use a weapon instead. Surely, players who have a gift so suited for combat as fire manipulation should be at an advantage in combat, but a damage scale might be too complicated for some players to want to worry with.

I do think organizing the weapons into class A, B, and C is a pretty good idea, because of he reasons you stated above. And I still think that writing up specific descriptions of each weapon's limits and abilities is a good idea. I don't know if this is necessary though. Like this:

Pepper Spray

red: miss, with a stinging backfire
yellow: slightly stings the target's eyes, does not blind
green: makes them blind for two turns, causes distracting pain and -1 (can roll a max of green) on their wheel rolls for those two turns
blue: blinds the target for five turns, and causes terrible pain. For those five rounds they are -1 on their wheel rolls.
PostPosted: Sat Oct 08, 2005 11:46 am


Lord_Syren
o.O

I wasn't talkin about Nate's thing in any way, shape, or form. I was adding a comment to the weapon poll.


Haha,wow. I feel like an idiot now.

Blasphemi


The_Errand_Girl
Crew

PostPosted: Sun Oct 09, 2005 9:32 am


I don't really think it'd be necessary to change the stats or rolls for different kinds of weapons. I think everyone involved already has a pretty good idea of what types of damage a weapon can do. Besides which, FATAL DAMAGE IS IRRELEVANT unless the players have already agreed to a death match, which SHOULDN'T happen lightly. So the types of weapons are irrelevant, to make things fair, the only thing that should matter are the rolls and that's IT. After the results of the rolls come up, the players can then figure out how events play out to reflect that.



Proposing a standard of combat rolls here based on rules three and four quoted below INCLUDING Arcane Gifts and Weapons:

For example, lets say Player A is attacking with WHATEVER, and Plaver B is trying to block the attack with his WHATCHAMAHOOZITZ. I say they both should roll, and the combined rolls should show what happens.

So if they both roll the same color, that's the same as a red for both. The attack is blocked, and neither have any real effect.

So if Player A has a baseball bat and B has pepper spray, maybe what happens is B dodges and at the same time tries the pepper spray but it's indirect so it doesn't do more than throw A off for a second. Or if A has a sword and B is using a flame power, B forces A back with a gout of flame. In other words, in any circumstance, nothing decisive happens for either side and on the next turn B may Attack and it's A's turn to Defend.

If B rolls two colors higher than A, that could be the same as a Green "sound hit" in favor of the defender, and in our two examples above B defending with his flame power could be said to make the sword hot, forcing A to drop it. Or B could have gotten in enough of a hit with the pepper spray to enable him to make an escape.

I don't think I need to make any more examples for people to see where I'm going with this. In all cases no matter what's being used, the only thing that matters is the rolls of the players. After the rolls come up, THEN the details like who is Attacking and who is Defending, and what Weapons or Gifts they are using, come into play ONLY to narrate the actions that have occurred. Player A, Player B, and the necessary Neutral Referree can all work together to decide what just happened.

Quote:
3. * Players are free to creatively implement weapon use for normal and approved weapons with the color wheel system. Red being a miss, Yellow being a scratch or faint hit, Green being a sound hit, and Blue being a critical hit.


4. * Rather than implementing a damage system, players should realistically and maturely resolve the results of the color wheel roll. If player A points a shotgun at player B and rolls a blue success, player B is pretty much screwed. (But then again, player A is likely to go to jail for life, so let's not be so hasty.) But weapons cannot be used to do anything outside of their reasonable bounds. Player A cannot seriously injure player B with pepper spray, no matter what success he rolls.
PostPosted: Sun Oct 09, 2005 11:35 am


The_Errand_Girl
I don't really think it'd be necessary to change the stats or rolls for different kinds of weapons. I think everyone involved already has a pretty good idea of what types of damage a weapon can do. Besides which, FATAL DAMAGE IS IRRELEVANT unless the players have already agreed to a death match, which SHOULDN'T happen lightly. So the types of weapons are irrelevant, to make things fair, the only thing that should matter are the rolls and that's IT. After the results of the rolls come up, the players can then figure out how events play out to reflect that.


Yeah, I totally agree. Players are smart enough to figure this out.

Blasphemi


Mylian

Eloquent Lunatic

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PostPosted: Wed Oct 12, 2005 10:54 am


How will the features of Gaia relate to Crosshaven's RP? For example, will our characters be able to use the Public Teleportation System that Gaia seems to have?
PostPosted: Wed Oct 12, 2005 9:31 pm


Mylian
How will the features of Gaia relate to Crosshaven's RP? For example, will our characters be able to use the Public Teleportation System that Gaia seems to have?


I've never thought of that. It seems to me that it would be better to not be able to "teleport" in the RP's universe, though of course, OOC, utilizing the navigation system to move your character is necessary.

When new features, like the battle system, come out, there may be a need to revise these weapons rules to fit with the system.

Nathanael Nevermore
Captain


Monstrum

PostPosted: Wed Dec 07, 2005 12:52 pm


Hey, Nate.

Im just curious. Will time in Crosshaven reflect time passing by in Gaia, since the town is part of Gaia as well?

So, since its winter in Gaia, then is it also winter in Crosshaven? Do we all have to follow these rules, since I think itd be great if we did! Itd seem like we are actually a part of Gaia itself then.
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