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Jarred NightThorne Profile
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Story Ideas


Lets list all of the story ideas here so we can better use (and more importantly) not forget ones we really want to use.

I think we really liked the Neutral Town idea.

And a Feast time where we all get to break character.


I personally was liking the concepts of bandits and "ears"

but enough of what I liked... I'm not the only one in charge.

---
I'm going to take whatever you haven't nailed down... Nevermind... I'll take that too.
7/21/2008, 11:01 am Link to this post Send Email to Jarred NightThorne   Send PM to Jarred NightThorne
 
Fuaru Profile
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Re: Story Ideas


i like the idea of small encapments hidden with the bandits and such.. give a little sense of adventure out and about...

---
It puts the lotion on it's skin or else it gets the hose again - Gandhi
7/21/2008, 4:32 pm Link to this post Send Email to Fuaru   Send PM to Fuaru
 
Evias Profile
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Re: Story Ideas


If mercenaries are used this year, they should have to rez at the camp that their working for. Last year they would rez on the spot after a count. It was really obnoxious.
7/21/2008, 6:34 pm Link to this post Send Email to Evias   Send PM to Evias
 
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Re: Story Ideas


I wasn't around last year, so I don't know how storylines went, but, these were the ideas we (as in Asashi, myself, Cross, Haddix, and was it Genz too there?) kind of discussed with Bishop-bojangles and his committee way back when over the phone and were something like this...

The basic idea was more set in Land Between the Lands storyline--I don't remember it all, and I believe Asashi has most of it written down, but the basic concept was that there was a holy item which was the central focal point for the entire campaign. Everyone wanted the item for their own reasons.

The "Templars" wanted to keep everyone from having the item. Their basic goal was to thwart everyone else's attempts at capturing it through lying, constantly moving the item about, and doing things like the Templars of history did. They were sworn to protect the item and kill anyone who posed as a threat to aforementioned item. They aren't bothered by a "balance" between good and evil. I figure that some of the NPCs would be members/sympathizers with the Templars and lie their faces off whenever asked about said item. Garb would be "light" colors.

The "Sin-Eaters" were the batshit crazy "neutral evil" group. They had no affiliations with anyone, were hardcore scavengers, and just killed anything and everything that wasn't already dead. They really don't care much for the idea of a sacred item, as such prizing of treasures is a human concept. They also are generally cannibalistic and have no loyalties even to other members of their group. These guys would most likely be non-human characters or humans gone Horribly Awry. Garb would be torn and tattered, muddy and in pieces. Worst out of all the groups. Dark skinned, probably lots of different colors mixed in. Legend holds that the core of the group were once humans who were truly neutral, possibly even Templars, who were driven crazy by the ugliness of the other groups around them to the point where they became what they are today.

The "Lightforgers" (or Crusaders or some sort of name--I forget what we had written down for these) are the Lawful Good group. They're after the item to bring Peace on Earth and rid the world of Evil (as opposed to the Templars, who want to keep anyone from having True Victory) and are pretty much the most like the Crusaders of the Eryndor storyline. Generally, these guys are too "good" to lie to anyone, but they will still kill if necessary--though their first thought would be "hey, let's talk!" to anything that doesn't look like they're after brains. They're all united by a common purpose, and that's to claim whatever the Holy Object ends up being and get rid of every evil being to have a happy peaceful place with peace and sunshine and rainbows.

The "Reavers" are the Chaotic Evil group. They want the artifact to spread hatred and evil across the lands, eliminate peace, and generally just wreck !@#$. These guys are the straight out baddies. They'll kill people for not being useful, they rarely (if ever) tell the truth, and take prisoners because it's fun. They're out to kill, maim, and torture the Good side. Their natural enemies are the Crusader group, they carry no affiliations with the Sin-Eaters (who, infact, tend to creep them out a bit). Their garb would likely be a bit more "higher class" than the Reavers, since they are dark-supporters but not Batshit Crazy Cannibals.

The Mercs are the final group, who generally are just out to make money and lots of it. They'll work for whoever wants them and each have their own individual motives. They will loot corpses that they didn't kill themselves because, hey, money. I imagine these guys are the ones who are straight up mostly just here to fight.



I believe these were pretty much the ideas discussed with Bishop-Bojangles. Thoughts? Opinions?

---
Serah
IMPERIAL GUARD
First Mate of the Cutthroats

La Garde meurt et ne se rend pas.
7/21/2008, 7:07 pm Link to this post Send Email to Serraphym   Send PM to Serraphym
 
Noroko Profile
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Re: Story Ideas


I love the idea about the town...and having certain "whatevers" to collect...like traditional crossroads game last year with the coins...kinda like a thieveing game ...fun fun fun
7/21/2008, 7:33 pm Link to this post Send Email to Noroko   Send PM to Noroko
 
Jarred NightThorne Profile
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Re: Story Ideas


The only problem I have with the concept is that there seems to be far too many evil groups. And WAY too one sided...

The multiple groups are a good concept but we don't want to make a basically one sided battle.

How about this... 4 groups.

2 small and 2 big.

One of the big groups is the Light or "good" guys and one is the Dark "bad" guys.

Then there are two neutral bandit(merc) groups, that can be bought, used, traded with and affected throughout the story.

Now, lets keep some of your ideas here... The Lightforgers are here to reclaim their artifact for the good of all peoples... and this merc group known as the Templars have it. Now, it just so happens that the Templars are in a fight at this exact moment with two separate factions... one being a different merc group... why don't we call them the "Ravens" for now. The Ravens don't actually want the item, they just want the control of the Region and the Templars stand in the way. And the other group shall be the Reavers. Reavers where drawn to the conflict because of the nature of the magical/divine (figure out the item's properties later). They want it for just the same reasons that you stated... spread evil blah blah blah... evil is so boring... emoticon

Also... why don't we throw in a few other random magical/divine items as well for each of the groups...

Ravens have a necklace that whoever is wearing it can't be lied to...

Reavers have a stone that turns corpses into undead. (like if you're going to rez and whoever has the item sees you and touches you with it... you rez as a zombie until you die again)

And the Lightforgers have a cross that turns undead (yay DND dork) but whoever is holding these items may not carry any other weapons or magic Items.

Now in the Neutral town, almost all of the people are Templar supporters... and will lie their asses off to protect them and the major item. However... their are a few individuals that would like to see the Templars fall. And an even smaller number of people that can just be bought for enough money or whatever.

Now the major goal of the story shall be that the Templars are trying to protect their Item... and if they still have control of it by the end of the 2nd night they repel the forces and once again secret away the power.

The Lightforgers wish to take this power and if they have it by the 2nd night they succeed in their quest and bring about happy fluffy land.

The Ravens wish to take over the Region and the only way that their boss can see to do that is to obtain all of the powerful relics the other teams control. They have to do this by the end of the 2nd night...

And Finally the Reavers... they just need the Templars artifact... then the landscape is blanketed in darkness and Cthulhu is released and we all eat a big one.



---
I'm going to take whatever you haven't nailed down... Nevermind... I'll take that too.
7/21/2008, 7:54 pm Link to this post Send Email to Jarred NightThorne   Send PM to Jarred NightThorne
 
Jarred NightThorne Profile
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Re: Story Ideas


Actually lets scratch that... why don't the Ravens, Templars and the Light be the largest groups and the Reavers be relatively small in comparison. Mainly because the Reavers can turn corpses into zombies until they die again. And whoever is killed by a zombie becomes a zombie until they die a second time... so that could get out of hand REAL fast. BUT! this is ROLEPLAY so... if you're a zombie... you can't run... just shamble.

Now... you have to kill a zombie to get them back to rez normally... and no you can't rez a zombie as a zombie... let them go be human again first.

And if a zombie is touched By the Cross of Ages the zombies die... since it does black damage to a zombie.

---
I'm going to take whatever you haven't nailed down... Nevermind... I'll take that too.
7/21/2008, 8:27 pm Link to this post Send Email to Jarred NightThorne   Send PM to Jarred NightThorne
 
katsuyuki Profile
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Katsu's hex map idea


Idea:

What about overlaying the Eryndor Continent map with a hexagonal grid. Each hex being about ten miles? Then giving each Unit a territory (with a spacious advance of unclaimed land between each).

Each crossroads, allow the Units to politically maneuver alliances and wars for the rest of the year in the hopes of gaining new "uncharted" lands or conquer "claimed" lands from their enemies?

A fair way to keep conquered lands "under control": allow one hex of permanent domain for each member of the Unit. This helps give meaning to the bolstering of unit numbers.

Eryndor members (like myself) who belong to more than one unit must be considered "travelers" with no title or claimed land, no permanent home. Thus they are not eligible for counting toward hexes "under control".

Expanding into unclaimed/uncharted territory yields more prestige and in-game production: peasants farming, mining, etc. But is difficult to keep under control if the unit does not have enough active members to "secure" it as outlined above (one hex for each member). Those hexes conquered, but not under constant control are easily prone to peasant revolts and easily captured by enemy advances.

This is something that will thrive for years. After 20 years, not all the hexes might be "Secured". Events throughout the year might be battles for certain hexes. Contested between rival Units, or to quell peasant revolts. Plus the random monster attacks, etc.

Each year begins at "Crossroads" where the Unit leaders converge to make alliances, connive, etc. Meaning the Eryndor official calendar is based on Crossroads being the beginning of the year.

Thusly Crossroads should also be a time of celebration for the masses. Holding a fair/festival. Let the girls dance with their jingly bells and swooshy skirts, let the boys drum and pipe. Let there be imported merchant items, exotic foods from all over the continent and the East. Let there be games and prizes.

Traditionally, the celebration beginning of the year is also the end of the previous. So taxes would be due, debts needing to be collected. Mercenaries paid off. Should the majority of Eryndor like the idea, I volunteer to head the minting of Eryndor coinage that can be used as "tokens" at Crossroads.

Those Units who have more lands on the hexagon map get more coins per capita at the beginning of Crossroads. Thusly their people have more coins to spend at the fair on games and whatever items merchants allow to participate.

Coins are divvied out at the beginning of Crossroads and turned back in at the end. Coins might be considered Crossroads-only tender. Used by politicians for bribes. To play games. To buy stuff. To pay off debts and mercenaries. Those who cannot pay their debts risk loosing the favor of their debtors and endanger alliances. It just goes on and on.

Makes Eryndor more "real".

Since we're short on time, this year might be useful just to start with "bank notes" as the minting of so many coins cannot be achieved in less than a months time. However, I can have dies made relatively quickly and it will be as easy as people donating pennies and nickles for me to melt into bullion for minting for next year.

C'mon, tell me the idea of the happy jingle of Eryndor coin in your pouch doesn't get you all giggly emoticon If the idea is received well, we can make the coins permanent, not just Crossroads-only. Gives the Thieves Guild something more to do without risk of accidentally taking someone's wallet and REAL money!

I know its going from my mind, through my fingers and straight to the keyboard. So if Im not making sense, please ask me to clarify anything Ive spouted here.

Am I making sense? I know its kinda in-depth and its all in my mind. So if I didnt make it sound clear, just tell me and Ill elaborate more.

In service,
~Katsu

---






7/21/2008, 9:33 pm Link to this post Send Email to katsuyuki   Send PM to katsuyuki Blog
 
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Katsu Story Ideas


Uncles says "one MOOOORE thing..."

The storyline as pitched by Katsuyuki:

The force that rose the Imperial Guards' Sunken Castle to the surface was not an isolated incident. The tectonic plates beneath the continent have all shifted.

Massive earth quakes erupt all over the Continent. Mountain ranges break into crags and volcanoes spew forth ash and lava. Plains are broken into shards that fall below sea level and begin to fill into lakes. Fertile forests are devastated as the earth rends trees up by their roots and underground caverns are exposed to the surface.

People by the hundreds of thousands are deposed. The farm lands are devastated. Entire villages destroyed by the tremulous lands. Cities shattered, crumble to ruin.

The storms that ravaged the Eastern Sea for centuries have been broken as the undersea volcanoes and breaking plates rise spires of coral and volcanic rock out of the waves. Several small islands pitch up out of the sea and form a chain of small islands that link the Eastern Island more easily to the continent.

The continent might now see more Eastern personalities in its lands, as the Eastern Isles also suffer from the quakes and its people seek refuge within the Continent.

Monsters roam free among the detestation. Ancient underground horrors find new, easy paths to the surface. This, mixed with the ruin of farmland forces people to roam the Continent erratically seeking shelter, food and protection for the anarchy.

Of coarse people cannot help but shamble in droves toward...the Crossroads. The leaders of communities must meet here to petition one another for aid from the catastrophe. With so much farmland destroyed, their people will surely starve at the onset of winter.

Many seek to work together to scout out the last fertile lands and try to sew enough crop to survive the winter. Others, more brash, seek to challenge through war for the right to till newly discovered fields.

This is a year of change in Eryndor and the face of the Continent may never be the same.

---






7/21/2008, 10:02 pm Link to this post Send Email to katsuyuki   Send PM to katsuyuki Blog
 
Haldour Profile
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Re: Story Ideas


Katsu I'm not going to lie, I have thought about pretty much that same idea (the hex board continual game)many times and I think it would be a very cool idea. However, I feel like Eryndor, at this point, isn't really ready for that. Least of all to try to get it going in less than a month for Crossroads. Not to mention that Crossroads is a LBTL and Eryndor event, so it really needs to be either concerning both storylines/worlds, or concerning neither (neutral story).

I think that for this particular event we should try to focus on something a little more simple, though hopefully also making it something new and exciting.

---
Ealdor of the Warband

After a thousand years of oppression
Let the berserks rise again
Let the world hear these words once more:
"Save us, oh lord, from the wrath of the Norseman"
7/22/2008, 12:39 am Link to this post Send Email to Haldour   Send PM to Haldour
 


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