RP Ideas? Post Them Here!

ReedRGale

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Greetings!

It's great to see that the RP Section is getting some use... and we have a lot of people interested but not so much is open as far as opportunities. So, let's push that along, shall we!

Here, people are encouraged to post ideas for Roleplays here. It's not much, but it'll give people something to mull over and think about... who knows, you might just be the muse for some GM waiting to be! If someone has an idea that you like, comment on it, like it! Start some discussion about the "what ifs." If someone is interested in GMing the situation that someone has get in contact with them! Talk about the idea and see if you should get free reign or if you want to collaborate--two GMs can be better than one at times.

These don't have to be complex ideas either; how you post the idea is up to you! Big or small, it doesn't hurt to post it so that others can think about it! Short, long, or in-depth, you can be either or! I'll post my example in the next message. ;)

I'll amalgamate ideas here as time goes on and keep an archive of ideas for others... maybe one day I'll even catalog it! But for now... there's only a little out there, so post ideas away! Get creative! :D

Sample Template: [You're Free to Deviate!]

Summary: [This is where you'd briefly explain your idea; keep at twenty words or less; try to hook people with it]

Description: [Now that you've caught some attention, explain your idea!]

How it Would Be Played: [Get into the nitty gritty! Posting rules, combat rules (if applicable), player interaction... etc.]

Archive of Ideas:
Summary: Squidbeak Splatoon
Description: The Inklings get teleported back in time to the Great Turf war, and now they have to fight in it.
How it Would Be Played: Players are part of a team, and post at their own pace, interacting with other characters to defeat the Octarians. Players can also betray their team and join the Octarians. Each player controls one Octarian and their own Inkling.

Discussed/Posted on Page(s): 1

Pitch: Every kid worth their squid knows about Turf Wars, the popular ink-slinging sport centered in Inkopolis Plaza, but who can remember its gritty history? Take a step back to the days of Turf War's roots, where squads terrorized the streets in grueling battles over tech and territory.
Description: The RP takes place 60-80 years before the time of Splatoon, where Inkopolis is not a hub of sports and glamor but a seedy underbelly overrun by rogue squads. These squads run the streets, claiming districts and using their hold on the businesses around them to power their reign. Skirmishes between rival squads are frequent, with each side battling to paint the streets with their token color and thus display their dominance over the opposing team.
How It Would be Played: Players are part of a newly-formed squad looking to make a name for themselves by battling against the current squads and avoiding the police trying to stop their tyranny. The RP itself is sandbox-ish, with players having to work together frequently but also able to explore and contribute without being completely railroaded to one plot or another. The catalog of weapons and gear available to players, as well as the different locations they can travel to, changes as their squad loses and wins territory.
GMs regulate much of the RP's mechanics, working with players to create opposing squads, refereeing squad skirmishes, and running important NPCs. They'd also moderate player interactions and enforce the RP’s rules, should they need to do so.
Discussed/Posted on Page(s): 1

Camp Triggerfish
Summary: Ahh yes, Camp Triggerfish. As an adolescent inkling, you're here to enjoy/be forced to spend an entire month at this wilderness summer camp! No longer just a battle field, but a place for nature exploration and campfire songs. Between some friendly cabin-competition, camp counselors spreading their "self-discovery" wisdom, and some.... mysterious rumors, you've got your tentacles full this summer!
Description: Yeah, this is your stereotypical outdoorsy wilderness-camp-by-the-lake setting. In this, Camp trigger fish is both a an overnight camp with cabins and a well maintained campground, as well as a recreational spot for Jellies to watch ink battles and relax. Aaand of couorse, no electrontnics!The main driving forces in this game would be to 1) survive summer mostly sane, 2) Make some friends, possibly with your bunk mates, 3) Compete with the other cabins/teams 4) explore the camp and nature surrounding it, including myths and urban lore, and 5) to learn something about yourself/your character. The whole "you'll learn about yourself from being in the outdoors" is actually pretty true sometimes???? I know, it's weird.
I would describe this RPG as half sandbox, half plot oriented mystery.
How it Would Be Played: As a player, you would first be able to choose your cabin based on your camp counselor. Different camp counselors would give different exploration bonuses, personality and actual game play wise. Counselors would be a vivid bunch of NPC's, and essentially the GM's influence in this game.
Now, camp would work like this: the GMs/counselors would provide prompts for 1) competitions between cabins, 2) guided exploration, and 3) discussion. In between, there would be free time for characters to explore on their own. There would also be a curfew of sorts, but depending on the situation, that can be bent. Here's some more examples of what that would entail.
For competitions, an easy one would be like, Turf wars using the Triggerfish battle field, competing obstacle courses as a cabin, or other camp games. Slight bonuses would be awarded to the winning teams.
Exploration would be like, hiking, going to lakes. In general being introduced to new areas. This would introduce new plot ideas and give characters more options.
Discussions: Counselors would do the whole "gather 'round the campfire" stuff, or just promote character conversation. This is where you get to expand on your characters ideas about being out at camp.
In all of this, your main end goal would to be to leave the camp with the lore and urban legends of Triggerfish figured out, as well as feeling like your character benefited from this experience.
Discussed on Page(s): 1


Something's Ominous in Octo Valley | A Splatoon Survival RPG
Description: Inklings living near the Octo Valley area have suddenly gone missing in a bizarre series of serial kidnappings. In response to these events, the Inkopolis Police has created a specialized task force to investigate Octo Valley and its belowground area - one that you (the player) have just volunteered to be a part of.

Gameplay: The RP runs on a dungeon-crawler-like engine. Players start on the beginning floor of the valley, working together to find kettles that bring them deeper into the valley's caverns. The deeper the go, the more the story progresses - and the harder things get for the task force.

Floors operate under two different phases: an exploration phase and a combat phase. During the exploration phase, players are free to roam around the area in search of clues, hidden areas, and resources. Useful resources that the players find (such as food or tools for the base camp), are held within their respective inventories, and can be used at any time to help the team reach its next destination. In addition, by exploring the area, players can activate random events, which either shower the crew in blessings or throw obstacles in their way, depending on how lucky they are.

Random events can activate combat, which shifts the floor to the combat phase. During combat, players are restricted to their immediate area, and pitted against a specific set of opponents. Opponent difficulty is rated by their level (on a 1 to 50 scale, just like Splatoon). Defeating a set of opponents nets the crew rewards - but if the enemy is too strong, fleeing is an option as well. Either way, both actions trigger the end of the combat phase, and the floor returns to being open and explorable.

Since enemies have levels, it makes sense for the players to have them, as well. During sign-ups, players choose what level from a set range they would like for their character. A higher level improves a character's ability in combat but makes them less likely to find important resources during exploration. Conversely, a lower level decreases a character's combat ability, but increases their chance of finding resources and discovering different areas. Ideally, since resources are necessary to crew survival, and the chances of finding resources diminish the further the team heads into the valley, lower level and higher level characters are equally important, and are necessary to each other's success.

The story itself is shaped by how the player's react to the obstacles they run into, with the design of new floors being based on what the player's discover (and not discover). Though I have an overarching plot in mind, most of the action takes place within smaller substories involving the events player's trigger and the crew's interactions with each other, with story-heavy content becoming more frequent the further the RPG goes.


Discussed/Posted on Page(s): 2


Title: 20 Years After ((I'm gonna think of a better name...))

Summary: What if the Great Zap Fish didn't return? Well that's exactly what happened, so no need to wonder now.
The Octarians attacked with full force, taking over Inkopolis and destroying more than half of Inkling population. Now Inkopolis has a new name.. Octopolis.

Description:
What if the Great Zap Fish didn't return? Well that's exactly what happened, so no need to wonder now.
The Octarians attacked with full force, taking over Inkopolis and destroying more than half of Inkling population. Now Inkopolis has a new name.. Octopolis. Octarians are everywhere, the walls have ears, and the amount of Octolings blasted off to insane numbers. It's been this way for 20 years... The remaining Inklings stay hidden, living off discarded food and living in secret hideouts, sewers and abandoned buildings. Almost every Inkling weapon has been destroyed...
Any Inkling found... Will be publicly splatted.



How it Would Be Played:

Weapons: Players can either start with weapons or without weapons. If they start without weapons they have to either find one, steal from an Octoling or Steal from another Inkling that has a weapon.
Here's a list of starter weapons available at the beginning of the RP: Splatter Shot Jr./Custom Splatter Shot Jr. , Splat Charger, Inkbrush, Splat Roller and Classic Squiffer. ((List may change, other weapons will be available further into the RP))

If you're found by an Octarian, you will have to end it quickly before it sends a signal to other Octarians, the same goes for Octolings. The citizens of Octopolis don't always walk around, armed. Usually only Octarian Patrols or Police carry around weapons. Elite Octolings will always be armed, so always stay cautious when one is spotted. Octostrikers and Octobombers will rarely be sent out to attack Inklings due to the fact that their attacks damage the environment as well as their enemies.

Stealth: Stealth is a key role to surviving as a Inkling, sewers are great ways to travel around the city un-noticed. But Octarian Patrols may sometimes check the sewers, never let yours guard down. As usual, enemies can't see you when you swim in ink, but seeing puddles of ink will alert them that an Inkling may be in the area, so they'll be extra cautious.

Jailed: If you fail to escape the Octarian Patrol, you'll be taken to a jail cell, 2 Octarians will guard the cell while the others will prepare for the Public Splatting. In this time others may help you escape before the Public Splatting starts. The jail cell requires two keys to open, they are hidden in the building.. Find them all to help your friend escape. If you're not an Inkling, they will either force you to do their dirty work or send you to the Octopolis Lab for testing.

Starting Location: Players can start out in the sewers, escaping from the Octopolis Lab, alleyways or abandoned buildings


Discussed/Posted on Page(s): 2


Octo Lab --- Polished Edition
Summary
Abducted from Inkopolis or Octo Valley, you wake in either a burnished lab or a verdant lab. Shortly afterwards a voice rings out in the labyrinthine corridors. The voice introduces himself as Shen, a mad scientist who selected a small group of people for a experiment, an experiment he doesn't even remember why he created it, but he continues it for his entertainment. You need to escape but also put an end to this mad theater.

Description
Octo Lab is -again- a darker, gritty roleplay. There are multitude of dangers specific to the two labs. Lab Block Crimson-Squid is the burnished, orderly lab controlled by Shen's aptly named Legion-bots, which travel in groups wandering the lab, thankfully they take a while to power up (Won't be active until the first month long cycle ends.) But that isn't a reason to be relaxed just yet, you need to get your bearings and progress forward. Lab Block Emerald-Octo is the verdant, overgrown lab not controlled by a single entity but has tons of environmental hazards that will hamper your progress, there will still be Legion-bots roaming the corridors but they'll be much fewer in number and will travel in Pairs. Same rules from before apply to them.

The first cycle is story oriented, however after the end of the cycle, the two labs release their respective story arcs and gameplay, Crimson-Squid is the more combative of the two, but will still have a story and vice versa. The month cycle is divided into week long cycles to both progress the gameplay and to develop a storyline.
How 2 pleh
The roleplay will begin when the GM gathers a sufficient amount of players for each lab or a single lab if little sign up. Max would be 10 players if it fills up, 4 is the minimum and 8 is both labs active
Classes are tricky, they would have an adjective to describe your character from personality and background info.
Ex: Terence is a Firm Soldier
Roles for the characters are


Read Post for Example

If you can make ideas for better names, please say so.
That brings me to the combat sections and Inventory management
The inventory should be displayed in a little spoiler on the bottom of each post, not to mention the GM (Probably me) will keep a note on what's in everyone's inventories, just to insure no one cheats and pull a dynamo roller out of a golden purse and club their opponent with it. The other part is your active weapon which should be displayed on the top. Here's an example on what a inventory looks like

Read Post for Example

There are 3 tiers of weapons
Heavy weapons are stuff like: Chargers, blasters and rollers
Medium weapons are things like: Shooters, pistols and Ink-blades
Light weapons are stuff and things like: Metal bars, Ink-knives, damaged variants of medium weapons and S.I.Gs (Sub Inkage Gun)
Light weapons take no slots medium take 2 and heavies take 3 however they all take no slots if wielded as their active weapon

Combat, I will probably need to improve on, basically it starts off with 5 actions, 2 of which are specific to class and personality I'll give an example:

Read Post For Example:

The player or players if you're in a group all need to do their turn to end the fight or progress it if the enemy is much more stronger then the player characters.
I'm not sure so the combat section is subject to change. Permadeath is a present threat, but is only an extreme threat if your playing alone or are separated, players in groups can win the fight, thus reviving any fallen players. But if the entire player group loses the fight, by either running, abandoning teammates to their fates or all getting defeated by the enemy. Although it should be a rare case, like extremely rare that an entire team loses. Your done game over man, game over.
The GMs make a thing you respond to once, not twice, nor thrice but once once everyone responds the next part will happen, unless not everyone responds then at the end of the week it'll continue, the player gets a warning to respond, up to 3 then your out with a simple explanation you got splatted by a hydro cannon bam. The GM will try and get your attention with an @ symbol.
So what do you all think?
 
Last edited:

ReedRGale

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Summary: Humans meet Inklings -- crossover

Description: Humans get transported to the inkling world, get taken in by inklings that either try to hide them from the world, get them to intermingle with others... adapt them to culture, etc! Probably be some sort of conflict but might be played out as a sandbox--something fun that players mostly just manage themselves.

How it Would Be Played: Minimal GM interaction--Players would post at whatever pace that players would want. Each would control a human character and an inkling and would, as such, control how each reacts to each situation. Players interacting with other players would work in collaboration in whatever way they see fit.

GM would explain the surroundings, punish when someone would break in-universe canon regularly, punish when players take control of other player's characters and manage a storyline, if desired.
 

ThatSquidYouKnow

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Summary: Squidbeak Splatoon

Description: The Inklings get teleported back in time to the Great Turf war, and now they have to fight in it.

How it Would Be Played: Players are part of a team, and post at their own pace, interacting with other characters to defeat the Octarians. Players can also betray their team and join the Octarians. Each player controls one Octarian and their own Inkling.
 

ReedRGale

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Huh! That sounds really interesting; I can't help but wonder of the macguffin of time transportation would play a part in the game and what would happen if these players changed history and got to see what the new future looked like. Maybe Capt. Cuttlefish would have turned into what DJ Octavia did... determined to fight his war to the bitter end.

Further, would Octarians be transported back in time as well?
 

ThatSquidYouKnow

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Huh! That sounds really interesting; I can't help but wonder of the macguffin of time transportation would play a part in the game and what would happen if these players changed history and got to see what the new future looked like. Maybe Capt. Cuttlefish would have turned into what DJ Octavia did... determined to fight his war to the bitter end.

Further, would Octarians be transported back in time as well?
No, they'll be fighting the Octarians from the past. Also, yes, if they accidentally kill DJ Octavio or some other important Inking/Octarian like Capt. Cuttlefish then the future would be changed. Of course, then you have 2 choices, stay in the future you're in or restart from the beginning of the Great Turf War.
 

ReedRGale

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@ThatSquidYouKnow Hm interesting. So how would inklings control the time stream? Like, would there be branching timelines and certain people would be on certain timelines? I'm basically asking how would people control time because it would be complicated to have everyone running around on their own in one timeline, celebrating victory then suddenly have that spoiled by someone resetting time.
 

ThatSquidYouKnow

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@ThatSquidYouKnow Hm interesting. So how would inklings control the time stream? Like, would there be branching timelines and certain people would be on certain timelines? I'm basically asking how would people control time because it would be complicated to have everyone running around on their own in one timeline, celebrating victory then suddenly have that spoiled by someone resetting time.
Everyone has to be in the same time. Only one Inkling has a time machine, and all the others have to agree, like a vote.
 

Hesoca

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Don't have a name for it, but here's a beta idea: street-style Turf Wars.

------
Pitch: Every kid worth their squid knows about Turf Wars, the popular ink-slinging sport centered in Inkopolis Plaza, but who can remember its gritty history? Take a step back to the days of Turf War's roots, where squads terrorized the streets in grueling battles over tech and territory.

Description: The RP takes place 60-80 years before the time of Splatoon, where Inkopolis is not a hub of sports and glamor but a seedy underbelly overrun by rogue squads. These squads run the streets, claiming districts and using their hold on the businesses around them to power their reign. Skirmishes between rival squads are frequent, with each side battling to paint the streets with their token color and thus display their dominance over the opposing team.


How It Would be Played:
Players are part of a newly-formed squad looking to make a name for themselves by battling against the current squads and avoiding the police trying to stop their tyranny. The RP itself is sandbox-ish, with players having to work together frequently but also able to explore and contribute without being completely railroaded to one plot or another. The catalog of weapons and gear available to players, as well as the different locations they can travel to, changes as their squad loses and wins territory.

GMs regulate much of the RP's mechanics, working with players to create opposing squads, refereeing squad skirmishes, and running important NPCs. They'd also moderate player interactions and enforce the RP’s rules, should they need to do so.
------

I have a few worldbuilding ideas on how squads / Turf Wars / claimed territories work, but the actual implementation of those ideas is pretty scattered. Would be interested in seeing what you guys think and what you would add/remove/edit from the above. :D
 

ReedRGale

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@Hesoka Seems less sandboxish and more of a structured game, if you ask me--lots of mediation and rules to handle and probably places to make--but that said, it's pretty interesting of an idea.

Personally, how I'd handle the game is by making squads of four and giving each group two areas they control from the get-go. Then they could challenge neighboring areas. Splatting enemies would prevent them from respawning for some time (I like to believe that respawn is actually a part of their physiology) and so would mean more in the Turf War. Time limit is when the police show up. :P

Anyway, yeah, it would be a game of influence that would end when one group gains all the area. Even if you lose all your area, you could still fight against other groups for territory... with basic weapons. But yeah, I would play it like a conquering game.

All said, it seems like a solid idea! :D Allow me to record it.
 

Hesoca

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@ReedRGale: Hmm... I guess it'd be better phrased as saying that the plot is sandbox-ish, not the game itself. Like you said, it's more like a strategy conquering sort of thing. Refereeing all the Turf Wars would probably be the most complex part, considering that it's mostly combat and whatnot.

As for places, I was thinking that every arena currently in the actual game could be a location for one of the NPC squads. Not only would this make refereeing combat a lot easier (as everyone would be familiar with the area, more or less), but it would also require a lot less work to tweak some already existing places than make up some new ones. Not sure what happens when there's no more places left, though, besides waiting for Nintendo to release some more arenas. XD

Also, thanks for adding it to the idea pile!
 

ReedRGale

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@Hesoca Wow, the archive BBCode was really glitching there for a moment. >_>

Anyway, I'd say that you could totally use some of the areas, but not others--like the Kelp Dome, it seems pretty new. Otherwise, I would just ask whether players would have the opportunity to interact with each other and make alliances and, besides everything, just play out their character.
 

Hesoca

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@ReedRGale: The Kelp Dome could possibly be under construction during the time of the RP, or completely torn up and lacking all the structural updates it has in the recent games.

As for player interaction, I kinda want it to be as open as possible. You've got the squad base as a kind of hub for everyone to start off and/or meet up at, but otherwise, everyone should be able to wander around and do whatever they want. Battles against other squads would be important but also not obligatory. Ideally, a message would go out saying that "so-and-so squad" is attacking or "this-and-that squad"'s base is free for the taking. Whoever wanted to participate in the battle would head over to the arena, while everyone else could just do whatever they were doing. Of course, the less people participating in a Turf War, the harder it is to actually claim a piece of turf, and since new turf means new locations and new gear/weapons, players have a bit of an incentive to participate in the battles.

Oooh, I would love to see players making alliances and backstabbing each other. Maybe someone has ties to one of the other squads, or wants to sabotage the squad for some reason... but I suppose that's all for the players to figure out.
 

Aykorn

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Oooh, I would love to see players making alliances and backstabbing each other. Maybe someone has ties to one of the other squads, or wants to sabotage the squad for some reason... but I suppose that's all for the players to figure out.
Oh boy, when you said backstabbing I thought of a couple things.
1) maybe, based on individuals, players can have "goals" they need to accomplish to, mafia or murder mystery style. Things like, stay alive, control this, splat this person. Players would have to gear themselves towards these objectives, and that can only lead to interesting developments, and should probably even come up with these objectives themselves.

Or!

2) Maybe there's a another "win" condition, like the squad that controls a certain number of areas the first win, kind of like the Game of Thrones board game, where the first to control 7 castles wins.

What winning would mean?? I dunno, but I kind of agree that some sort of end goal would make this feel more cut-throat.
 

Hesoca

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@Aykorn: An objective system would be interesting. It'd probably work out better if there were a set of objective types players could choose from, but the players themselves could still come up with the specifics. That way, objectives could have a bit of a organizational backbone to keep everything in check, but leave the fun part of actually creating and running an objective to the players.

Heck, maybe the Turf Wars themselves could have objectives. Something like "there must be three people alive at any given time or else the match with automatically be forfeited." It would certainly create some challenge for the people participating.

I dunno what winning would mean, either, besides an inglorious amount of street cred. Ideally, the game could run until every location has been claimed by the player squad, but then you have the police to deal with and potentially some criminal syndicates lurking around in the shadows. Perhaps there could be a game over condition for players, as well, if they manage to lose all of their bases, though I can't really see that happening unless the behind-the-scenes RNG that will likely be taking place is especially diabolical.

Something to consider with this, I think, is exactly how cutthroat the RP should be. On the lighter end of the spectrum, the game is entirely PvE, with everyone on the same side fighting for the same cause. On the grittier side, we have people forming secret alliances, backstabbing each other, arranging hits, and probably engaging in a lot of PvP combat. I'll be honest, I threw everyone on the same team in order to prevent a lot of PvP, but maybe the idea works better with more competitive elements.
 

ReedRGale

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@Hesoca Yeah, I have to admit this is going to be a very interesting RP if someone picks up the idea, but there's a lot of rules to sort out to make sure that everyone runs smoothly. So let's set out the issues here in an organized fashion:

  • How would PvP combat work?
  • How would winning a turf battle work?
  • Would the game have an end? Would each player or group have a different win condition?
  • Would players have objectives? Would they choose them or would they be chosen by the GM? How would these be enforced?
  • Would there be time for people to interact with each other?
  • How would alliances work? How would they be made? Could backstabbing happen in between? Would they be kept secret through messages only the GM could see?
  • Would permadeath be a thing?
Did I miss any?
 

Aykorn

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Oh boy, so I've had this loose idea that I want to get off my chest, and I would be totally fine with if someone else took it and ran with it.

Camp Triggerfish

Summary:
Ahh yes, Camp Triggerfish. As an adolescent inkling, you're here to enjoy/be forced to spend an entire month at this wilderness summer camp! No longer just a battle field, but a place for nature exploration and campfire songs. Between some friendly cabin-competition, camp counselors spreading their "self-discovery" wisdom, and some.... mysterious rumors, you've got your tentacles full this summer!

Description: Yeah, this is your stereotypical outdoorsy wilderness-camp-by-the-lake setting. In this, Camp trigger fish is both a an overnight camp with cabins and a well maintained campground, as well as a recreational spot for Jellies to watch ink battles and relax. Aaand of couorse, no electrontnics!The main driving forces in this game would be to 1) survive summer mostly sane, 2) Make some friends, possibly with your bunk mates, 3) Compete with the other cabins/teams 4) explore the camp and nature surrounding it, including myths and urban lore, and 5) to learn something about yourself/your character. The whole "you'll learn about yourself from being in the outdoors" is actually pretty true sometimes???? I know, it's weird.

I would describe this RPG as half sandbox, half plot oriented mystery.

How it Would Be Played: As a player, you would first be able to choose your cabin based on your camp counselor. Different camp counselors would give different exploration bonuses, personality and actual game play wise. Counselors would be a vivid bunch of NPC's, and essentially the GM's influence in this game.

Now, camp would work like this: the GMs/counselors would provide prompts for 1) competitions between cabins, 2) guided exploration, and 3) discussion. In between, there would be free time for characters to explore on their own. There would also be a curfew of sorts, but depending on the situation, that can be bent. Here's some more examples of what that would entail.

For competitions, an easy one would be like, Turf wars using the Triggerfish battle field, competing obstacle courses as a cabin, or other camp games. Slight bonuses would be awarded to the winning teams.
Exploration would be like, hiking, going to lakes. In general being introduced to new areas. This would introduce new plot ideas and give characters more options.
Discussions: Counselors would do the whole "gather 'round the campfire" stuff, or just promote character conversation. This is where you get to expand on your characters ideas about being out at camp.

In all of this, your main end goal would to be to leave the camp with the lore and urban legends of Triggerfish figured out, as well as feeling like your character benefited from this experience.

I've got some more fleshed out ideas (that I'm withholding for the sake of mystery) but that's my idea!
 

ReedRGale

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@Aykorn So, would players pick their counselors, or would you randomly assign them? Would they alternate between counselors? Could they change midgame? What happens if everyone picks the same counselor?

As a GM, I just find it interesting answering these questions about the idea. That said, the idea is pretty well-fleshed out and I'll add it to the archive.
 

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