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 Gameplay Themes and Basis

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]{haos
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PostSubject: Gameplay Themes and Basis   Sat Nov 10, 2012 2:04 am

Set in a Magical little fairytale land with very crude, odd and vulgar humour.
It starts off as magical-time-space-travelling-smack-talking-somewhat-homosexual-guidebook, who would rather be called by his middle name Jerry, kidnaps the average people from their homes and transports them to a little village. A nice little town with no poopie to worry about, till a Bear comes around turns hell upside down.

It will have some themes based in:
-Religion (Nothing offensive)
-Humour
-Corrupt Monarchies
-Big Evil Bears



Each character is expected to not have a battle-inspired past.
It'll just ruin the story. Say how you're a farmer or some poopie.
The worse you are the better it will be. After all, everyone roots for the Underdogs.


Gameplay will depend on the Majority.
This means that if one person who is part of the roleplay doesn't manage to get on for a while, this person will miss many battles and will also miss experience points (important to level up and gain new skills), if this happens I will make up a little story about how you may have gotten lost, or went out to get supplies or something like that and give you a fair but not equal amount of experience.
This however will not work if half the roleplayers are not active. If this happens gameplay will be suspended for a period of time.
In cases of inactivity, I will attempt to re-ignite the flame with a random battle scene.


The game will have User editable and Gamemaster editable content.
Users will choose their Name, Age, Class, Race and Skills.
Users however will not be able to create their own skills (unless previously spoken about with myself), monster damage and certain battle aspects.


Now let's talk about classes:

The Warrior:
Will get hit the most out of the 4 classes due to their melee stance, luckily for them all damage will be decreased according to their roll and along with that they have very high hit points. Little experience needed to level up. Eventually will be able to unlock skills letting them become invincible for short times and become stronger for a longer period of time.

The Theif:
The big-hitters alongside with the Mage. They will be able to roll and "loot" items off of monsters during a battle.
They will also have the ability to dodge depending on rolls. Lots of experience to level this one up. Eventually will be able to do a rare one-hit kill. Not effective on bosses.

The Mage:
Big hitters. This class will be a little fun since it will split off into 2 sets. A Healer and a Sorcerer. Healers will do what their name implies and sorcerers will hit about twice as high as before. Medium experience needed to level up.

The Archer:
The effects and DoT placers. They will be able to paralyze, poison and even tame/convert certain monsters. This makes the archer use the Rolls the most often. Due to their range, they rarely get hit unless facing another long-distance attacker. They are the easiest to level up. Later on Archers will be able to unlock more and more Effects.


Classes will gain their own pages, see their respective threads.

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le Luisant Gelée
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PostSubject: Re: Gameplay Themes and Basis   Sat Nov 10, 2012 2:24 am

So, you're making this a game? I'm game for it, I guess. o v o
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Ruko
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PostSubject: Re: Gameplay Themes and Basis   Sat Nov 10, 2012 4:07 am

This is relevant to my interests.
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PostSubject: Re: Gameplay Themes and Basis   Sat Nov 10, 2012 11:56 am

Looks fun. Do we start on this thread? I wanna be a thief :3

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PostSubject: Re: Gameplay Themes and Basis   Sat Nov 10, 2012 2:07 pm

seems awesome but i don't understand :/
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le Luisant Gelée
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PostSubject: Re: Gameplay Themes and Basis   Sat Nov 10, 2012 2:49 pm

-Space- wrote:
seems awesome but i don't understand :/
This boy is obviously not of the Bear master race.
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PostSubject: Re: Gameplay Themes and Basis   Sat Nov 10, 2012 3:01 pm

]{haos wrote:


Gameplay will depend on the Majority.
This means that if one person who is part of the roleplay doesn't manage to get on for a while, this person will miss many battles and will also miss experience points (important to level up and gain new skills), if this happens I will make up a little story about how you may have gotten lost, or went out to get supplies or something like that and give you a fair but not equal amount of experience.
This however will not work if half the roleplayers are not active. If this happens gameplay will be suspended for a period of time.
In cases of inactivity, I will attempt to re-ignite the flame with a random battle scene.
Thats the only thing I see about how to play
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CrimsonRed
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PostSubject: Re: Gameplay Themes and Basis   Sun Nov 11, 2012 1:43 pm

dibs i'm archer

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Gameplay Themes and Basis

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