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 Nerrone's Rangers OOC

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Naboo9
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PostSubject: Re: Nerrone's Rangers OOC   Sun Aug 05, 2012 4:53 am

No preference.
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PostSubject: Re: Nerrone's Rangers OOC   Sun Aug 05, 2012 5:05 am

I say Tareen.
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PostSubject: Re: Nerrone's Rangers OOC   Sun Aug 05, 2012 6:47 am

They answered in the order Delta asked their names. Just an observation.
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PostSubject: Re: Nerrone's Rangers OOC   Sun Aug 05, 2012 9:51 am


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PostSubject: Re: Nerrone's Rangers OOC   Mon Aug 06, 2012 9:39 pm

Y no one post on RP's
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PostSubject: Re: Nerrone's Rangers OOC   Tue Aug 07, 2012 1:39 am

Waiting for Hutch to add to and return the co-post. Maybe we can just post half of it now and the rest afterwards.
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PostSubject: Re: Nerrone's Rangers OOC   Tue Aug 07, 2012 1:00 pm

Sure, that would at least be something to read. razz

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PostSubject: Re: Nerrone's Rangers OOC   Tue Aug 07, 2012 3:24 pm

OK, here we go.

That is how a co-post works. It's more flexible than backing and forthing posts in that characters' actions can be put in order rather than stated to have occurred in order, as single posts tend to do.

It's also fun when you co-post with many more people. They don't notice you correct their grammar.
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PostSubject: Re: Nerrone's Rangers OOC   Wed Aug 15, 2012 2:18 pm

...And then Hutch dropped off the world and no-one else posted. razz

Well, since we've got time I thought I'd put a question to y'all: do you like the combat in its current form, meaning no insta-hits on anyone at all, or would it be more fun to have some battles where things were less strict, and apart from certain designated enemies players could insta-hit/kill mooks at will?

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PostSubject: Re: Nerrone's Rangers OOC   Wed Aug 15, 2012 3:15 pm

On the Pokemon RP I joined a while ago, instahitting - and even killing - enemies was fine; even the ones that the GM set up. The exception to the rule was obviously that major enemies and player characters would be considered important. At first I thought that this took the challenge and fun out of combat, but it actually makes sense; it's about the writing, not the gameplay. Not to mention, if the GM had to respond to every combat post (for there were many, occurring at different places on the map), he would be downright exhausted. There was also the little detail of the GM disappearing after my third post, so everyone was grateful that he wasn't tied up to everything.

Combat works like how you are suggesting because the players get to experiment with styles of fighting that don't feel turn-based. They can pull off flexible fight sequences that allow for the enemy to respond the way they would like. Say Flank got in a fist fight. I could have the enemy spar with Flank, blocking his attacks and aiming at his weaknesses, rather than have my Ravis just practise the movements in the enemy's general direction and hope that they hit. The enemy could respond in a way that is personal to Flank, like tripping him over because he's so heavy; and I could have Flank counter in a way that is also personal to himself, like biting down on said enemy's head and twisting it around until the neck breaks.

It also means that you can partake in combat yourself, if the players are allowed to instahit. I bet that Kwa can pull off some impressive moves, like using her tail as a mace, but we just don't get to see that at all. Dagon could shoot some things too, and we'd believe that he is indeed a veteran of several wars.


Last edited by Dark_potato57 on Wed Aug 15, 2012 3:53 pm; edited 2 times in total
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PostSubject: Re: Nerrone's Rangers OOC   Wed Aug 15, 2012 3:37 pm

Agree with potato.
In my RP, now during the prologue I'm trying to set a level. The enemies are below average. Only difference was the Combat Mech, which actually was scripted to go down the way it did.
This can also give great contrast to battles and writings. You don't know if the enemies are grunts, until they go down like dominos.
So if the players are used to one-shot kill enemies and then get to fight a harder "boss", the contrast is very large.
That's what I'm trying to do. Because BtS is basicly about contrasts.
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PostSubject: Re: Nerrone's Rangers OOC   Thu Aug 16, 2012 12:40 am

Heheh, I know all about responding to an avalanche of combat posts; the first fight sequence aboard the Ponderra is the most piled-under I've yet been. razz

The reason my own characters haven't taken much part in combat up to this point is that, for the most part, I feel like I shouldn't be eliminating the threats I created for everyone to take on. razz I dunno, maybe I'm the only one here who thinks about it that way? Wondering

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PostSubject: Re: Nerrone's Rangers OOC   Thu Aug 16, 2012 1:05 am

I think so. Like I said before, I think your characters could be impressive in combat. My other points remain as well.
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PostSubject: Re: Nerrone's Rangers OOC   Thu Aug 16, 2012 10:45 pm

Delta, you don't have to take out every bad guy, but maybe some of the smaller "grunts".
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PostSubject: Re: Nerrone's Rangers OOC   Sun Aug 26, 2012 6:06 am

I'm back! Cheers!

So we're heading to Tareen, are we? That should be interesting...
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PostSubject: Re: Nerrone's Rangers OOC   Sun Sep 02, 2012 5:25 pm

This RP needs some love. Maybe I'll post another part of 'Flank makes a gun' later on.
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PostSubject: Re: Nerrone's Rangers OOC   Sun Sep 02, 2012 5:48 pm

All RP's seems to have halted to a certain degree...
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PostSubject: Re: Nerrone's Rangers OOC   Sun Sep 02, 2012 5:52 pm

A lot of people have disappeared. Hutch dropped off the world and so have many others. Rest in pieces.
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PostSubject: Re: Nerrone's Rangers OOC   Sun Sep 02, 2012 6:20 pm

Yeah, that's an odd one. Pity Hutch has his Steam profile set to Private, difficult to gauge how dead he is. o.0

I really need to get my head back in here; I don't feel like putting this RP to rest, but I've had something of a block since concluding my latest set of exams.

Anyone still interested in that Randomised-Superpowers RP idea? razz

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PostSubject: Re: Nerrone's Rangers OOC   Sun Sep 02, 2012 7:03 pm

I am! With my gelo powers, I'll turn any soda to candy and make humans to dead, icky gummy bears.
EDIT: I myself are completly ready for BtS.
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PostSubject: Re: Nerrone's Rangers OOC   Mon Sep 03, 2012 12:31 am

I'd like something other than that infinite mass punch.

If this RP rests here, then at least there's closure. It's just that this forum doesn't have enough interested users to sustain an RP.
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PostSubject: Re: Nerrone's Rangers OOC   Mon Sep 03, 2012 2:40 am

We have you, Isak, Mitchz, Naboo, Drago, Shar and myself — enough to sustain an RP like this, if we actually post in it regularly. razz I feel it's more an issue of sustaining interest, even in my case.

That's why this new RP idea appeals to me; it's been a while since we saw one that wasn't Spore-verse Space Opera, and the randomiser is an interesting additional element. Happy. I think I might actually post a planning thread.

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PostSubject: Re: Nerrone's Rangers OOC   Mon Sep 03, 2012 3:25 am

If we do use the randomizer there should be some kind of posting limitation on how long or how many posts we can make with one character, just to keep things interesting.
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PostSubject: Re: Nerrone's Rangers OOC   Mon Sep 03, 2012 3:38 am

I don't think I see where you're coming from. Wondering Are you saying we should limit the amount of time that any one character could exist? That would certainly keep things fresh, but switching characters every month would play hell with the continuity and prevent much character development. O_o

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PostSubject: Re: Nerrone's Rangers OOC   Mon Sep 03, 2012 6:56 am

What about a set number of posts you can make before introducing a new character? You could keep the old one, but you'd have a new one as well. That could make things interesting...
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