What follows is just a plot summary for a game idea. You can check out the structure of one of my previous games over here
to see that I've got some experience, and my games are generally quite detailed. This is just an interest check
, so that I can get ideas and gauge what people think. I have a lot more in mind, but detailing games is time-consuming, and I don't want to invest a lot of time all at once if there's not even a reasonable hint of interest.
There's a post down here
with a bit more information, but I'd suggest reading the first post first.
Welcome to Tohku City! Today, Tohku is the biggest city in the world, some call it the World's Capital.
We have an array of different districts, from our vibrant downtown to the quiet suburbs, and even calm rural countryside.
Our city is also home to the largest concentration of supernatural occurences in the world,
but not to worry, the Tohku Special Forces keeps the city safe.
Most citizens barely notice the supernatural elements in their day-to-day lives,
but residents of our beloved city find their encounters with the supernatural to often be very exciting.
We do warn our citizens that this concentration of supernatural events means that spirits have been known to cause problems,
and people should be very careful of majin attacks.
If a majin attack occurs, please evacuate quickly and safely and allow TSF to handle the situation.
Tohku City exists in a modern, 'Near-Earth' world (meaning it's like Earth, but it's not our world), where supernatural forces are a known presence, but not one normal humans interact with on a daily basis. The world is inspired by Tokusatsu and Anime tropes, but it doesn't seek to directly emulate the genre. It seeks to be less over-the-top and silly (though without denying a bit of silliness is necessary when Henshin Heroes and Magical Girls serve as its protectors).
The plot of the game centers around two major facets, the rise of dangerous supernatural forces and TSF's defense against it, and a look into the daily lives of the supernatural. Tohku Special Forces
has recently developed a project to create super soldiers, to deal with the increasing threat of the majin
, powerful destructive beings that, so far, could only be killed by highly trained squads with powerful weapons. The project, however, goes awry, and random civilians are given the abilities intended for soldiers, as well as the ability to connect wit the powerful suits developed by TSF.
The picture above serves to showcase both the character, KC, and the setting, so take note of the background as well.
Casey (who stylizes his name 'KC'), is a sickly boy who is altered by the project, begins to find himself in better health, and eventually TSF seeks him out to recruit him. KC wishes only to lead a normal life, and resists, but finds himself dragged into the plot, and his 'normal life' becomes complicated as he begins to attract other supernatural forces into his life. KC suddenly has a number of new people (mostly girls, as this side of the story takes a cue from the 'Harem' genre like Tenchi Muyo and Negima) involved in his life.
KC is not meant to be the main character of the story, mind you. He serves as a link between the two major parts of the story, and the various characters within. The inspiration of the 'Harem' genre isn't meant to put KC in a place where a number of girls fawn over him, but instead just draws on the idea of an awkward young man forced out of his comfort zone and put into complicated situations with these new people in his life. There will be room for other males, and definitely other relationships (romantically, sexually, and otherwise). The 'non-action' side of the plot will be exploring the daily lives and social events of a group of strange individuals (including other Henshin warriors, wizards/witches, spirits, Magical Girls, robots, and other things, including some humans).
Below are the rules and guidelines for this game (and probably any game I run). If you can't be bothered to read them, I can't be bothered to approve you. This is the only section I obligate every player to read all the way through (I know I write a lot of stuff), please do so. This is to give a better idea of how I run my games, this is still just an interest check.
- Communication! - I will say this as many times as I have to, as many times as I can, communication is key. I am here to talk whenever possible. I take my games pretty seriously, because I committed to its players, but I also can't make a game work without players with a little dedication. If you're not interested/excited, why should anyone be? Let's talk, get to know each other even, but most of all, let's talk about what you want in the game. I am happy to explain anything and everything I can, and players who talk are more likely to enjoy playing together.
- Changing Threads - When a character is changing to another thread, please link to that thread in the post (better yet, link to the post that yours leads into). On the flipside, if you are coming from another thread, post a link to where your character just came from (again, if you can link to the specific post, all the better).
- Writing Skills - The first thing to make me want not to read what you write is poor writing skills. If you don't speak English as your first language, that's fine, I'll cut you some slack. However... (if ur sentancez luk liket his with no punctuashun whatsoever) Then please, let's save everyone the headache. I don't want to reject you, you don't want to get into a fight with me and no one wants to look like a dick. So let's just agree that it's no fun to play together.
- Plot and Sex - I came to E to write collaborative stories and games with few restrictions. This means both plot and sex will likely be a major part of any game I GM. Sex scenes should be played outside of major threads, unless discussed with a GM beforehand, and it makes sense in the situation. If you are writing a sex scene that doesn't advance character interactions dramatically, play it out separately and move on with the plot in the main threads.
- Approval - My games always require approval to join, and I can be pretty selective. I want my players to feel like I will make an effort to choose role players who understand the rules and show signs of a good role-player. The game is a community, and I want to make a good community for everyone. It will not be first come, first serve, and I will not accept players just to fill roles.
- Gender - When it comes down to it, I will lean towards lords playing males, and ladies playing females. This isn't a rule, and if I feel a character is well written and believable, I don't really care who is writing them. This definitely doesn't mean I have a problem with lieges and trans-players/characters, in fact, I find their experiences with gender identity definitely makes the ones that are good RPers even better.
- Pacing - As I discuss in the 'On the Nature of Group Games' section, a healthy pace is important to keeping group games alive. I won't set an arbitrary post rate, but I will do what it takes to keep the game moving. If you're a slow poster, decide how much time you can devote to the game and make it clear. Fast posters should consider multiple characters (and probably multiple games), and remember that being patient is also important. Either way, communication is the key to making this work.
- I don't like having an arbitrary post size or limit placed on people. Don't overuse purple prose, and don't write so little that no one has anything to play off of. A good post should include something the progresses the scene/plot, and should include descriptive words that help make a character's tone and body language clear.
- There are exceptions to every 'rule', and someone who is genial and really tries to make an effort will be welcome much more than someone who isn't.
On the Nature of Group Games:
I've done a lot of group games on E, and they are, as a whole, quite a pain in the ass. That said, they're also very fun and rewarding when done well, and I've learned a lot about how best to handle them since I first joined here. Before we get into anything, let me link to the Oath of the Drake
. It's a very good set of guidelines to start with for group games.
I think the most important thing to note with regards to any game, and especially group games, is that it is a social contract. Agreeing to join this game (or any game) is an agreement to respect the desires and time of the people involved. Of course you have lives outside of the game, but the people behind the screens, cities, states, or countries away are still people. Their time is valuable, and their happiness is meaningful, and this is a place where they spend one to gain the other.
A social contract is an obligation, and that doesn't have to be a bad thing, but it should be treated like an important one. Don't join a game if you can't devote the time to it. If you're having an off day or your life becomes hectic, I understand, your fellow players will hopefully understand, so long as you let us know what's going on.
Pacing is the biggest issue I've seen with group games, and a healthy pace is lifeblood of a game. This comes both in the form of how often people post, and in the pacing of the story. I will do my very best to help both things along, but every player should consider this their responsibility to the other people involved.