I'm for people with original ideas to work on my site. The only requirement for the job is that you actively role play for two and a half weeks if you are a new member. I'm currently trying to increase activity for the forum and the progress has recently been increasing day by day. This week alone we got in about 20-30 posts with just 3 people.
Writer - As a writer, you will help come up with plots and events for the forum. Your main job is to come up with ideas for Quests and Adventures. Generally, I have the main idea and plot for the forum though, I will be in need of your assistance when the time comes. I still need people to come up with mini-events that go in between of the main storyline.
Graphic Artist - Simple. I need you to create art to make the forum look good. You'll also be in control of the art section of the Forum. (once I make it). Right now, I'm looking for someone or anyone with experience in making medals, and award-type images. If you could draw, this will also be assistance to us as well, for we are always looking for people to draw stuff for our Lore.
Mentor - We need you to TEACH roleplaying. And not just how we RP on our site but, roleplaying in general. We prefer someone who is easy to get along with, knows the world of Confictura, is very articulate, and knows their grammar. Someone who can "roleplay on the same level" as me apparently...(This is an inside joke about how much certain people claim I'm a good roleplayer. Kind of hard to believe to be honest)
If you have any questions, please ask. I'm always looking for ways to improve the forum and help get more members to join us. We offer over 19 races currently, and you can basically build almost any type of character on this site with the template we have. We even allow people to be stuff off of certain animes and video games. _________________
So there's too much to read? Yeah, I was thinking about that when I was writing them. I can find a way to downsize the reading though, WHAT exactly is confusing?
You have to remember that unlike Pokemon or Naruto, medieval fantasy rp's don't have everything set in stone from shows and games. And considering I designed this world from scratch, it's going to take a lot of writing. Weird part is, it's still not done. Still got myths and legends to write about.
Yeah, the real reason why it's sort of hard to read is because my friend Zach kept annoying the hell out of me to open the forum so ultimately, I was rushed. I guess I could change a few rules here or there. _________________
I'm sorry if this will come across as an asshole comment. But as much of a fantasy lover as I am, I can't seem to get excited about playing on your forum. There is way too much information that is way too defined, in my opinion.
Now I don't mean to say it's wrong or to get you to change your ways. Heck, I am sorry since apparently my earlier comment made you decide to do more work after all the effort you already put into it. I just figured the least I could do to make for it is make a more detailed input now.
With that said, I couldn't get myself to read everything in detail, and some things I haven't even looked at yet. I will just comment on the things I have read and found hard to swallow.
I really like the general concept of "magic is all-powerful, wizards are not", which you used here as well. But the system itself seems kind of confusing and very limiting. I'm just saying this as a person who loves to play magic users.
I like that you use a more or less free-form spell system, meaning every spell has a default cost and power but can be made stronger by using more mana. It makes sense that it takes longer to do that, though personally I would just use fatigue as the balancing point.
The Degrees are a very inconstant function. It feels as though at first you suck, then you gain some skill quickly and then your progress is back to being slow. Even if for the sole reason that you're already close to reaching the limit.
The inability to use 2 different spells at once is good and bad at the same time, I think. It's good by default, but there should be some ability that allows you to bypass that limitation. There might already be, I haven't looked, but if there is you should probably state that.
Considering how loosely actual spells and workings of magic are defined, I think defining things such as these may be redundant.
The general concept is very good. Personally I would replace it with a magic based on something other than classic sorcery, but that's just me.
But it seems less defined than magic while your combat is based on stats, which might not be so good.
I have no quarrel with weapon specialties, though it kind of feels like you can't use a weapon well at all if you don't have the specialty.
As for magic specialties, it's the worst idea you could do for magic (in my opinion). They are basically magic classes: you can learn such and such but nothing else. I would much rather be able to pick any type of magic I want.
Limiting the maximum amount of magic types one can do is also not what I'd like to see. It may make sense, but it should theoretically be possible to learn every magic. Even if practically you won't be able to do that.
I support the idea of GM/DM as much as the next guy, but. Making it only possible for a character to progress by RPing with a DM is a bad, bad idea. People should be able to progress through any role play they want, as long as it makes sense (possibly even if it doesn't). DMs would be required to grade it, but personally, I'd hate to just do solo moderated RPs whenever I wanted to learn a new spell or something.
Can't say I dislike them. But there's a big problem with them. Either you make them defined and nobody wants to use them, or you make them loose and everyone goes "my speed is X and yours is Y so I'm faster and you can't avoid my attacks". Ugh.
Regardless, you are trying to make a forum role play, not a video or pen-and-paper RPG. I would have to say 10 stats are too many, especially with stats like Perception (I mean, srsly?). Of course, this is just my opinion, but you should keep them as loose and few as possible.
I will provide more input later and I realize that creating a whole world was a huge amount of work. I tried it myself once but found myself lacking motivation.
But, this is a forum role play. You will hardly get any members who can truly appreciate it. Or, as in my case, I can appreciate it but I can't find myself motivated enough to read through it all. And there is also a high possibility of people not liking something, and the more limits you have, the more such people there are. _________________ 4 auto-ranks
Well, the thing with sorcery is that certain spells level up into other spells which is something I never explained because I was being rushed.
Also, you're going to have to explain degrees to me better. I have no idea what you are talking about. Basically, you get better as you go along but, eventually, high level spells are tough to learn.
And there's no HP and MP, so there is no cost but, each spell has a certain amount of power. The numbers are general, meaning, they don't exactly mean anything. It's just a number and if you can roleplay the spell pretty well, it'll be more useful. Though, let's be honest, a level 1 fireball spell shouldn't be able to overpower a level 10 fire dragon at no point.
Fuck grading, that's how shit becomes NRC. Also, you don't have to do solo RPs, up to 6 characters can be in one thread. And our RP is more based on actual roleplaying. For example, I gave one character a point of instinct exp for being able to steal a pie from somewhere. Not everything is based on pure training threads. Also, DMs are not required, they are mainly used to spice up topics with adventure like on PRC.
Well, originally, I wanted to do a "Poor,Moderate, and Strong" system but I found that stats would be simple because then I would have to come up with an entire system for that. Also, did you honestly see me pull any of that shit on PRC? If I didn't pull it there, what makes you think I'd do it there? Though, perhaps I could define those a bit more.
Though, the reason why I Like stats because it allows a character to grow stronger through time.
Once again, my bad. I forgot to add that everyone can use weapons but, weapons specialist are completely beast at their weapons. Meaning, if someone with a Katana specialty fights a guy with a katana but no specialty, then the specialist is going to do better in swordplay. Plus, every specialty comes with it's own hidden ability.
As for magic, I had no idea where I was going with this to be honest. But, if I allowed everyone to learn ever type of magic, then they wouldn't be specialties and it would be unfair to magic-using weapon specialist who can only use one type of magic, and it can only be Arcane. Got to find a way to even stuff out you know?
Once again, our combat is NOT based on Stats. Consider Ki to be the polar opposite of magic. While magic requires the studying of books primarily, and the smarter you are the more spells you can master, the better the sorcerer. Ki is mainly all brawn and no brains. Basically, the more physically powerful you are, the stronger your Ki. Ki can be strengthened through physical training and shit like that. What you can DO with Ki is up to you but, you can't do anything too magical, like kamehameha's, flying, or transformations. You CAN however, create fire with gasoline, and even become flexible a snake.
Anyhow, thanks for the feedback, Sench. I could add less limits here or there. Like, I might allow enchanted weapons but nothing too powerful to the average character.
As for magic specialties, like it said in the topic, everyone can learn Arcane magic, and/or one of the magics of their specialties. I might change enchantment and barriers so that everyone can learn that but, other than that, there's not much I would do.
Maybe I can split the specialties into Good magic, and Evil magic? _________________
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