Recently I've been working on fleshing out my next roleplay plot (Mage Academy Act 2: Summoners - look for it soon in a Group Wanted Thread nearest you). My plan is to have an in game mechanic for how some types of magic work in the setting. I'm hoping people will tolerate and work within this limitation despite the campaign being freeform. My reasoning is that some of the best creativity I've seen comes from working around restrictions. Also, this allows me to introduce some interesting new plot devices. A little background though before I get around to the point of this post and ask for your help~
Right now I'm working on the summoning system players will use. As it stands, when you want your character to summon something you would have them invoke the summon with a word combination like this:
'Summoners Common Name-Elemental Nature of Summon-Summon's True Name'
I even have a nifty little program set up so when your character performs a summon you can include a 'summon card' image in your post that's based on the words used (ex: me-ice-you.jpg). The card has a dynamically generated image of what was summoned, the name of the summoner, and the element in the corner.
Now to the point of this post; On its own the summoning mechanic doesn't add anything to the roleplay. Its a gimmick and relies on how players use it. I can not dictate how the mechanic is used, nor would I want to because that would limit the innovative spirit of freeform. Toward that end, I figured my not make a blog entry asking for input. This will hopefully be paired up later on with a Post Mortem Entry.
Here's what I have in mind so far:
- Players and even non players can create summonable character/monsters in a special kind of 'character thread.' If a player likes the sound of a particular summonable creature then they summon it IC and PM the player who posted asking them if they want to play the summon. Alternatively the player could go on a side mission to acquire the summon.
- Invocations can be spoken in different languages to give an extra level of customization to how the system works for each character.
- At the start of the plot players are each given different sets of true names and elements to use in summons. They can share or hold back what they know to their own advantage.
- The concept of owning a summon. Ie: The first character to invoke a summon is the only one that can use it from then on.
I'd love to hear your all's wildest ideas for using this system as well (or what you think of the system in general) :)