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MacThorstenson

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Everything posted by MacThorstenson

  1. I also support the idea that the DA has no say in the government. Because voidus supports it, Mac also supports it. Maq will support it as well when he is officially brought in, Mack is not affiliated with the DA.
  2. The great guild topic is going to be determined by a guild having a certain number of rpers. RPers will only be able to be counted once, so they can’t add to the memberships of a bunch of guilds. At least I think that that’s where the discussion is rn.
  3. Personally I definately support using the number system as a form of analysis as opposed to a form of construction. I don’t have much to add, just that we should make sure that the system is as accurate as possible, and tries to capture as many eventualities even if it doesn’t capture them all. Finally, we need to remember that it’s often how players are RPed that makes them OP or not. Not just their powers.
  4. I had an idea for a legislature with 2 levels. It would fit the republic idea, but would help smaller guilds remain involved in the government. One is for the great guilds, the other for the rest. In the one for great guilds, each great guild gets one rep. In the one for the other guilds, they get some form of proportional representation. The thing is, each RPer can only count toward 1 guild, so if you count toward making your guild a great guild, whatever that means, you can’t count toward any other guilds, great or not. Essentially, every law that either group tries to pass has to make it through both groups, unless the group that started it gets unanimous agreement. I also also think that normal guilds would need to Be more than one person for them to be allowed in the legislature.
  5. Please stop advertising in the character thread. This is a thread dedicated to posting characters and discussing them, not trying to get them to join a guild. As for the profile, I really like it. Personally I enjoy the fact that you A, explained where the spikes came from, and B why he doesn't remove them. Those are two aspects in many other characters that I find lacking. Unfortunately I am not the person to contact, the person you pinged was the right one. He should hopefully respond soon. Were you planning on RPing this character in the current Era? Or after the next era starts.
  6. I did! Mainly because there’s about a 1/3 chance that I end up in the ruling guild.
  7. Obviouly he sided with mraize. He is mraize.
  8. Umm having played magic the gathering and having read a lot of the lore I would say that no they should not be allowed because they have no rules related to how they work. They weren't designed for an RPG and the magic that the character's use has virtually no rules.
  9. Hmm its almost like the representatives in the mediators guild that I came up with would fulfill that exact purpose. Too bad nobody decided to support that.
  10. Thanks!
  11. @Ookla the Paragon Here's my idea for an Era three Character. Please let me know if its too powerful or breaks one of the rules. Thanks to @Grey Knight for the inspiration for the rioting grenades. They may not be holding entirely to canon. We never receive conformation via WoB and its been a while sense I've read Era 2.
  12. I think that @Ookla the Foxed's suggestions for rules is a good base guide for designing character. I personally agree with all of them, but what do other people think? I know that some people have raised objections about the law of power increase, namely that it feels too restrictive. I would suggest that maybe we have different bars for community approval, as in getting a character that may break one of those rules has a different number of people needed to approve it compared to getting a shardblade. I do agree with what others have said about the law of power plausibility and spiking. However, I also see the side that a being of Honor/Cultivation would have an issue with someone who unrepentantly keeps their spike in. Either because it interferes with the oath, or simply because of the interference because of Ruins investiture. Not many spren would like bonding with someone who is connected to Ruin. Interference with another shard is an issue, but also the fact that Hemalurgy makes the recipient a little insane.
  13. Spook was not a hemalurgist. A hemalurgist is someone who actively tries to spike others to get a power. Who studies hemalurgy and tries to make things with it. Kelsier, would be a hemalurgist, depending on what he did during the era gap. Spook just doesn't meet that qualification. He used a spike to get in contact with kelsier. That's it as far as I know. Ok.
  14. Lol, actually that gave me a way to get rid of Mac.
  15. If he didn't like it in there, why didn't he get it removed? Its no more harming to remove a hemalurgic spike than it is to remove a sword or dagger. Someone with stormlight healing could easily recover.
  16. *cracks knuckles* Did someone ask for a wedding? If so, the DAWD will be happy to oblige.
  17. @Kidpen I think it would be a good idea to stick another option on the poll because 3 people have expressed a desire to end it with a big battle. If we all vote for other, then we are lumped together with people who want to blow everyone up, or anyone else.
  18. Once I happen? Was I supposed to do something? Sorry if I was and I missed it.
  19. It should definitely be some sort of battle. We need away to end the era that a lot if not all of the god characters die. Considering the amount of recourses that they have, it would be unlikely that they all die with a few bombs or something. Also, I think that an epic finalle battle in which everyone agrees that their character will die by the end of would be cool.
  20. 2 things, the first is that we probably won’t have to limit the number of fights, that will just either happen naturally, or people will find more ways to escape. Second, I think an idea was tossed around earlier to limit the number of PvP fights and turn it less away from the fighting scene to other things. Regardless, I think that if we don’t give people an easy way out, the fights will become a whole lot more intense.
  21. My only issue is that tia cards have no basis in canon. There is no evidence that someone could make an aon program to teleport them from anywhere to anywhere. There are ways for it to be done, but they wouldn’t just involve tia cards. You would need some sort of gps system for it to work. Secondly, it is either heavily implied or outright stated that non elantrians can't use Aons. I can’t see a way for people to use tia cards if they aren’t elantrians.
  22. I want to completely second this. The thing is, the no rules kind of methods worked pre-era 1, because there was nothing going on. There was no plot, nothing to keep the RP going. As soon as we had to do anything in RP, we had to make rules so that it would function. In the rules of warfare thread I tried to push it to become much more free form. Little to no regulation on characters. I looked at past guild wars and the reckoners RP and thought about how they appeared to function. I thought that they were able to be completely free formed with no planning. But when I looked into it, the past guild wars had PM's planning stuff out. The Reckoners RP plans loads of stuff out before it starts. You can't have neither planning nor rules. Particularly the planning thing. The Reckoner's RP plans stuff ahead of time and makes sure that people like it and support it. They create a setting and give people time to come up with things to do. They don't just post stuff out of the blue and expect people to jump in. It must have taken weeks to restart it, because they had to plan everything. They don't necessarily plan every plot point out, but when they were creating their setting for the restart, they made sure that there were things that people could RP off of. We can't get by without planning things and laying down rules. You can either make it up as you go along, in that case you need rules to guide your actions so its a fun experience for all, or you need to put a lot of effort into making sure that whats going to happen is fun for everyone and planning things out. You can have one or the other. The best experiance includes a little of both. Its possible to do away with both planning and rules, but you need a special group of people who are really good FFRP'ers and who trust each other a lot. Neither of which we have. Very simply I reject your premise. The idea that is false. The world building behind the alleyverse may have been based off of it. But no quality large scale RP came off out of complete chaos. I also second Meta's response to this point. With a little addition. I am of the firm belief that if a guild has to be supported by NPC's to keep it going, it shouldn't be allowed to affect the plot as much as those that rely on actual people. The craftsmen should be allowed to start a war if they have like one person. The Ghostbloods, sure. They have people who RP behind them. Active guilds that are backed by people are what we should be trying to promote. Not crappily thought out guilds like the Craftsmen.
  23. True. I would definitely say the normal guilds could become great guilds, but that there should be requirements for becoming one. I think that the discussion on what constitutes an active guild could be useful in this regard. But it should definitely be based off of how many of your members consider their first loyalties to be to said guild. Im not sure about the not being able to join multiple guilds. These things are all intertwined. If guilds and planning become solely in character, then its only your characters that can spy. Not you. Then the other characters are trying to find out your character. If they have ever become a member of another guild, they aren't going to be trusted. And anyway, its your characters that are part of multiple guilds, not you. I said the restriction of joining multiple guilds under the assumption that everything was becoming A. More public, and B. you wouldn't be having characters in multiple guilds. We need to resolve this more basic issues until we can work on higher level reform.
  24. Here's another idea that I had, surrounding the idea of being in multiple guilds but making sure they are active. We have 2 levels of guilds, great guilds and normal guilds. One can only be a part of one great guild at a time, but they can be a member of as many normal guilds as they want. The big difference between the 2 is one of power level. The great guilds have a limited ability to magic things up, though they still have to RP them. Like the great guilds have the resources to raise an army, and while they would still RP it being created, they actually could raise it. These guilds would also have to meet whatever requirements we decide on for being active. Normal guilds would be much smaller and limited in power. Guilds like the thieves guild and the Craftsmen would be in this place. They can't summon Armies of NPC's, and you can be in them no matter what other guilds you are a part of.
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