Liars, beggars, thieves and whores;
Hear now my turbulent tale-
Whence once upon these sundered shores,
Where ever more shall the Herribon wail;
Our fair princess, wed to the throne,
Was set upon by the Herribon?s chief,
Cutting earth and shattering stone;
So the Prince did bequeath,
some brave souls, her quick release...
(Yes, my poetry sucks; no, poetry is not inherently ?g4y? or ?3m0?; yes, I did not use an Oxford comma for the beginning list. Are you done now? Good, shut up and let me explain then)
(Note on examples: they're all [conceivably] modern, but they're here to lighten things up; the real RP would have a fantasy setting)
Idea: Victory Conditions
Character Sheet-
Name:
Age:
Gender:
Race: (Most peaceful NPCs will be human, and may be racist, but go for pretty much whatever so long as it's not unfair)
Apparel Worn Most Often:
Weapon:
-Brawn:
-Wit:
-Brains:
Background Info:
Misc.:
Roll4Success:
Combat:
----------------------------
Setting:
Quest:
So, what did you think? Alright, too complicated, you want to know about the story more before you decide?
Hear now my turbulent tale-
Whence once upon these sundered shores,
Where ever more shall the Herribon wail;
Our fair princess, wed to the throne,
Was set upon by the Herribon?s chief,
Cutting earth and shattering stone;
So the Prince did bequeath,
some brave souls, her quick release...
(Yes, my poetry sucks; no, poetry is not inherently ?g4y? or ?3m0?; yes, I did not use an Oxford comma for the beginning list. Are you done now? Good, shut up and let me explain then)
(Note on examples: they're all [conceivably] modern, but they're here to lighten things up; the real RP would have a fantasy setting)
Idea: Victory Conditions
MoM is all about victory conditions. Each player is given them in secret (via PM) and, over the course of a quest (going to save the princess) must achieve them. Sometimes they will conflict, and bring players into direct confrontation with one another (see: PvP). These conflicts will rarely if ever necessitate shedding the blood of the other player, it's just a possible way to resolve them.
I could go on, but here's an example:
-Player 1- Must eat the apple
-Player 2- Must sell the apple
-Player 3- Must ensure Player 1 does not die
-Player 4- Must ensure Player 2 signs a marriage contract to wed Player 3
Quest: Four adventurers must walk into the kitchen and get the apple!
The players would be PM'd each their own objectives, with the "Quest" being the only thing visible to all.
[For more story/setting, scroll to the bottom]
As you can see, some of those goals could potentially conflict, and at least players 1 and 2 cannot both complete there's successfully
I could go on, but here's an example:
-Player 1- Must eat the apple
-Player 2- Must sell the apple
-Player 3- Must ensure Player 1 does not die
-Player 4- Must ensure Player 2 signs a marriage contract to wed Player 3
Quest: Four adventurers must walk into the kitchen and get the apple!
The players would be PM'd each their own objectives, with the "Quest" being the only thing visible to all.
[For more story/setting, scroll to the bottom]
As you can see, some of those goals could potentially conflict, and at least players 1 and 2 cannot both complete there's successfully
Name:
Age:
Gender:
Race: (Most peaceful NPCs will be human, and may be racist, but go for pretty much whatever so long as it's not unfair)
Apparel Worn Most Often:
Weapon:
-Brawn:
-Wit:
-Brains:
Background Info:
Misc.:
Roll4Success:
Yes, this will require some form of stats/rolling. To keep this painless and fair for everyone, here's the site I'll use: http://www.random.org/dice/?num=3
There will be three basic stats; Brawn, Brains, and Wit. Any given (challenging) task will require a check, and it will fall into one of these three categories. You will allocate 5 points into each.
Checks are divided into Easy, Medium, and Hard. Hard requires a roll of 4 or greater, medium of 5 or greater, and hard requires rolling a 6. For each point in a stat, you get one roll.
Important: You don't need to know everything beyond this point right now to sign-up/play; it's just a nice reference or if you want to see how things will work.
Example Situation:
The party comes to the kitchen door; oh no, it is locked!
-Pick Lock? (Wit)[Hard]
-Brake Open? (Brawn)[Medium]
-Something Else? (your own option, I'll decide if it goes under Brain/Brawn/Wit; or you could just chat ti up)
Player 4 (in a much longer, more thought-out post): "Well gee," Player 4 says, "maybe we should look for a key. Oh and by the way, Player 2, ain't that Player 3 guy a real hot ticket?"
Player 1 (see the above): "Keys are for hermaphrodites [note: we do not discriminate against hermaphrodites]! I'll do this like a real man!" Player 1 shouts with wild enthusiasm, then attempts to break down the door.
His stats:
-Player 1- Brawn 3; Brains 1; Wit 1
His Roll:
6 : 2 : 4
I Say:
Player 1 smashes through the door (with x implement) and finds an Enraged French Chef on the other side, brandishing a large meat cleaver at him!
-Enter Combat: Chief
-Stay Put
-Flee
-Something Else
Player 2: "Wait, Player 1," he says. "If you just don't move, he won't be able to see you!" Player 2 reaches into his back pocket for his switch-blade.
(Note: He may elect to enter combat with Player 1 here; this is not prohibited, but it would also be unwise as Player 3 and 4 are right there with him and likely to help defend Player 1. Then again, Player 1 is a bit of a wanker, so they might not! It's worth saying I didn't list this as an option; that's just to give some sense of direction so we don't stop dead in the middle of the RP because no-one knows what to do.
Player 3: "Get out of the way!" Player 3 rushes head-long through the door and attacks the Chef with his knife.
(Note: I'd expect some people would think "and engages the Chef" is kind of restrictive RP-wise, so this will open combat with an attack, which leads us to...)
There will be three basic stats; Brawn, Brains, and Wit. Any given (challenging) task will require a check, and it will fall into one of these three categories. You will allocate 5 points into each.
Checks are divided into Easy, Medium, and Hard. Hard requires a roll of 4 or greater, medium of 5 or greater, and hard requires rolling a 6. For each point in a stat, you get one roll.
Important: You don't need to know everything beyond this point right now to sign-up/play; it's just a nice reference or if you want to see how things will work.
Example Situation:
The party comes to the kitchen door; oh no, it is locked!
-Pick Lock? (Wit)[Hard]
-Brake Open? (Brawn)[Medium]
-Something Else? (your own option, I'll decide if it goes under Brain/Brawn/Wit; or you could just chat ti up)
Player 4 (in a much longer, more thought-out post): "Well gee," Player 4 says, "maybe we should look for a key. Oh and by the way, Player 2, ain't that Player 3 guy a real hot ticket?"
Player 1 (see the above): "Keys are for hermaphrodites [note: we do not discriminate against hermaphrodites]! I'll do this like a real man!" Player 1 shouts with wild enthusiasm, then attempts to break down the door.
His stats:
-Player 1- Brawn 3; Brains 1; Wit 1
His Roll:
6 : 2 : 4
I Say:
Player 1 smashes through the door (with x implement) and finds an Enraged French Chef on the other side, brandishing a large meat cleaver at him!
-Enter Combat: Chief
-Stay Put
-Flee
-Something Else
Player 2: "Wait, Player 1," he says. "If you just don't move, he won't be able to see you!" Player 2 reaches into his back pocket for his switch-blade.
(Note: He may elect to enter combat with Player 1 here; this is not prohibited, but it would also be unwise as Player 3 and 4 are right there with him and likely to help defend Player 1. Then again, Player 1 is a bit of a wanker, so they might not! It's worth saying I didn't list this as an option; that's just to give some sense of direction so we don't stop dead in the middle of the RP because no-one knows what to do.
Player 3: "Get out of the way!" Player 3 rushes head-long through the door and attacks the Chef with his knife.
(Note: I'd expect some people would think "and engages the Chef" is kind of restrictive RP-wise, so this will open combat with an attack, which leads us to...)
There is an initiative system, a line system, and a series of combat commands. Then there's damage, handled by a wound system.
Initiative system is thus;
you attack, you have the initiative. You defend, the attacker has the initiative. Initiative means who goes first, basically.
Line system is thus;
if you're standing next to/in-front of the enemy, you're on line 1. Line 2 is safely behind line 1 (unless they get flanked) and, therefore, cannot be attacked (via melee) by anyone on the other side of line 1. So mages and other light-weights go back in line 2 while melee fighters go in line 1.
Commands are thus;
Attack- Basic attack checking the stat related to it, i.e.: brawn for sword, wit for dagger, brain for magical staff. Success deals one wound.
Defend- Puts you in a defensive state; makes the roll to hit you go up from medium to hard. Checks wit.
Power Attack- Deals two wounds if successful, but makes you easy to hit for the enemy's next two attacks.
Cast- Either from a scroll or your own memory; checks Brains.
Precise Attack- Makes the likelihood of hitting the target hard but does two wounds, checks wit.
Use- An item or what have you.
(Critical attacks occur if you get 2 or more successes, and doubles however many wounds you were going to deal)
Note on turns: You get 2 by default, 1 for wearing heavy armor/similar conditions, or
Wounds: you start with 1 by default, and each point in Brawn adds another
Finally, we can resolve the conflict!
Player 3- Swings power attacks the Enraged French Chef!
His Brawn = 2
6 : 5
Critical!
Four wounds delivered!
Chef: 4 - 4 = 0
The Chef slumps over dead from a crushing blow to his forehead from Player 3's hammer.
Initiative system is thus;
you attack, you have the initiative. You defend, the attacker has the initiative. Initiative means who goes first, basically.
Line system is thus;
if you're standing next to/in-front of the enemy, you're on line 1. Line 2 is safely behind line 1 (unless they get flanked) and, therefore, cannot be attacked (via melee) by anyone on the other side of line 1. So mages and other light-weights go back in line 2 while melee fighters go in line 1.
Commands are thus;
Attack- Basic attack checking the stat related to it, i.e.: brawn for sword, wit for dagger, brain for magical staff. Success deals one wound.
Defend- Puts you in a defensive state; makes the roll to hit you go up from medium to hard. Checks wit.
Power Attack- Deals two wounds if successful, but makes you easy to hit for the enemy's next two attacks.
Cast- Either from a scroll or your own memory; checks Brains.
Precise Attack- Makes the likelihood of hitting the target hard but does two wounds, checks wit.
Use- An item or what have you.
(Critical attacks occur if you get 2 or more successes, and doubles however many wounds you were going to deal)
Note on turns: You get 2 by default, 1 for wearing heavy armor/similar conditions, or
Wounds: you start with 1 by default, and each point in Brawn adds another
Finally, we can resolve the conflict!
Player 3- Swings power attacks the Enraged French Chef!
His Brawn = 2
6 : 5
Critical!
Four wounds delivered!
Chef: 4 - 4 = 0
The Chef slumps over dead from a crushing blow to his forehead from Player 3's hammer.
----------------------------
Setting:
Know as the "sundered island," Capriko is known for its stout beers and fine steels. They are a city-state, the city of Capriko being situated on the island's south-western shore. The island itself is divided into two sections, the northern section accessible via ferry or bridge. There are no human settlements or docks up here. Here is where the Herribons live, wretched beasts of the darkness.
The northern half of the island is tropical, whilst the southern is ironically temperate. Ecologists have been baffled the anomaly for centuries, but you probably don't care, so I shant go into detail.
The northern half of the island is tropical, whilst the southern is ironically temperate. Ecologists have been baffled the anomaly for centuries, but you probably don't care, so I shant go into detail.
Prince Heartwright is in need of your aide; his beautiful bride-to-be has been kidnapped by the foul Herribons, and taken to the southern half of the island. He's willing to pay a fat sum for anyone who can return her to him.
Although there may be others willing to pay for her release into... less savory custody. They would, perhaps, be more generous than the good prince...
You start out just north of Capriko, facing down the road that will lead you to the bridges and fishing-villages that can transport you to the north.
What do you do?
Although there may be others willing to pay for her release into... less savory custody. They would, perhaps, be more generous than the good prince...
You start out just north of Capriko, facing down the road that will lead you to the bridges and fishing-villages that can transport you to the north.
What do you do?
So, what did you think? Alright, too complicated, you want to know about the story more before you decide?