Group Game Discussion [OOC]
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Human Small Groups =&gt; Topic started by: Haibane on 17-06-2010, 16:58:45</h2>
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				Title: <strong>Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>17-06-2010, 16:58:45</strong>
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			<dd class="postbody">
				Hi<br><br>Thank you if you are reading this and you came here from a link I sent you. I'm a little nervous about even doing this because some people might see it as elitist and not really within Elliquiy's 'face' or whatever but hoping we don't get shut down and I don't get a PM from an admin I'd like to welcome you to this discussion group. I've send PMs to a number of people that I have roleplayed with all of whom I have enjoyed playing opposite mostly because you write brilliantly, entertainingly and imaginatively. You are good at creating interesting characters and some of you are good at running immersive group games. All of you are people I'd like to RP with more.<br><br>I have had numerous bad experiences at E, whether it's poorly planned games, people who can't write or spell to a tolerable level of accuracy, people who only draw on a stock selection of a few characters and re-use them endlessly, people who one-line, people who god-mode when its not appropriate, people who vanish, people who are immature. I've seen it all and I know you all have as well. I've also asked you to join me here because not one single fault listed above applies to any of you.<br><br>If you think this group is not for you or you just don't have the time to commit to more activity at E right now, that is quite alright. Please just drop a note here saying so, or PM me. I really don't mind, you are your own boss. However I would respectfully ask you to keep this thread in your bookmarks, who knows you may wish to return later when real life or your posting schedule lets you and in the meantime some ideas might come up here that inspire you to give fresh input.<br><br>What I want to do here is have a thinktank or discussion group with the aim of firstly sharing what we like most and least about forum based RPs. I hope we can then find some common things we'd all like to aim for and avoid.<br><br>After that I'd like us to share ideas of what sorts of games you'd like to play. These don't have to be group games and they don't have to include everyone in the group. If a couple of you hit upon a 1-on-1 you'd like to explore that comes out of these discussions, go for it. Or a small group? Be my guest.<br><br>My ultimate aim though would be to try and draw as many of you as possible together into a large group game that will run for as long as we can humanly encourage it to. It will by default be planned and maintained in a manner that interests us and contain game and plot elements that excite us and be written in a style that entertains us. Its why we're here. That elusive game of my dreams is what I would like to be involved in. I can only imagine you all would love to be involved in such a game too.<br><br>If there are people here you do not know I hope that will change and you'll begin to form new friendships and writing partnerships. Some of you who know me well might be surprised to know I'm naturally somewhat shy and hesitant about meeting new people but if you know anyone who you think would fit in with this idea-crunching group, especially more ladies, please let me know their names and link me to some of their writing that has caused you to think they'll fit in here and I will happily go look and make contact if I like what I see.
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>17-06-2010, 17:06:50</strong>
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				Count me as interested in this discussion and any possible fruits of it ;) 
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				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>DngrMse</strong> on <strong>17-06-2010, 17:30:03</strong>
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			<dd class="postbody">
				Hello, everyone, I am DngrMse, and fairly new here.<br><br>I think this is a great idea, and as I told Haibane in an earlier pm, "Nom!".&nbsp; <br><br>I was maybe a bit more wordy though.<br><br>I don't see this idea as going against that which E stands for at all.&nbsp; We already seek out like minded, and talented individuals to RP with, and this thread idea is an extension of that, in my opinion.&nbsp; This thread idea has the promise to provide some really fun rp opportunities, which is why we're all here anyway.&nbsp; 
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>17-06-2010, 17:33:15</strong>
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				I agree entirely 
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zillah</strong> on <strong>17-06-2010, 17:41:24</strong>
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			<dd class="postbody">
				Sounds great to me. ;) And I'm definitely interested in discussing group RPs and other ideas with a bunch of lovely and talented players!<br><br>-Z
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				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Fragile Dreams</strong> on <strong>17-06-2010, 17:58:31</strong>
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				Count me in! :)
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Destiny Ascension</strong> on <strong>17-06-2010, 18:01:04</strong>
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			<dd class="postbody">
				Sounds like a good idea, this.<br><br>Count me in aswell. :D
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>j9nightelf</strong> on <strong>17-06-2010, 18:12:55</strong>
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			<dd class="postbody">
				*waves to all*<br><br>I have been away a while and just wondered back, thanks for the link, Haibane.&nbsp; I love, love, love plotting, sometimes even more then the actual game, so anything that involves some plotage is good for me.&nbsp; <br><br>I'd love to share ideas.<br><br>J9
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>17-06-2010, 18:39:35</strong>
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			<dd class="postbody">
				Well shall we talk about group games? (my muse's current obsession)
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>DngrMse</strong> on <strong>17-06-2010, 18:47:47</strong>
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			<dd class="postbody">
				A large group game would be interesting.&nbsp; I have an idea, but I need to discuss with someone else first.&nbsp; Of course, I'm open to any suggestions anyone might have, too.&nbsp; 
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				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>17-06-2010, 18:57:02</strong>
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			<dd class="postbody">
				Well why don't we start by discussing what we are into/ what we do and don't like about group games? 
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				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aiden</strong> on <strong>17-06-2010, 19:15:40</strong>
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			<dd class="postbody">
				-Checks in-<br><br>Yo!<br><br><br>I'll guess I'll drop right into it!<br><br>Currently I am in a heavy Starcraft mood due to me reading plenty of the books lately, but I also like the high fantasy settings from DnD worlds (with no system, as I feel it cuts into creativity) The Diablo world (blizzard world, very macbre fantasy setting) and Warcraft universe. <br><br>But I also like trying out new settings as world as long as people know I am "winging it" <br>(I warned Haibane before starting the Aliens game I was simply winging it)<br><br>I tend to stick to "villainous" roles as I have very little interest in being a "good guy". <br>I enjoy organized crime settings, if I had to pick one in particular it would be Outlaw motorcycle clubs and organized crime settings. I loathe "petty" criminals who are "doing it wrong."&nbsp; &gt;:)<br><br>
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>JK</strong> on <strong>17-06-2010, 19:48:54</strong>
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				Always at your disposal Haibane.
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				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>17-06-2010, 19:54:56</strong>
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			<dd class="postbody">
				Maybe before we talk about our likes and dislikes in terms of settings and genres we could throw some ideas out there about why we think group games fail and what it is about group games we have been in that really compelled our interest - apart from setting/genre.<br><br>If we can identify the pitfalls we'll be better armed to avoid them.<br><br>Once we have some discussion behind us about what not to do, we could maybe move on to what we think we should do. I mean in technical terms of game structure, how its paced and run or number of threads and such.<br><br>I don't want to lead the discussion too much but here's some random thoughts.<br><br>Different speeds/availability of players posting.<br>Different post lengths.<br>Different writing abilities.<br>Story progression pace (moves too slow/jumps on ahead too fast).<br>That pair of players who go off on a massive 2-page 1-on-1 posting spree in the middle of a group scene just because they're both online that night.<br>Too much sex gets boring!<br>Not enough sex!<br>Sex starts half way down page 1 when you'd rather it didn't.<br>Scenes that drag on too long (sometimes there can be too much detail).<br>GMs controlling pace (don't lead the plot enough/lead it too much and are too pushy) (puts her hand up in guilty admission).<br>Drama queens.<br>The game that dies because player X leaves.<br>Players leaving and refusing to allow a new player to take over their character. Is this a good or bad thing?<br>
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>JK</strong> on <strong>17-06-2010, 20:31:11</strong>
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			<dd class="postbody">
				Well, to preface my opinions, it should be known that I'm sleazy. I apologize for when this makes people think I'm shallow, but I don't apologize for coming to E with the primary goal of getting off. So take my suggestions with a grain of salt.<br><br>Moods can get killed by IC violence, one player takes a rough scene too far (or another player has too strong a desire to be a victim) and suddenly you're expected to play or play with a character with broken ribs and concussions. It's not sexy, and interest wanes.<br><br>They can also get killed by IC drama, when games get to a point where you know pursuing sex will just lead to more IC crying, interest wanes.<br><br>IC power struggles can be poisonous too, especially in group games with multiple dominant characters, and especially between guys. Guys make dom characters as super macho badasses, and when they but heads it tends to get long, personal (in an OOC sense), and incredibly annoying for all involved.<br><br>Past that, as Haibane said in the post above, it's much a matter of personal taste. One person wants to be sleazy-dirty, the other wants to be lovey-dovey. One person prefers a high volume of short posts, the other person prefers a few paragraphs once a day. In situations like these there's nobody at fault, it's just a case of not finding what you're looking for, and interest inevitably wanes.
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>17-06-2010, 20:46:34</strong>
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			<dd class="postbody">
				Hello everyone!&nbsp; I'm glad to be included in this discussion, and hope that it bears fruit in the long run.&nbsp; I do know some of you (Hello Aiden and Urbanzorro!), and hope that I can get to know more of you!<br><br>I'm generally fairly flexible when it comes to games, though there are several types that I've never quite been able to get into.&nbsp; The "Romance Novel" sort of plot (wherein fairly normal people leading normal lives find one another, etcetera) has never quite been able to hook me.&nbsp; Maybe I'm not quite explaining that properly.&nbsp; What I mean is, things like "single mother falls in love with co-worker, but his friend is also interested".&nbsp; That sort of thing.&nbsp; I'm perfectly content to play a normal human being, just in a different context than that.<br><br>I'm fine with established settings as well, but generally feel awkward about roleplaying as predetermined characters.&nbsp; That doesn't mean that I can't fill a role (say if the creator of the thread wanted a "Jock" or an "Artist" and listed some desirable personality traits), but it's difficult for me to play as a real <em>character,</em>&nbsp; like, say, Wolverine or Vash the Stampede or Harry Potter or whatever floats your boat.&nbsp; Not that there's anything wrong with fan fiction, but it's just a hang up of mine.<br><br>As for your list, I just want to latch onto this one for a moment:<br><br><em>That pair of players who go off on a massive 2-page 1-on-1 posting spree in the middle of a group scene just because they're both online that night.</em><br><br>If I recall, this is one reason that you left The Pack, among others.&nbsp; I agree that this is one tricky part of running a group game where sex is expected and encouraged between the participants.&nbsp; How to go about writing the sex?&nbsp; In my opinion, it might be better to simply write an opening scene leading off into the literary equivalent of a fade-out, take the scene to Private Messages so as not to clutter the thread unnecessarily or, if it's predicted that it will go on for awhile or actually include things important to the plot, make a new thread.&nbsp; Even if those two new pages that suddenly popped up overnight have nothing to do with you, it still feels very intimidating to have to skim through so much just on the off-chance that something happened that you need to respond to.<br><br>And another: <em>Players leaving and refusing to allow a new player to take over their character. Is this a good or bad thing?</em><br><br>I'm of the mindset that it depends on the character.&nbsp; If the individual in question is absolutely 100% integral to the plot, clearly he cannot simply disappear or be killed off without some major repercussions.&nbsp; The death of said character may change the plot entirely, or the point of the story may be lost as a result.&nbsp; For example, if someone is playing the Evil Overlord that the entire quest hinges on being there and then they suddenly drop out.&nbsp; If nobody was allowed to take up that role, what would happen then?&nbsp; Perhaps it could be played off as a "trusted" underling assassinating him and seizing control, but that doesn't necessarily work for some games.&nbsp; <br><br>Ultimately I think it's up to the player to be an adult about it and give serious thought as to whether their character is required for the game to progress.&nbsp; I do have a few "Evil Overlords" in the wings, but for the most part I try not to create characters in absolutely pivotal roles because I <em>don't</em> feel comfortable with other people playing them when I leave.&nbsp; Perhaps that's a bit hypocritical of me, but that's just how I am.<br><br>
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Lithos</strong> on <strong>17-06-2010, 21:18:43</strong>
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			<dd class="postbody">
				Hi everyone, I am going to share some of my ideas here as well, some are no doubt shallow and others might be otherwise unworkable but either way upfront approach usually is the best one. <br><br>I try to first ask some basic questions that I think are important for longevity of a group game, and ponder what might be some of the answers below each one. <br><br><strong>1. What does the player need and get out of the game?</strong><br><ul class="bbc_list"><li>Sex - plenty of it and in varieties that cater to the players interests (I am shallow I admit but I would not be writing erotic fiction without that part)</li><li>To have any of the former, we must be able to meet characters that provide enough depth and challenge to actually get our protagonists to want things</li><li>We usually need to have some sort of developing situation / plot to keep staying within the game interesting, and usually also to keep the game within some sort of manageable area and manageable amount of locations</li><li>To keep things interesting and pleasant, it would be also lovely if the setting actually perked some interest in us, be it culture, history, established structure vs survival, what ever we find compelling</li><li>Different people have different needs. Some of us like smut, others like romance, and some much darker things than that. If there is very wide player population, content spread must be high enough to cater to everyone in some fashion</li></ul><strong>2. What do the other players need and get out of the players part?</strong><br><ul class="bbc_list"><li>In my opinion, the general writing style within the group game should be similar (same tense and such) to keep the game pleasant to follow for anyone involved, and to outside readers</li><li>We should also be able to stick to some sort of posting schedule, in group games consistency is many, many times more important than amount of posts only few players are able to keep up - slowest dictates the pace in some ways. one post expected from each player in every two days or such might be realistic when everyone is quite active - for example</li><li>It would keep everyone a lot more comfortable if every players writing was in good enough standards to not get anyones literacy spider sense tingling - expecting some standards is a good thing, not elitism</li><li>Everyone cannot get along perfectly with everybody - characters of writers who are more compatible than others tend to get more scenes together sooner or later, in some measure I think it should be encouraged, but player population should be such that everyone has something to do</li></ul><strong>3. What are the basic elements that create unwanted tensions?</strong><br><ul class="bbc_list"><li>Drama bleeding from between characters to between the writers tends to be the most usual mood killer. There are many things that can cause this, and I do not believe in game where it would not happen at one point or another. It should be recognized quickly enough and managed before it gets people involved too uncomfortable to continue writing.</li><li>Overly competitive settings are blessing and curse drama wise as well. Competitive situations are interesting to handle and write - but when ever there is competition there are winners and losers, and such situations at times tend to get some feathers ruffled. Competitive situations crafted in a way where both winners and losers gain something are possible, even if difficult to create at times</li></ul><strong>4. What is the best way for a game to avoid depending on one player / character too much (to prevent game death by important player disappearing)?</strong><br><ul class="bbc_list"><li>I suppose most important thing is that character(s) that are really instrumental for integrity of the game should ideally be npc:s that can be taken over by different people if need be</li><li>Ideal solution would be one where each character in game is important in their own way, but in terms of game world integrity expendable. Anything that is not expendable, should be NPC that is agreed to be able to change player if need be for game integrity reasons</li></ul><strong>5. How to manage game consistency vs scene length?</strong><br><ul class="bbc_list"><li>Erotic games tend to have sex, sex is not always between everyone participating, and writing scenes takes time. Managing the consistency of time in game can be quite a task at times. For a game to succeed, there must be some agreed way for it to retain its integrity</li><li>There are many ways to do this, but one good way is to have a sort of announcement in main thread of passage of time in game. I do not mean hour by hour basis but for example morning - noon - evening - night sort of thing</li><li>Scenes between limited number of characters ideally should be able to either move on their side threads, or move to some other medium altogether. I have played excellent game elsewhere where for example one on one scenes could be played anywhere, be it separate thread in forum, email or irc. In case of irc or email,&nbsp; people just posted the log of the encounter in its own thread. Why separation to somewhere is important is that even if the characters are in scene that can be short in in game time but take long to write, the characters can participate in main thread in its consistent time continuum while they are still being written in the scene that started previously.</li></ul><br>I think there were other things that I wanted to say, but at the moment these were the most important things that came to my mind - lets discuss!
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>DngrMse</strong> on <strong>17-06-2010, 21:27:12</strong>
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			<dd class="postbody">
				This one jumped out at me as well:<br><em><br>That pair of players who go off on a massive 2-page 1-on-1 posting spree in the middle of a group scene just because they're both online that night.</em><br><br>I like the idea by Shihong of an introductory, "How YOU doin'" type of post, with fade to black.&nbsp; But rather than taking the action to PM's, how about starting a temporary side thread?&nbsp; The two, (or three, or four), players can have their fun, then close the thread.&nbsp; It provides a bit more continuity to a large game, and allows others to share in the fun, if they're curious.&nbsp; <br><br>A few other things Haibane mentioned, that caught my attention.<br><br><em>Players leaving and refusing to allow a new player to take over their character. Is this a good or bad thing?</em><br><br>If that particular player character is key to a game, or story, then there should be no question, that character is made available to someone else, whether the player leaving objects to it or not.&nbsp; I'm not trying to be mean, and I understand that RL has a way of rearranging your online time and priorities, but people should be aware that if they have to bow out of an ongoing game, it's not always possible, or practical to 'replace' an established character with a new one, which requires a rework of the plot, or game.<br><br><em>Too much sex gets boring!</em><br><br>I'd change that to "Too much repetitive sex without a background story that's being advanced in between boink sessions is boring!"<br><br>Sex is the frosting, story is the cake.&nbsp; Often times, cake with lots and lots of frosting is just fine, so long as the cake is mentioned every now and then.<br><br><em>Scenes that drag on too long (sometimes there can be too much detail).</em><br><br>I'm frequently guilty of this.&nbsp; I'm trying to improve.&nbsp; A swift cyber kick, via PM, will often set me back on track though.&nbsp; Frosting works better though.<br><br>Last thoughts, all mine, or so says the weird voice in my head:<br><br>I prefer free form games/stories over more structured settings.&nbsp; It eliminates, or at least alleviates many of the issues Haibane already mentioned.&nbsp; As long as the rules are explained, and the setting is understood, the odd twists and turns free form games take can be really fun.&nbsp; 
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>17-06-2010, 21:27:20</strong>
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			<dd class="postbody">
				Well I guess I'll start out by giving my opinion on some of the things that you mentioned Haibane, <br><br><br><br><strong>Different speeds/availability of players posting</strong>: I'm currently learning how best to deal with this situation. For instance the primary group game I'm running right now is having to deal with a number of the players not being currently available. I'd say that this can really kill a game fast unless the players are genuinely interested especially if the plot hinges on all characters interacting. <br><br><strong>Story progression pace (moves too slow/jumps on ahead too fast)</strong>: From a GM perspective this can be VERY difficult, you don't want to move things ahead too quickly and not give everyone a chance to post, but at the same time you don't want to have the thread hanging there waiting on that one slow person. I'd say the best thing is balance, though if balance is unachievable I'd lean towards moving a bit too fast rather than too slow, especially with group games stagnation=death<br><br><br><br><strong>GMs controlling pace (don't lead the plot enough/lead it too much and are too pushy) (puts her hand up in guilty admission)</strong> As a GM you should have a good idea of where you want the plot to go, and what you want to see happen, that doesn't mean that you need to know EVERY little detail about what you want to happen, but you shouldn't be pulling things out of your ass every time a plot decision needs to be made. At the same time I think that GM's should be willing and able to adapt their narrative to the desires/play styles of their players. No one wants to have someone else tell them everything that's going to happen with their character.&nbsp; <br><br><strong>Drama queens</strong>: In my experience it's best to deal with them with a firm hand, I don't allow rudeness OOC in any of my group games and make that quite clear in the interest checks, as well as the OOC thread should it become a problem. Thankfully I haven't had to deal with it too much on E<br><br><strong>The game that dies because player X leaves.</strong> Some characters are integral to a game, but I try to limit the number of such characters in one of my games, as well as make it so that those characters are played by players I know won't cut and run. <br><br><br><strong>Players leaving and refusing to allow a new player to take over their character. Is this a good or bad thing?</strong> Honestly I think it depends. If your character isn't key to the story I don't see it as a bad thing. For instance I had one group game where the subject was a group of people on an Island trying to survive, and characters would come and go, if a player decided to drop the game I'd simply ask them to make a final post about their character going off into the woods. That having been said I think if your character is key to the plot you should understand that he/she will need to be played to further the story and that anything less is a bit selfish due to the fact that you're basically screwing everyone else over. But once again given the way that I structure my games I haven't run into this problem too much.<br><br><br><br>One other thing that I'd like to bring up is the fact that one difficulty a game can hit is becoming too repetitive, if the GM doesn't keep things 'fresh' and keep the players on their toes ect, or if new situations aren't experienced most games will die simply because players get tired of doing the same thing over and over and over. 
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zillah</strong> on <strong>17-06-2010, 22:04:13</strong>
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			<dd class="postbody">
				Pretty much in agreement with what’s been written so far … here’s my main thought on why group RPs don’t always work. It’s expectations, I think. <br><br>I personally happen to really like RPs where I post 1-3 times a day, and are mostly story-driven, with a nice big helping of amount of smut and sex. But I’ve been okay with RPs where people only post once a week, or there’s lots of story with little smut … just as long as <em>that’s been made clear up front</em>. Too many times that sort of thing is never discussed, so every thinks that the RP should match up <em>their own</em> personal preferences, which don’t always match everyone else’s preferences. I think if that’s something discussed early on, people will either be better able to adjust their own wants &amp; preferences to the RP, or be able to decide “oh, ok, then this one’s probably not for me” and pass. &nbsp;<br><br>(At this point in my limited RP experience I’d rather pass on a RP that I think isn't going to work for me, rather than fighting it and trying to make it work … that usually never works out for me, and isn’t fair for the people who it does work for.)<br><br>I think if we’re up front about what we all want and expect from one another, and are honest with ourselves about these expectations (Do I like them? Can I actually post that many times a day or week? Can I deal with a RP where my character might go for weeks without any sort of sex going on? Etc.) then things have a much better shot of working for everyone.<br><br>Hope that makes sense. Just my $.02. &nbsp;;D
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>17-06-2010, 22:42:32</strong>
			</dt>
			<dd class="postbody">
				Lovely posts everyone, some good ideas there.<br><br>Just to pick up one one thing you said Shihong about a certain game I walked away from; no, that particular incident did not apply to that game. I had in my mind two other games I was in a long time ago where a scene was 'taken over' by pairs of players and no-one else posted for maybe, oh, 3 or 4 hours but suddenly the post count had gone up by 20 or 30. In one case the two players did a scene that needed perhaps an hour of time and I was left going 'Wait. What? Now what do I do?'<br><br>Having covered that particular point, it seems we can all agree on a way to get around that which is to allow players to make a side thread, creating them on the fly if needed. While I GM in a way that usually means I'm happiest if I create all the game threads, I'm coming round to the view that as long as we all behave in a mature way then pairs or small groups of players should be allowed and even encouraged to use their initiative and create a thread to run a scene in - it would also be fine if say, the main story moved on, that those players carried on their small scene until they were happy with it's conclusion.<br><br>One of the advantages of forum play is we do not need to be constrained by a regular flow of time, we can shift it about and play out scenes long after the rest of the group has moved on. Or jump about. Or reverse it briefly. The use of storytelling or cinematic techniques is fine by me as long as there's some clear OOC discussion of what is going on.<br><br>'The rubbery nature of time' is something I'd like to experiment with more.<br><br>But, yeah. Player maturity. Its good to have 'good' players.<br><br>It's also good, nay, blinking brilliant, to have lots of open OOC discussion about things. Not only socializing which helps you get to know your co-writers but discussion of plot twists and such. By all means take it private to PMs if you'd like to keep something a surprise from the others but CCing in the GM might be a good idea there.<br><br>I have never played in a game where the GM made announcements declaring a new time slot of the game was now in effect (morning/afternoon/night). I know of one game on E where this is done and while it seems to work I've no experience of it but it is something I would like to try.<br><br>Some good ideas there about players leaving and character re-use. I think it all boils down to good planning. If a GM states before the game that the characters of players who leave may/will be re-used, and if you do not want that to happen with your character then please do not play, that fixes the situation of someone leaving under a cloud and spitefully not letting their character be played by another player.<br><br>Having said <em>that</em> the number of new players I have found willing to join a game and take up a pre-used character is very small. Very small indeed.<br><br>Putting discussion of negative facets of group games aside for a bit, what about the positives? What sorts of things really make you want to post and causes your spirit to do a little happydance when you see that lovely shiny 'new' tab beside a game in your bookmarks?<br><br>What can we collectively do that is 'right' for a group game?<br><br>And where are the rest of the lovely ladies I invited to this thread?&nbsp; :'(
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>17-06-2010, 23:29:25</strong>
			</dt>
			<dd class="postbody">
				I'd say one of the bigger things that keep me playing group games are the fact that it opens up more dynamics than can be realistically achieved with a one on one game, there's also the fact that you can use settings that would not be practical for one on one games simply due to their scope and scale. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>17-06-2010, 23:30:10</strong>
			</dt>
			<dd class="postbody">
				Greetings All and thank you for inviting me Haibane,<br><br>Here is my basics for any group game: <br><br>1. a genre and location that allows for equal mix of Hack and slash, adventure and intrigue. <br>2. A solid set of in world rules. I.e Magic Does/Does not exist, These are the laws of the land, this criteria makes you a mutant this does not etc.<br>3. Sex occurs just like in the real world but is not the focus of the story unless otherwise stated.<br>4. Characters are allowed to come and go as the game is open world However if you drop out or leave during a scene where you are required then I will play you, as true to the character as I can,until either you return or can be dropped out of scene. <br>5.If I do not hear from you for over a week, and you have not responded to a pm or given prior notice of absence, I will assume you have left the game.<br>These Basics have saved me a quite a bit of grief in the past.<br><br>As for structure I as Gm often play several NPCs at once and require my players to post who they are playing and where the character is in their posts. Also because it is a Open RP I try to keep a primer thread up to date as well informing new and returning players who's who and where we are at in the story. <br><br>Now on to your list: (I'm mostly going to talk as a Gm for now on these)&nbsp; <br><br>Different speeds/availability of players posting: Because of my wife's disability and bad health as well as my work and family schedules I am guilty of disappearing almost as often as many of my players. However, I know how things can get around here so I try to minimize the effects by: letting people know my schedule is odd upfront, getting a Co-Gm whenever possible, and writing multi-location multi-NPC mega posts. Any of those who have played with me should be familiar with these. I find that by writing several scenes at once I give everyone something to respond to am able to move the game along effectively. It also makes it much easier for players to pick and choose what pertains to them out; while still giving them the opportunity to read the rest too, if they'd like. <br><br>Different post lengths/Different writing abilities: This is the same problem usually. I find mostly those that are new or not confident in their abilities are the ones that write only a few lines at a time. Course this is not always the case sometimes its the fault of the person you're in scene with writing you into a corner. Both are Bad but can only get better with time, encouragement, and tough love.<br><br>Story progression pace (moves too slow/jumps on ahead too fast)/Scenes that drag on too long (sometimes there can be too much detail): IF A scene goes on too long with no resolution it one of two peoples fault. The GM or The players in the scene. If its the GM well then Guess I better move something around or make something happen quick then, if its the players well then maybe As Gm you can interupt them too. One of the fun parts of being GM is making the RP like life and dropping the unexpected in on those making other plans. Heheheehe.<br><br>Too much sex gets boring!/Not enough sex!/Sex starts half way down page 1 when you'd rather it didn't.: See rule #3<br><br>GMs controlling pace (don't lead the plot enough/lead it too much and are too pushy) (puts her hand up in guilty admission).: this one really is a matter of Style, time, and experience. Some GMs have a set schedule of how the encounters move others wing it. I like a little of both. I know where I'm headed but often if someone writes something that contradicts that or gives me a better idea then I love to wing it. I also have a tendency to write in traps for my players somewhat like the choices in a choose your own adventure. I'll use the arrival of rival NPCs to present choices or a computer screen or book with an index lying around. makes for a wonderful twist when a Player realises they may have just screwed everyone by choosing door number 3.<br><br>The game that dies because player X leaves/Players leaving and refusing to allow a new player to take over their character. Is this a good or bad thing?: See Rule#4 and 5<br><br>That pair of players who go off on a massive 2-page 1-on-1 posting spree in the middle of a group scene just because they're both online that night: This one does bother me a lot. in fact its one of the few areas I don't have an answer for yet. I've lost players for this reason alone before as well. So anyone got a way they deal with this other then the "take it somewhere else" option? Wasn't even sex the last time just two girls talking about nothing for 3 pages mid game and refusing to interact with anyone else. I'm open for ideas on this one?<br><br>Also one other pet peeve. Players who add in more NPCs by mentioning Characters in post they have no intention of playing. I recently started GMing a X-men based RP and soon found myself playing 15 NPCs because of the various factions and story elements I wanted to include problem is I have had several other Players mention Canon characters as being part of a scene when they were never previously mentioned, thus I ended up picking up 2 more before I was able to impress upon my players the amount of stress such random acts of inclusion put upon me. Any one else have that problem when playing Fanfic based games? How do you handle it?<br><br>Respectfully yours, ~Nos~<br><br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NileGoddess</strong> on <strong>18-06-2010, 01:34:10</strong>
			</dt>
			<dd class="postbody">
				I'm always interested in weaving a good sex story, so I will lend my ear and experience. Thank you for the invite, Haibane.<br><br>I'm afraid I can't offer much that hasn't been spoken for already. Most of my peeves and interests coincide with various combinations of what has already been said. My big ones though are people simply dropping out and spoiling a game, lack of effort, and OOC rudeness. <br><br>Pace is a difficult thing to manage. I'm experimenting with a form of it in my current group game, where there is a given series of events between character(s) that take place, and the players post within that series with a goal in mind. Since the end is known, or mostly own, other players are able to post with that end in mind, being able to compensate appropriately. Then it's just up to the players to determine how fast the posts move. Clearly, not everyone can post on consecutive hours or days, so this gives a little leeway to the players in the exchange, and a lot of leeway to the characters who are not.<br><br>However, I think that any group game can work, as long as all the players are able to accept the real life limitations of other player's time management.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aiden</strong> on <strong>18-06-2010, 01:41:28</strong>
			</dt>
			<dd class="postbody">
				Rather then just repeat what has been said, I just want to add that since this more "select" group knows of the reasons why games fail...we should all be aware of those problems with this game (in plotting) and know to avoid it correct? <br><br>We can go back and forth with the reasons why games do not succeed but I feel that soon it would turn into a good ol fashion horse beating, all though I am sure some people here would enjoy that (talking to you Haibane). 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>18-06-2010, 01:55:58</strong>
			</dt>
			<dd class="postbody">
				Hi guys. Ladies, how <em>YOU</em> doin'?&nbsp; 8-) Haibane, thank you for inviting me here. I'm honored to be included into the 'club' and look forward to making many new friends. I can't wait for initiation and I hope that the hazing process will not be too... traumatic.&nbsp; :P<br><br>I like and agree with everything I've read so far. Unfortunately, I have nothing new to add at the moment since I was a little late getting here (I got a little ... tied up in the bedroom) and all the good comments have already been taken. I reserve the right to say something brilliant at a later time and will now exercise my right to lurk until such time. Thank you, and goodnight.<br><br>Seriously though, nothing comes to mind at the moment. Most everything I thought to say while I was reading the points you made, Haibane, were mentioned by someone else already. I'm sure inspiration will come soon enough... or least she'd better, dammit! j/k
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Lithos</strong> on <strong>18-06-2010, 02:58:10</strong>
			</dt>
			<dd class="postbody">
				After everything that is said here though, the truth is that no matter how much planned, group game always has high chance of stalling / dieing. The big problem is that if you have, say, ten people, you have ten times the chances of all the usual cases of lack of time / inspiration / etc to come to play. You can always try to prepare for unexpected disappearances / slowdowns in game planning, but you can only do that to a point. If the premise is fun enough, game can live through unbelievable bunch of changes as far as composition of players / characters goes. <br><br>That brings up one of the things I was thinking about. One big strength for a game would be for it to be accessible enough so that new people would have relatively easy time jumping in. It would be good if there is some plausible way to easily introduce new people to the mix if need be in the game setting. Made that way there would be chance to survive good bunch of player changes. There is good bit of complexity compared to one on one game that comes from many characters interacting with each other, so keeping the main premise simple enough to cater for possible new arrivals later would not really hurt. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zadaris</strong> on <strong>18-06-2010, 03:07:56</strong>
			</dt>
			<dd class="postbody">
				Hey guys and gals, and thank you Haibane for the invite to such a wonderful group gathering. Which I was very surprised with by the way, but indeed flattered.<br><br>I won't reiterate anything that has been covered so far, which I wholeheartedly agree with, but I will add my opinion on this: <br><br><strong>Different speeds/availability of players posting:</strong> In a Kingdom Hearts Rp I was part of before we had quite a handful of people and because we were from so many locales round the world it made it difficult sometimes to push on the story because alot of us weren't present. But, storywise, we found a solution, of sorts.<br>When a major plot was approaching in the Rp the GM's would make an announcement that characters should finish up any current business (as it was quite open) and be at such and such a location by such and such a time. Of course reasonable time was given to respond and be ready and if you weren't the characters present would pick up the story and press on. <br>But wait? I couldn't be here and now I'm left behind? No problem. The GM's had setup a small arc on the side for two characters who missed the time (myself being one) and ran it alongside the story. So despite not being part of the epic story arc that the others were in, us two had our own mini-arc that was just as much fun and had one of the best villains ever written (imo). And then, at an appropriate point, we all reunited our characters and the overarching story continued. <br><br>It's not a flawless system but if a game is that well planned out, its easy to account for people not being present and have something ready for when they rejoin.<br><br>^_^
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>18-06-2010, 03:12:16</strong>
			</dt>
			<dd class="postbody">
				Good point Aiden, and yes, our discussion of the pitfalls makes them obvious and easy to avoid, one reason I wanted to highlight them ;)<br><br>Though even the most well-meaning and polite and usually regular player can have the unthinkable happen and apparently 'vanish without good reason' (in reality something pressing or even extremely unfortunate might have befallen them, such as -heaven forbid- being hospitalized), so please don't think badly of people just because they leave without saying why.<br><br>Lithos - but with ten times the number of players there should be ten times the inspiration and fun encouraging people to post. Well, not <em>ten</em> times but you get my point.<br><br>As to a game where people can enter and leave as they wish, I recall 'Tales From The Slave Quarters' by Bloodrose and Cecilia. This was a fantasy setting based around a brothel and it was easy for guests to enter, do a scene and leave, or for slaves to do likewise, the 'leaving' being them just going 'off duty'. That game lasted months and I used the same technique for my Maid Mansion game set in a hotel with guests and maids filling identical functions.<br><br>The drawback to that is the game is really just about smut with some social interaction in an essentially static setting. I recall that the GMs of 'Slave Quarters' did start up a plot involving some poisonings of clients for political reasons (there was a war going on) but that plot foundered very quickly.<br><br>A group game that had flexible character entry and exit options but which also had a plot that outlived such entrances and exits would be wonderful but I fear it would also be extremely hard to run. I'm open to any ideas though.<br><br>(EDIT since Zadaris posted as I was typing): Good planning works wonders, I agree. Maybe 2 GMs would help share such a load?<br><br>For my two pence I would rather design a game that was fun enough so that people <em>wanted</em> to stay and if they left their characters could be NPCd or taken over.<br><br>All that negative stuff aside and having picked up some good tips perhaps we could move on to talk about genres and settings and our preferred playing styles.<br><br>I tend actually to be pretty limited in the characters I play, its my failing I know but there you are. My characters are almost exclusively <strong>white middle class females, most often British</strong> as well though I can play any nationality once I've browsed a few websites for an evening. I have <strong>only played males twice and I'm not terribly comfortable doing so</strong>, though one of those being a 'masculine spirit entity' was/is a lot of fun to play. I'm having a go right now at playing an artificial person (one from the Aliens universe) which is a lot of fun but quite difficult.<br><br>As to sexuality <strong>I'm happy playing straight, bi or lesbian characters</strong> and <strong>I can submit to both females and males, and dominate females</strong>. I'm not so good at dominating males and have just started doing so in a couple of new games.<br><br>Most of you will know that <strong>I prefer a contemporary Earth setting</strong>. I can do some sci-fi if I know the setting (which is not many) and some fantasy (also not many). <strong>I'm fine with Japanese and anime settings too</strong> if they are not too fantastical. I have this almost OCD-level obsession with hygiene so historical earth settings (say earlier than around the 1940s) I struggle with because people didn't bathe often enough and women didn't shave their legs or underarms... its a weird point to make but its one of my squickier oddities.<br><br>Having said that I would be prepared to have a go at almost anything if it was well planned and executed and the players were skilled and committed. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>rick957</strong> on <strong>18-06-2010, 04:51:50</strong>
			</dt>
			<dd class="postbody">
				Hiya folks.&nbsp; Wow, such impressive company.&nbsp; :)&nbsp; Thanks for the invite, Haibane -- this all seems quite useful and promising.&nbsp; Nice to see some folks here I've crossed paths with before, too.<br><br>Holy crap, as I'm reading back through what's been posted so far, there's been so much intelligent and provocative stuff discussed already, much of which I agree with.&nbsp; Mostly I'm just struck by hearing so many people echo impressions I've often had but never knew if others felt similarly.<br><br>I'm going to quote people just to emphasize my agreement on some stuff.&nbsp; Here's something I think can't be stressed too much:<br><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">I think if we’re up front about what we all want and expect from one another, and are honest with ourselves about these expectations (Do I like them? Can I actually post that many times a day or week? Can I deal with a RP where my character might go for weeks without any sort of sex going on? Etc.) then things have a much better shot of working for everyone.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Put another way:<br><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">It's also good, nay, blinking brilliant, to have lots of open OOC discussion about things. Not only socializing which helps you get to know your co-writers but discussion of plot twists and such. By all means take it private to PMs if you'd like to keep something a surprise from the others but CCing in the GM might be a good idea there.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>IMHO, lack of OOC communication is at the root of almost everything that derails games, and more OOC communication can, by itself, solve most of the problems that come up (as long as everyone's being level-headed and reasonable -- sometimes not a safe assumption!).&nbsp; <br><br>Another idea I've come to really appreciate:<br><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">I try to keep a primer thread up to date as well informing new and returning players who's who and where we are at in the story. </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Haibane and others have done this in games that I've seen, and it's enormously helpful for new players, I think.&nbsp; There's something I haven't seen mentioned yet:&nbsp; personally, I like there to be fresh faces in games on a fairly regular basis, both to replace quitters and to add interest and variety.&nbsp; I think the lack of a summary makes it extremely difficult for new people to feel comfortable joining a game -- at least, I've given up on joining some games because I couldn't stand to read the entire thread in advance, and there was no other way to know what was going on.<br><br>Sorry, I'm writing this simultaneously <em>while </em>I'm reading back through everyone's posts, so I'm quickly discovering that everything I have to say has already been said better by someone else!&nbsp; :)&nbsp; Like here, for example:<br><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">One big strength for a game would be for it to be accessible enough so that new people would have relatively easy time jumping in. It would be good if there is some plausible way to easily introduce new people to the mix if need be in the game setting. Made that way there would be chance to survive good bunch of player changes. There is good bit of complexity compared to one on one game that comes from many characters interacting with each other, so keeping the main premise simple enough to cater for possible new arrivals later would not really hurt. </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Must agree strongly with that.<br><br>Here's another thing that sums up my feelings quite well, emphasis added:<br><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Having said that I would be prepared to have a go at almost anything if it was well planned and executed <strong>and the players were skilled and committed. </strong></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I've always felt that this is the basic criteria for a fun RP.&nbsp; Dedication and creative skill can make almost any scenario interesting, I believe, while the most interesting, well-planned scenario will come to nothing without the right players.<br><br>Sorry if my post here has jumped around a lot, I guess I should have joined this thread earlier!&nbsp; Before I go, I'd like to point out one last thing about RPing that I think is extremely important and little understood.&nbsp; This has been touched on by several of you already:&nbsp; for a game to turn into an interesting <span class="bbc_u">story</span>, someone or several people need to be making narrative decisions on a regular basis.&nbsp; What I'm talking about is how so few games, even ones with gifted participants, incorporate major plot decisions from several participants <em>other than</em> the GM.&nbsp; <br><br>It seems to me that people need to strike a balance:&nbsp; of course, roleplaying requires each player to make choices for their own character, primarily and <em>almost</em> exclusively, but there are many scenes in any game where <em>somebody</em> needs to decide that a number of things happen at once, so that the scene will progress and conclude in a logical and <em>entertaining</em> fashion.&nbsp; As long as there's an effort to keep the descriptions logical and based on each writer's previously-stated preferences for their characters, narrative decisionmaking should be tolerated and even encouraged from all the players.<br><br>That's my two bits.&nbsp; :)&nbsp; Hope I haven't derailed the discussion too much, and sorry for the length, I'm a wordy MF.&nbsp; :)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Destiny Ascension</strong> on <strong>18-06-2010, 07:01:10</strong>
			</dt>
			<dd class="postbody">
				*ahem*<br><br>Sorry, work day!(and Bad Company 2 day) hehe.<br><br>I didn't read the whole thread, but I saw a few questions that I think I'd like to offer my opinion for. Starting with why forum games instead of IM games.<br><br>Personally, I like to perfect something from a rough copy. I can write up a good 4-5 paragraph post in under 10 minutes if I'm pushing it, but sometimes I like to spend 20 minutes and write it out carefully, thoughtfully and then adding things in as I go, and look back, review and update. Which you can't do with a fast paced game, you have to keep up and keep things going which is fine, but I really like getting that nearly perfect post written up, in my own mind that is. Then adding it to the game and seeing it progress, drawing from each post before to better my own posting is a reward experience, easily done in a group game by the way.<br><br>On characters, I admit I tend to use the game generalized character archetype when I play, really any game infact, but I've been known to adjust for a setting. My characters tend to favor the good/kind side of things, but often have a strong determination to do something regardless of morals in the short term. This is best, I think, displayed by a character I did a LOOOOOONG time ago on another forum, dedicated to a progressive story based on a military-style unit basically copying a scene that could be from <em>24</em>. This character was a very, very kind and light hearted person, gave to charity and generally did nice things. But ended up doing some very not nice things in the idea of it was for the cause of saving lives, more lives than taken. Conflicted characters, both physically, emotionally, spiritually and intellectually are my favorite generic types.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NileGoddess</strong> on <strong>18-06-2010, 07:21:01</strong>
			</dt>
			<dd class="postbody">
				As far as settings, I think I'm fairly open, as long as I find it interesting. I won't be detrimental to a game that wants me, but I have no enjoyment in. I never thought I'd leave my Egyptian scenario, but I since learned to broaden my horizons. I'm big into anything kinky, with lots of bondage and domination to the point where it's just about worked into anything. Anything that doesn't involve that, I must admit, is significantly less interesting for me, however not out of the question entirely. <br><br>I like strong roles. My current roles are spread out from a self-proclaimed Egyptian goddess to a kinky school teacher, from a sexy mob boss to a decadent businesswoman. I like older, more experienced roles taking control of younger inexperienced ones, and vice-versa. Gender hardly matters, though I'm not big into the whole transex/herm thing.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>18-06-2010, 09:08:23</strong>
			</dt>
			<dd class="postbody">
				To touch back on a few points before moving on:<br><br><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">It would be good if there is some plausible way to easily introduce new people to the mix if need be in the game setting.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>the way I've done this in the past is to build a open portal location into my intro, a base starting point for all characters to come in: For the X-men RP its the various bases of the factions, for a pirate city RP I set up elsewhere a dock, as well as several bars in the townsquare, was used. The idea is to give players an entrance that caters more or less to the characters they are most likely to draw up in each given scenario. While it doesn't always work and you'll have to intro a few directly. I find it cuts down on the "I'm sorry you'll have to wait til this scene is over before you can join in" moments.<br><br><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">for a game to turn into an interesting story, someone or several people need to be making narrative decisions on a regular basis.&nbsp; What I'm talking about is how so few games, even ones with gifted participants, incorporate major plot decisions from several participants other than the GM.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>One of the best story arcs I've ever done was inspired by a player who made a decision without my input as GM. Here's what happened. The thread, the Pirate City RP i mentioned earlier to be exact, had lost several players and much of its story momentum and was on the brink of dying out. He came in the OCC and took a quick head count of who was around and said we'll then lets just say the city's on fire then to get things moving again. He wrote up the post and began to react as such. Instead of repremanding him I decided to give the fire a cause, invasion of the island town by the Spanish, who had come to reclaim the island as a colony from its current government. It turned into a story arc that lasted over 6 months and had effects on the enviroment that continued to touch it until i left the community and closed down the RP 2 years later. I wish that more players had that type of inspired decision making skills.<br><br><strong>As for what I like to play:</strong> As a player I enjoy the corrupted or unexpected character. The 'nice guy" who is secretly a sadist, the guy who loses his humanity because he became a monster while saving someone else, the geek with a specialized bit of knowledge that makes him a badass, or the antihero who should be a villain but has a code of honor that makes that impossible despite his own lack of conscience. Characters that even I'm not sure where they will end up. Who are like real people a mix of good and evil with only a single choice making the difference. I also love a villain that thinks he's the hero. As for Genres, I like reality structured fantasy, meaning my magic has rules, my winged animals still conform to anatomy and physics, etc. That said my favorites include DnD, Post-apocalyptic, Near future, hard sci-fi, and I'm just starting to explore steam-punk. Also a big fan of horror, supernatural, and furry RPs. My characters are mostly bisexual and dominant, like me. I can do female and even herm characters but I am most comfy in male characters as I'm never sure how others will react to finding a male playing a girl or herm. It's still a little strange for me to seduce some one in a different gender.<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>18-06-2010, 13:49:09</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">It would be good if there is some plausible way to easily introduce new people to the mix if need be in the game setting.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Though I admit the setting itself may be difficult for some people to wrap their head around, this is exactly the sort of thing that I had in mind when I created my currently running roleplay, The World Complex.&nbsp; To put it simply, the entire planet has been turned into a literal labyrinth of warped buildings.&nbsp; What this means is, new players can simply come from anywhere at any given time, and inactive players can become "lost" in the vast matrix of tunnels and hallways.&nbsp; If they return again, they can simply be found by their old group or even a new one.&nbsp; Recruitment can be kept fluid at all times because there is no such thing as a vital character in this roleplay.&nbsp; At least not at this early stage, where the main plot has yet to be revealed.&nbsp; Even if we got fairly far and suddenly had a great deal of people drop, the characters that remained could easily explain the events thus far to newcomers and get them caught up.<br><br><strong>Preferred Playing Styles</strong><br><br>I am generally fairly fluid with my characters, though there are several archetypes that I have dabbled in several times over the years.&nbsp; I've found that I've enjoyed writing strong female characters, though the <em>type</em> of strength is not static.&nbsp; To name some examples:<br><br><ul class="bbc_list"><li>An artificially intelligent sex droid that has worked her way up into a very affluent position through a combination of assassination and cunning.</li><li>A bipolar, homicidal raider with a penchant for big guns and bigger trucks brimming with even <em>more</em> guns.</li><li>A warrior princess bound in a suit of impenetrable armor that despises weakness to the point of extreme ruthlessness.</li><li>A sporty sort of woman driven to an excessive regimen of physical training just to keep from having to go home to an abusive family every evening.</li><li>A young lady that has to take care of a hopelessly depressed single father while balancing several clubs and struggling to remain at the top of her class.</li><li>A dreamy, purple-skinned mutant that can give birth to and raise some particularly strange insects.</li><li>A friendly, overly cheerful tomboy with a love of extreme <em>anything</em>, a deep-seated fear of moths, and a particularly scarring past involving her father.</li><li>A no-nonsense schoolgirl with a bit of a problem with apathy, sluggishness, and extremely blunt behavior.</li><li>A trangender (male to female) Brazillian with a disconnected family that works as a park ranger on a tropical island that may soon find itself overtaken by corporations.</li><li>An anthropomorphic panda mechanic with a hefty wrench living in a world where cities roam a post-apocalyptic landscape and eat one another for resources.</li></ul><br>As for male characters, I've just about run the gambit as well.&nbsp; Some strong males here in there, some weak-willed ones, and a whole lot of kooky insanity!<br><br><ul class="bbc_list"><li>An excessively cordial Forsaken man given unnatural life by obscene forces, his fingers line with kitchen knives, and an intent to "save" others by torturing them to death and building abominations from the remains.</li><li>A simpering orphan boy adopted by a secret-dominatrix-by-night that catches him trying on a pair of panties, and then goes to great lengths to feminize him into the perfect little slut.</li><li>Another orphan, though not involved in any sexual situations, with a streak of cowardice in a city of steam where ghoulish forces haunt the night.</li><li>A crazed and bombastic scientist-turned-demon that is so full of himself that he refuses to speak in any tone quieter than a dull roar, whose faithful cosplaying human daughter can only barely keep him from going completely over the edge.</li><li>A gruff, barrel-chested detective with a cynical, extremely jaded mindset who finds himself being attracted to his friendly young co-worker in spite of everything, who is himself secretly a depraved serial killer.</li><li>Another serial killer from that same story, an acrobat with a strong arm, wide grin, and a thing for grinding his heavy jewel-laden rings into victim's faces.</li><li>The Head Geneticist of a powerful corporation that specializes in artificially birthed humanoid companion pets that runs his own little personal hell, complete with "tiers" leading down into dark depths of the Earth where the worst sort of experiments are contained.</li><li>A collection of men (and technically woman) who all act as a single entity, manipulating a city behind the scenes and buying/selling information to others.</li><li>An ancient dragon with healing that walked through the desert until he reached Enlightenment, then began to create a multifaceted gambit to depose his fellow species so that humans may finally control their own world free of hidden masters.</li><li>A massive, soft-spoken Russian suffering from Post Traumatic Stress Disorder following his involvement in the First and Second Chechen Wars.</li><li>Head of the Guard of a race of mythical creatures, a stony-faced catfish-turned-man with a need for control but a temper that he struggles to keep in check.</li><li>Lucifer himself, who is attempting to turn Hell into a business, much to the aggravation of his own Chaotic master.</li><li>An Old God among Faeries trapped in a pocket dimension that gluttonously seeks to devour his own kind.</li><li>A frail and paranoid young man protected by a suit of living clothes.</li><li>A failure of a super villain that lives out of his apartment with used pizza boxes and boxers hanging everywhere that donates all the money he does manage to steal to charity.</li></ul><br>And the lists go on.&nbsp; Some of the personalities are similar, but I like to mix things up as much as possible from story to story just to keep me from getting stuck in any ruts.&nbsp; As for settings, I'm pretty malleable.&nbsp; I can enjoy perfectly normal places, but prefer if there is at least one element that sets it apart from the real world.&nbsp; This doesn't necessarily need to be "magic" or "super technology".&nbsp; Just an event or even a character that could not possibly occur naturally, at least not to any of us.&nbsp; I will say now that I've got a thing for horror stories, or even vague horror elements in otherwise non-horror games.&nbsp; I sometimes create distinctly unsettling characters (the latest being a man (or men) named Shaw in an otherwise conventional mob story) just to keep things a little interesting, though not in an attempt to shift the mood or anything so callous as that.&nbsp; I've also got a bit of a love for science fiction, though it can be Earth-Based.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>18-06-2010, 23:05:31</strong>
			</dt>
			<dd class="postbody">
				Thanks for the invite, Haibane.&nbsp; Consider me in.&nbsp; Too many times, I've started what I hoped would be a fun game to be disappointed by the other person's lack of imagination and other fallings.&nbsp; <br><br>I kind of keep my distance from group gaming because sometimes it can be overwhelming or you get that one immature person that wants to butt in or become a "mary sue" etc.&nbsp; But if this is going to be a gaming group that is more selective, than I'm for it!<br><br><br>I think the game that we do should be flexible, allowing some people to be dominates and others to be submissive or switch.&nbsp; The Slave's Quarters and Haibane's school game was awesome examples and to do something similar would be okay as well.&nbsp; <br><br>The characters I usually play tend to be female or male submissive characters.&nbsp; And I prefer to play with a dominate player who respects my ons and offs.&nbsp; <br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>19-06-2010, 01:22:36</strong>
			</dt>
			<dd class="postbody">
				Oh hi Aragem, lovely to see you again. Thank you for dropping by.<br><br>Well, we've had a super chat and I think we are all on the same wavelength with what not to do, what we hate and what we like.<br><br>Perhaps we can throw out some game ideas. The game should I suppose have a pair of GMs (may or may not have their own characters) and the planning should be good and tight <em>and</em> flexible; a premise where characters can enter at any stage and pick things up quickly, and if players leave their characters can be busy/resting/doing something else if they want to return later or taken over by other players.<br><br>So we have a technical setup to consider (i.e. what I outlined above) and the genre/setting/theme as well. Then story/plot.<br><br>The floor's open.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>19-06-2010, 01:41:14</strong>
			</dt>
			<dd class="postbody">
				I agree with the "Pair of GMs" idea.&nbsp; That way, in the event of a sudden absence, there will be at least one other person that can direct where things are going.&nbsp; Unless <em>both</em> up and vanished, but by that point I'd imagine the game would be in its death throes anyway.&nbsp; As this thread is primarily about how to <em>avoid</em> such things, I'll assume the people in question are dedicated enough to stay on board, or at least pass on their knowledge to another player so that things can't grow aimless or stagnant.&nbsp; <br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>rick957</strong> on <strong>19-06-2010, 01:56:19</strong>
			</dt>
			<dd class="postbody">
				Haibane, is it safe to say you're taking one of those GM spots?&nbsp; If so -- and I also like the idea of 2 GMs -- it seems to me that the other GM ought to be decided&nbsp; upon early, since that person will have a large commitment to the game, and ought to therefore have a larger say in choosing the genre/setting/theme.&nbsp; (Mebbe.)&nbsp; :P<br><br>Seems like there's lots of more experienced people here, so I wouldn't attempt to co-GM, unless perhaps there was a total lack of volunteers.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>19-06-2010, 01:59:50</strong>
			</dt>
			<dd class="postbody">
				As far as preferences go I'm open for just about anything though I do only play males(mostly because I don't think I play females very well).<br><br><br>I also agree that having more than one GM would be a good thing considering the possible scope of the game, I'd be more than willing to volunteer though how will we select the GMs? considering that I expect there will probably be more volunteers than there is need for GMs. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>19-06-2010, 02:11:06</strong>
			</dt>
			<dd class="postbody">
				No, Rick, I wasn't proposing myself as one of the GMs, though I would be happy to take such a slot if the game premise was one I knew well and was fully comfortable in. I know there are better GMs than I though, in this group.<br><br>Having said that, if I was involved in running anything that pretty much limits us to contemporary Earth or a near future/slightly alternate Earth without non-humans and powers. I am not a big fan of superheroes and the undead etc. In fact I think I am about the weakest and narrowest RPer here in terms of the settings I'm really comfortable playing.<br><br>On the other hand I'm okay with humans being transformed into animals by crazy scientists (Shihong should remember that game) and the manga 'High School of the Dead' (go google it if you don't know it) really appeals to me for some reason. Probably the sexy gakurans.<br><br>I do find school/academy settings are fun, though I've done quite a lot of them and have another that has just started.<br><br>Societies where slavery has been reintroduced are always fun. Especially if it's newly introduced and the 'humiliation in public' factor is high (always a situation I love). A couple of players here have been in my 'Dark Indemnity' settings.<br><br>But yes, I am quite limited in both my range of settings and my GMing ability, so happy to consider other ideas.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>19-06-2010, 02:11:59</strong>
			</dt>
			<dd class="postbody">
				I would actually support you <strong>rick</strong> if you did decide to throw your hat into the proverbial GM ring, though I understand that it may be a bit much to ask for what with the fabulous and time-consuming game you're already running (that I regretfully had to drop out of!).<br><br>**EDIT**<br><br>I do remember our delightful little first game together Haibane, and my tastes regarding that flavour of roleplay haven't diminished in the slightest.&nbsp; A shame that it floundered, but I suppose that's precisely why we're all here discussing fail-safes against that!&nbsp; I actually participated (briefly) in a roleplay taking place in High School of the Dead, but reluctantly dropped out due to some sudden personal issues that made juggling another plot difficult.&nbsp; As I recall, I played a bit of a crossdresser in that one with a hilariously flamboyant personality that was a joy to write.<br><br>I'd be happy to have the setting be something a little more on the side of realism rather than the fantastic, as I would hate to alienate anyone with surrealistic landscapes or anything of that nature.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>19-06-2010, 02:20:47</strong>
			</dt>
			<dd class="postbody">
				Hmm, so is this the point where we throw in some suggestions? 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>19-06-2010, 02:23:53</strong>
			</dt>
			<dd class="postbody">
				Urban - yes, I think so.<br><br>Taking the High School of the Dead game as a basic system gives a good way to involve a lot of players (which we may well have) in a variety of separated groups who can run with separate threads until they meet up. It also allows players to join at any time without having to know anything about the story so far and if players need to take a break they can easily do so.<br><br>In case anyone doesn't know it, its set in a Japanese high school that is invaded by zombies after a viral outbreak. The story follows various groups of students and teachers who fight their way out and gradually band together into bigger and more effective groups.<br><br>Some of the players are 'good' and some are 'evil' (selfish, settling old scores with teachers they hate and so on). I'm not suggesting its a game we should necessarily play but as a story that is forum-post-group friendly it has a lot going for it. The same mechanism could be used in other settings of course.<br><br>EDIT: I wanted to just say that on another thread someone kindly pointed out I had 7000 posts so I just had a little party celebration by my desk.<br><br>Right, carry on.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>rick957</strong> on <strong>19-06-2010, 02:34:46</strong>
			</dt>
			<dd class="postbody">
				Aw, Shihong, you're too kind.&nbsp; :)&nbsp; Still, I'm better at following rather than leading an RP, unless there's nobody else willing.<br><br>There are many over-qualified candidates for GM here (including you, Shihong, I admire your current game; and Haibane, your planning and images are always impeccable).&nbsp; Maybe the question is, who are the people here willing to do it?&nbsp; And then maybe the rest of us could vote on the volunteers, or something.<br><br>Personally, I have no genre/setting/theme requirements, because I mostly worry about having interesting participants to partner with.&nbsp; That seems to be well-taken-care-of here as long as several of you join.&nbsp; I'll try whatever the rest of you like.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>19-06-2010, 02:58:02</strong>
			</dt>
			<dd class="postbody">
				Well what kinds of zombies are we talking? The fast kind? The slow kind? <br><br><br>Also...here's some humble suggestions from me as far as settings/vague plot ideas.<br><br><strong>Something post apocalyptic</strong> <br>like the fallout series, a group of survivors trying to well...survive<br><br><strong>Something set in a distopian future (think Neo-Tokyo from Akira)</strong><br>Perhaps a street gang or something along those lines <br><br>Or a world wide slavery ring<br><br><br>That's all I can think of right now. If I come up with more I'll post them up. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>19-06-2010, 04:10:35</strong>
			</dt>
			<dd class="postbody">
				Hey folks!<br><br>So I'm newish here, but I know some of you, and well...thanks Haibane for inviting me. I'm not sure how the dynamics are on E. yet, as I've only been in one Group RP so far, and honestly I've been fairly disengaged in the past couple weeks for life stuff.<br><br>I do have experience on other forums, and my experience with large group games is decidedly mixed. My biggest struggle is that I tend to play submissive characters, and find it frighteningly easy to find my character marginalized. In terms of the 1-on-1 thing, I have found in other games that honestly, if its only going to interest the two players, and is going to go on for more than 2 or 3 posts - don't be afraid to take it to PMs. That's helped keep a long running (3,000+ posts) game going despite several distinct pairs of players, intimate scenes and wildly different posting speeds. It also takes the burden off the GM to keep the balance between letting you have your scene, and the rest of the players waiting.<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Destiny Ascension</strong> on <strong>19-06-2010, 07:23:18</strong>
			</dt>
			<dd class="postbody">
				I'm in agreement with urban here, I love post-apoc as one of my themes, Fallout being a great example of this. When it comes to zombies, I admit I prefer the slower ones, I think they're a little scarier and plus, I grew up with Resident Evil so its natural I'm biased! :D<br><br>Another theme I like is fantasy, really any fantasy will do: any fantasy, dark fantasy, high, modern, seaworld, whatever. I tend to really like a healthy dose of magic in my life, and not the pulling animals out of headgear type. Although thats fun too, in its own way.<br><br>There are too many likes to mention, but above are my particular favorites among the bunch. If anyone here has played the game Trine, you have a great idea of a particularly strong idea running rampant in my head. Generic fantasy adventure group, unexpectedly brought together despite alterior motives and they find themselves stuck in a pretty nasty situation.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aiden</strong> on <strong>19-06-2010, 08:34:00</strong>
			</dt>
			<dd class="postbody">
				Soooo much text...I don't want to read it!<br><br>I skimmed over it, and I enjoy the post apocalyptic setting. Since it has those "old west" type things, martial law and bandits so that is always fun. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>19-06-2010, 12:32:57</strong>
			</dt>
			<dd class="postbody">
				I prefer no zombies at all but if we have to have them, then I'll take the slow ones every time.<br><br>I need also to drop a note in here to say that one big game isn't my aim here and if a few people particularly like the O/Os or ideas of others then people are free to go for 1-on-1s or small groups. I didn't bring everyone together just to massage my ego and for my own enjoyment. Do take some ideas to PMs if you wish!<br><br>It looks like we have a fairly strong leaning towards a non-Earth setting, or at least a fantasized version of Earth/past or future Earth. I could probably handle that even though I get strongly twitchy with magic and in a game where it was present would probably have a character who didn't use it and may even be immune to it.<br><br>Games based off games/movies/manga/books/etc are not my thing unless I know the source inspiration. If its a movie and the idea intrigues me I will go watch it first; likewise a manga (ahem, read, not watch) but my comfort zone ends when I'm in a game setting based on X book or game and people around me know it and I'm clueless. That's not enjoyable for me unfortunately.<br><br>Having said that, the GTAIV universe is fun and I know it well, as is Fallout 3. Both settings are a good basis for several gangs or factions. A Ghost in the Shell based game would throw up some god opportunities for characters and for the philosophy of cyber bodies over flesh and blood plus would lend itself to a single group of players solving a complex puzzle/mission set by the GMs.<br><br>A lot of ideas here seem to be leaning towards action based/plot driven games. I wonder if there is such a thing as that which also can include D/s relationships of the kind usually only found in the character-driven 'smut' oriented games?<br><br>I've never done steampunk but would love to try it. H G Wells was a great inspiration to me when I started reading and writing.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>19-06-2010, 13:22:03</strong>
			</dt>
			<dd class="postbody">
				I'd actually be quite interested in a steampunk inspired game, if only because the book I've been working on on-and-off for the past months has been set in that vein.&nbsp; I actually tried to start a game involving it (Gateshead) but regretfully did not have the time to give it my full attention back then.&nbsp; In any event, the story has changed quite a bit since last summer anyway.&nbsp; If anyone wants a bit more information on that, don't hesitate to ask.<br><br>Another thing you may want to look into (if only for inspiration) are the Mortal Engines (Or Hungry City Chronicles) by Philip Reeve.&nbsp; <br><br><div align="center">(http://fc04.deviantart.net/fs46/i/2009/254/3/4/Mortal_Engines_by_Philip_Reeve_by_3_hares.jpg)</div><br>Essentially, it is post-apocalyptic steampunk done <em>right</em>.&nbsp; It takes place easily thousands of years past our time, where most old religions and even languages have faded away and been replaced.&nbsp; Following a devastating war that nearly destroyed civilization entirely, cities, towns, and even suburbs around the world were reformatted into multi-tiered behemoths that roam the now largely-barren wasteland (The Hunting Ground) in search of resources.&nbsp; They're called Traction Cities, and obey the laws of something called "Municipal Darwinism".&nbsp; Simply put, the larger and stronger cities eat the smaller and slower ones, and so on.&nbsp; These cities are opposed by the Anti-Traction League, those that believe in static settlements over mobile ones and have taken up refuge in mountains where the cities are unable to tread.&nbsp; Though they're considered nothing more than outlaws at best and savages at worst for living on the ground, their point that the constant movement of the cities is only keeping the ground from settling and healing is a valid one.<br><br>Obviously I wouldn't necessarily suggest we set it in that universe, as I know you're iffy about established settings unless you've already got a handle on them.&nbsp; It's just something for inspiration.&nbsp; 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>19-06-2010, 19:52:48</strong>
			</dt>
			<dd class="postbody">
				A few suggestions for plots that mix in a little of everything and leave characters wide open for play. I've wanted to do something like these for sometime but was always afraid that the players I'd attract would cause too much drama or be too tempted to abuse such open perimeters:<br><br><strong>The Crossroads Inn</strong>: A Nexus of various realities The Crossroads Inn is a place where dimensional travelers, magicians, Demons, Celestials, and the lost, are found. A nutreal ground for all. The inn caters to all. This is a basic tavern setup which allows for socializing, brawls, group and paired off scenes (private and public), etc. while also leaving doorways off into other world adventures. Thus a Steampunk Cyborg, a Demon, and a Wild West Outlaw could join a Knight of the Realm and help vanquish a dragon, or a strong modern woman and a freedom fighter may wander into a realm where De Sade was born a King instead of a mere Marquis. Each for vastly different reasons. Players could make up any Class and Character type they wished and using the OCC or even the IC thread itself to discuss where they wish to go using elements of their own backstory. <br><br><strong>The Village:</strong> One of the last hold out of Magic, has just been discovered by a group of modern/near future explorers which include a few military men/women as well. Will the village be forced to defend itself, are these humans here for conquest, trade, knowledge? The fate of the village and the uses or destruction of its secrets remain to be seen. This is a simple set up as well. Humans have modern/near future weapons and tech while each Villager has a single Gift. A type of element or Chi they can tap into. Again the types of characters created is limitless as long as we end up with more Villagers then Explorers. At least one Gm on this though would have to be good with fast moving combat though, as I cant see negotiations and diplomacy always winning out here.<br>&nbsp; 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>19-06-2010, 21:42:01</strong>
			</dt>
			<dd class="postbody">
				Okay, I'll throw my 2 bits into the pot now. I have to say that while I am a fan of the post-apocalyptic setting, I don' like the Mad-Maxisms that so often accompany them such as the notion that off-road tires, spiked shoulder pads, crazy facial tattoos, and chains become the new fashion trend. Fallout 3 got it right I think.<br><br>While I love a GOOD zombie movie, in regards to a RP game involving zombies, I'm decidedly undecided. As to the type of zombies? Well, that depends on the story surrounding their cause. I think that fast ones are scarier and better suited for sudden onset zombification, such as an entire city being zombified due to some militarized pathogen which was erroneously administered or escaped due to the negligence of some less-than-thorough researcher<br><br>I've never played steam punk, and the only thing I can think of as an example of it is the movie Wild West featuring Will Smith and Kevin Kline. I'm open to the idea, given a good background and plot, but I'm unsure if I'd be an asset or detriment to the game.<br><br>I enjoy games involving the military, be it large scale, outright war btween two or more armies, a special forces unit infiltrating a stronger enemy or taking on some other seemingly suicidal task requiring them to make some very tough decisions to complete their mission for the greater good, or just some regular ground-pounders or civilian paramilitary unit thrust into a life-or-death situation whereupon they may or may not make it and they may or may not become heroes, saviors to many.<br><br>For a long while now I've been wanting to get involved in a good Firefly Universe game. I LOVED the show and the movie, Serenity, and think it would be fun to play as a crew member of another ship who perhaps knew the crew of Serenity either as friendly business associates or fierce competitors. They would also know many of the minor characters in the show and interact with them regularly in the same manor the Serenity's crew did.<br><br>I'm not too crazy about magic being used, though if it's just a little bit of minor magic and nothing to *ALL POWERFUL*, I could bend to that. That being said, I LOVE The Shadowrun Universe and think it would be great fun to play a part in a badass crew of misfit runners all from different backgrounds. Lots of potential for conflict, be it physical, social, political... whatever. I'm not a fan of system games unless I'm sitting at the table with all players involved, I'm currently involved in a system/free-form hybrid and so far, I really like, though we are just now starting to get to the meat of the matter involving t he system part of the game.<br><br>I'm not crazy about the idea of mixing different genres, such as The Crossroads Inn idea mentioned earlier. No offense intended, it just makes me cringe.&nbsp; :P<br><br>I'm not very familiar with other nationality's cultures so, that makes it awkward for me to play anything other than what I know, a westerner... American, to be precise. Though I'm not closed off to the idea. If I find a game to sound interesting and fun, I will make an attempt to research the relevant culture enough to feel comfortable enough to make it convincing.<br><br>That's all I've got for now. I'll post more later. My sprained wrist is hurting from all this typing&nbsp; :'(<br><br>Discuss! ;D
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>19-06-2010, 23:01:13</strong>
			</dt>
			<dd class="postbody">
				So should we put things to a vote? Anyone else want to add in their 2 cents?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>19-06-2010, 23:12:18</strong>
			</dt>
			<dd class="postbody">
				I have to confess that I prefer smut over action. All that has been discussed so far seems to lean heavily towards action. I was more interested in a balanced mix of the two if anything, or more smut than action.<br><br>I too would avoid magic and especially demons/angels and such. It really isn't my thing at all. The only godlike entity I have played was a spirit creature, a Japanese <em>kami</em> and that was essentially an excuse to use a 'blob' which was really a form of tentacle monster.<br><br>Not wanting to keep piling on the negatives but I too don't enjoy crossover universes. They're just far too confusing for me, and far too weird. I need a solid, logical, believable grounded base to my games.<br><br>There is nothing to say that we cannot generate more than one game out of this discussion though, as I said before.<br><br>Sadly I am weak in the story creation department. I just know when I come across an idea I like ;)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>19-06-2010, 23:16:40</strong>
			</dt>
			<dd class="postbody">
				Well I'd be happy to create some more detailed backgrounds/plots(part of the role play process I enjoy immensely) if there are no objections?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>19-06-2010, 23:19:30</strong>
			</dt>
			<dd class="postbody">
				I too can help build worlds and help with structure if we can agree on a genre.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>19-06-2010, 23:25:19</strong>
			</dt>
			<dd class="postbody">
				I think that the genre is the most important thing.&nbsp; At the moment it seems to be unanimous that we're going to be straying away from magic (at least in this one game; as you said Haibane, this group is meant to act as a <strong>think-tank</strong> for multiple plots, not necessarily one giant one).&nbsp; <br><br>So for now, we should decide if we want this to be more in the past or more in the future.&nbsp; I definitely will second Corvus's love of the Firefly universe, though it needn't actually take place in that setting.&nbsp; If we do decide on near-future as opposed to an alternate past, we would need to decide whether space travel and colonization is possible, or if the plot will remain Earth-based, what the level of technology is, etcetera.&nbsp; Awhile back I played a short-lived one-on-one where there were such things as virtually (and even artificially intelligent) sex "dolls", which would certainly provide a level of smut in a more futuristic city.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>19-06-2010, 23:28:55</strong>
			</dt>
			<dd class="postbody">
				Well I most defiantly vote for future. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>19-06-2010, 23:30:44</strong>
			</dt>
			<dd class="postbody">
				It sounds like Urban and Rick might be our best choice for a pair of GMs. You could discuss privately and see what you come up with. If its fan-based then air the ideas early before you do too much work in case some people do not like that universe.<br><br>Remember too that people like NileGoddess really like to focus on domination - in her case I think its males, so a setting where a very dominant female has a role might be handy.<br><br>I do keep coming back to the Fallout 3 universe. There is so much variation in that game - from semi normal settlements like Rivet City, to quite plush and luxurious places like Tenpenny Tower, to slavers and all that fun, to the Oasis, to the Family (somewhat weird but hey, this is post apocalypse Maryland and Virginia). So many great sub-areas in that world, and as someone said above, not very Mad-Maxian, other than the Raider Gangs.<br><br>Tenpenny Tower could be a good basis for a community that is essentially self-contained and lives in luxury: you could have your powerful dominant people with their toys and slaves; you have a decently equipped security unit; you have traders; you may have wasteland wanderers entering; you have the threat of ghouls (or zombies as you wish), and so on. There's scope in just that one building for a whole slew of sub-plots, and being effectively like a 'hotel' setting, there's scope for people to take a break and retire to their rooms as well. Threats from outside could be episodic in nature or a main plot - such as the Brotherhood or Enclave or Talon Company - one of these gradually applying increasing pressure to the community to open their doors.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>19-06-2010, 23:49:11</strong>
			</dt>
			<dd class="postbody">
				While I love Post apocalyptic and Sci-fi I have to say I'm sadly not very framiliar with either Firefly or Fallout. While I'm willing to play them anyways and much like I do with steampunk or foriegn setting games stumble gleefully through them, I am going to need some help with rules and regs on Creation if I do. Just figured I'd give you the heads up on that now.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>19-06-2010, 23:50:36</strong>
			</dt>
			<dd class="postbody">
				Well thanks for the vote of confidence Haibane!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NileGoddess</strong> on <strong>19-06-2010, 23:54:18</strong>
			</dt>
			<dd class="postbody">
				I'll dom either men or women, Haibane, so it's no matter to be exclusive with either.<br><br>To combat the problem of people not being familiar with a certain setting, I suggest we build something original that contains themes from settings people want to see. Maybe something doesn't have to be straight Fallout (which I am familiar with), but we could build something along that line. As Haibane said, I also prefer straight up smut; it's why I joined this site. Therefore, I cast my vote to lean things towards that way.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>rick957</strong> on <strong>20-06-2010, 00:05:11</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Urban and Rick might be our best choice for a pair of GMs</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Wha-huh?&nbsp; :)&nbsp; Didn't see that coming ...<br><br>I do actually enjoy putting together games -- although I don't claim to be any good at it -- and having a partner sounds far better than attempting something alone.&nbsp; (Hiya Urban, nice to meet you!)<br><br>Frankly, though, I don't think I'd be comfortable being a GM or co-GM over this particular group without you as a GM also, Haibane.&nbsp; It seems to me that everyone here must be comfortable dealing with you (since you invited us all, right?).&nbsp; There's no telling if many people would like how I GM.<br><br>Or, alternatively, I'd be curious to hear if there were other GM volunteers, or if Haibane and Urban would want the job without me, which is fine too.<br><br>It seems to me that what we need most right now, for this discussion to be productive, is for someone to focus and narrow down the many alternatives.&nbsp; I'd be happy to try to do that, but I'd also be happy to defer that task to Haibane or Urban (or any other volunteer, for that matter).&nbsp; <br><br>It's just that all this decisionmaking by committee confuses the heck out of me.&nbsp; :)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>20-06-2010, 00:16:54</strong>
			</dt>
			<dd class="postbody">
				Though I am confident in my abilities as GM and the task itself wouldn't bother me. I am going to unnominate myself right now, before anyone asks. My schedule is too up in the air for me to do such a group of players and GMs, as I see before me, justice. I would like to state though that having played under both Haibane and Shihong I would gladly see either of you GM. Sorry to the others but I'm still to new to E to have joined one of your games. Rick and Urban I only know as players. Though talented ones to be sure. The rest of you.....I look forward to it.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>rick957</strong> on <strong>20-06-2010, 00:18:06</strong>
			</dt>
			<dd class="postbody">
				Hey waitaminute!&nbsp; :)&nbsp; I just noticed that Urban has an excellent, interesting-looking new Group-RPs-wanted thread (http://elliquiy.com/forums/index.php?topic=72188.0) going, and several of you here have already expressed interest in joining, over there.&nbsp; Is that something that would satisfy the interests of many of the people here, or could it be tweaked along those lines?&nbsp; Or is it important that we attempt something totally different?&nbsp; <br><br>I just read over your concept, Urban, and that plus the presentation were both quite appealing.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>20-06-2010, 00:25:10</strong>
			</dt>
			<dd class="postbody">
				While an interesting concept, I'm not quite sure if that sort of thing is my cup of tea.&nbsp; Maybe I'm just not one for competitions?<br><br>Thinking over the whole idea between "post apocalyptic" and "future tech" scenarios, I remembered a picture that I had saved ages ago that might provide a bit of inspiration.&nbsp; <br><br><div align="center">(http://img.photobucket.com/albums/v296/rcburner/FutureandPast.jpg)</div><br>Barring the fact that the hovels are a bit <em>too</em> primitive for what we're aiming for, I kind like like the contrast between some gated, "pristine" community where the drink and sex flows freely while the rest of society is left to survive in a Fallout-esque sort of universe.&nbsp; There would be plenty of room for sex and domination, and even an overarching conflict that could be played off of from time to time.&nbsp; Thinking on it, this is basically Haibane's idea of Tenpenny Tower on a larger scale:&nbsp; The "Elite" and the "Privileged" holing up in this place and leading a lavish lifestyle while the rest of the landscape rots.<br><br>Anyway, I'm just throwing ideas out when they come to mind!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>20-06-2010, 00:34:58</strong>
			</dt>
			<dd class="postbody">
				I'm actually leaning towards something with a little more plot content than my arena idea as well. I have a few ideas in the wings that my muse has been idly playing with I could type some suggestions out if you'd all like? 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>20-06-2010, 00:40:14</strong>
			</dt>
			<dd class="postbody">
				I can't believe I failed t mention my love of smut. It is, after all, why I came to E as opposed to a number of other non-adult role playing forums. Whatever setting/genre we decide upon, I would like it to lend itself largely to smut, or the potential for smut to occur at any time and any place. One of my ons is exhibitionism and light humiliation, such as taking the newest, rather shy/insecure crew member, right&nbsp; in the middle of the dining table while other crew members meander into the room, either stopping to watch, commenting briefly before moving on, or even joining in.... with or without asking permission... just as an example.<br><br>A motley crew of illegal space scavengers/pirates/mercenary types who take on passengers and then have their way with them or some such would be fun. Firefly is basically a space-western setting where you have the "Core-Worlds" which are cutting edge, lavish and comfortable places, and then the "Rim Worlds" where life is similar to the American Old West, only with more high tech. The "Rim Wolds" are far enough away from the Alliance of the&nbsp; "Core Worlds" to mostly go untouched by the overpowering control of the Alliance, the governing power of "The 'Verse." If anyone is interested, you can watch all episodes of the only season of Firefly at the link below:<br><br>http://www.hulu.com/search?query=firefly&amp;st=0 (http://www.hulu.com/search?query=firefly&amp;st=0)<br><br>I also agree with Haibane's Tenpenny Toweresque setting. Very flexible with great potential. I like both of these so long as the players don't get stuck in the rut of keeping their characters mostly confined to the ship/hotel/whatever. I like dynamic scene changes utilizing various environmental changes while keeping a main <em>HOME BASE</em> of operations. <br><br>Again, I'd like to mention the Shadowrun Universe which is a near future cyber-punk setting involving "wetware" cyber-implants, a computer matrix virtual reality facet which is really cool, and is one of the few genres that, at least in my book, successfully explains and incorporates magic and fantasy creatures such as trolls, orcs, dwarves, and Dragons (which are still rare), which I typically steer away from. For those unfamiliar with shadowrun, its' trolls, orcs, and other nonhuman, humanoid races were initially humans who were "goblinized" in 2012 which saw the return of Haley's Comet, mysteriously triggering the return of magic, powerful, intelligent dragons (though there are very few dragons at all) and the <em>random</em> goblinization of people across the earth. The governments of Earth also give way to Mega-corporations which act as the de facto governments of the world. Shadowrunners, or "runners," are essentially people from a myriad of backgrounds who use their special skills and talents to work in the shadows of the mega-corps taking-less-than legal jobs... for a price.<br><br>Anyway, I'm open to hear just about anything and see how it feels.<br><br>As far as character preferences, I mostly play hetero males though I will play a lesbian female on occasion... if needed. I recognize this as a fault of my own open-mindedness, but I am straight and find it uncomfortable to play a gay or bi male as well as a straight or bi female. Also, I prefer the female characters who play opposite me to be played by a female player... I know some people think that's just silly... so, just call me silly. It's how I tick.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>rick957</strong> on <strong>20-06-2010, 00:48:47</strong>
			</dt>
			<dd class="postbody">
				Um, why don't you type up a list of your ideas, Urban?&nbsp; Perhaps you, Nos, could do the same (if you have more you haven't mentioned yet), or you, Shihong, could do the same (ditto).&nbsp; Hiabane's already listed several ideas that she liked.&nbsp; <br><br>For that matter, anyone else here with an idea to put up is welcome to do so.<br><br><span class="bbc_u">Probably wouldn't need more than a few sentences, even just one or two, per idea.</span>&nbsp; Then, I can put all the ideas into a single post, in one list, and we can each respond with which of the ideas appeals to us.<br><br>That would be a straightforward way of figuring out how many people watching this board like each idea.&nbsp; I'm sure I'll be interested in several of them.<br><br>Still waiting to hear from Haibane on whether she's willing to GM.&nbsp; Perhaps I can also put together a list of possible co-GMs for everyone to vote on?&nbsp; If anyone besides Urban is willing, it'd be nice to hear from you.&nbsp; :)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Lithos</strong> on <strong>20-06-2010, 01:01:01</strong>
			</dt>
			<dd class="postbody">
				I was thinking to just discuss instead of actually playing, but if something smutty enough comes up, I might be able to actually post regularly at least for few months now! <br><br>With that said, ideas that would appeal to me the most would be ones happening in either alternative modern world - or alternative near future one.<br><br>To cater to everybody I can see at the moment, we would need a setting where there is someone to play with for both straight and not so straight dominant and submissive male and female characters plausibly in one story. <br><br>In some ways post apocalyptic setting feels overdone to me but it is not like we would have to do it like it is ordinarily done if we do. Personally, I am fan of more or less static locations to make descriptions and consistency easier so something happening in one or handful of isolated locations would cater for me, but that sort of restricting is not everyones cup of tea. Perhaps rather a world where parts of the story could be happening anywhere but just happen to start at one location. <br><br>It is not like it takes nuclear war to change the world as we know it though, total economic collapse and food shortage could do the same and leave the infrastructure and nature that we know and love (or hate) intact, or at very least to a lot lesser decay.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>20-06-2010, 01:02:16</strong>
			</dt>
			<dd class="postbody">
				Sure I can be a co-GM. I tend to be quite pushy though, a bit of a control freak. So if I'm too vocal just please give me a slap, ok?<br><br>Hm... I think a post-apocalyptic haves and have-nots setting like Shihong mentioned and my Tenpenny Tower idea would generate both 'at home' smut, some combat, some trading/travelling/slaving smut and an over-reaching story arc of a certain issue, or more than one issue affecting The Settlement and it's dwellers and defenders.<br><br>I think I invited around 20 people to this discussion. I think some 15 have posted here which is lovely, but if we had 15 players... and please remember I am open to you giving me links to other players who you think will fit into the group. There must be lots more out there... then we could have quite a big game. If each of us played 2 that would be around 30 characters plus NPCs. Quite something, and plenty for around 3 fleshed out factions.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>20-06-2010, 01:07:22</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3175286#msg3175286">Quote from: Lithos on 20-06-2010, 01:01:01</a></div></div><blockquote class="bbc_standard_quote">It is not like it takes nuclear war to change the world as we know it though, total economic collapse and food shortage could do the same and leave the infrastructure and nature that we know and love (or hate) intact, or at very least to a lot lesser decay.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I actually like this spin on things a bit more than what I was suggesting earlier.&nbsp; Perhaps this "Near-Future Gated Community" could be a joint project between the world's elite when it seems that society is on the verge of economic collapse or all the myriad problems brought on by overpopulation.&nbsp; With corporations and rich/influential people all leaving to grab a space in this "Utopian Bubble", that would leave the rest of the world largely intact but equally out of sorts.&nbsp; Everything within this city would become all advanced and glossy and pristine according to the "impeccable tastes" of its inhabitants, while other countries grow gradually more decadent.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Lithos</strong> on <strong>20-06-2010, 01:10:20</strong>
			</dt>
			<dd class="postbody">
				Aye, and like any utopia, since it eventually is formed according to our base needs anyway.... it would not be quite so pristine from the inside at all :P <br><br>And the tatters of the surrounding, slowly starving and declining world would bring such a handy source for labor and place where parties could venture out to acquire things and people that are needed inside. That would give good excuse for adventure elements. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>rick957</strong> on <strong>20-06-2010, 01:11:45</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">So if I'm too vocal just please give me a slap, ok?</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Sounds like fun.&nbsp; ;)<br><br><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Hm... I think a post-apocalyptic haves and have-nots setting like Shihong mentioned and my Tenpenny Tower idea would generate both 'at home' smut, some combat, some trading/travelling/slaving smut and an over-reaching story arc of a certain issue, or more than one issue affecting The Settlement and it's dwellers and defenders.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>These may end up being the consensus ideas, although I don't think it would hurt to put up a list and then vote on it, so that everyone gets to have input.<br><br>If there are no objections or alternative suggestions, I'll wait a few hours for anyone else to suggest settings, and then I'll comb back through this thread and try to assemble a reasonably thorough list.&nbsp; Then we'll vote.<br><br>I'll also list the names of possible GMs and see who the consensus is behind.&nbsp; (Not as a popularity contest or anything, just to make sure we're all comfortable with the people "in charge.")&nbsp; Other volunteers are welcome to put their names in!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>20-06-2010, 01:14:07</strong>
			</dt>
			<dd class="postbody">
				Sounds good.<br><br>And yes, Shihong &amp; Lithos, that works. Aren't there already in the USA gated communities of the rich with magnificent houses on private roads and their own (armed?) security forces? Extending that concept forwards say, 15-20 years and through an economic catastrophe where wars break out over dwindling resources gives us the sort of setting depicted in several ideas here already.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>20-06-2010, 01:15:22</strong>
			</dt>
			<dd class="postbody">
				I like the sound of it. It seems like the group(or at least those posting now) is leaning towards it
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>20-06-2010, 01:17:56</strong>
			</dt>
			<dd class="postbody">
				We can certainly pause there and see if there is more input or if such a setting isn't interesting at all to anyone.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Lithos</strong> on <strong>20-06-2010, 01:28:54</strong>
			</dt>
			<dd class="postbody">
				Yes, let us wait and see. What I like in it is that it has a bit closer ties to actual world as is, and that it gives great flexibility. If we have something happening in real world location, we already know how it is, it is just a bit more decayed, probably plagued by constant blackouts and lack of fossilic fuels. In parts where there is no food, also quite likely lack of people. It would be far more convenient to write in that way, as everyone can quite easily imagine it and have real life references. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>rick957</strong> on <strong>20-06-2010, 10:21:17</strong>
			</dt>
			<dd class="postbody">
				Um, had a big list here for people to vote on, but then figured it wasn't such a good idea, so I shelved it.&nbsp; :P&nbsp; <br><br>Right then.&nbsp; Carry on.&nbsp; :)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Destiny Ascension</strong> on <strong>20-06-2010, 10:27:07</strong>
			</dt>
			<dd class="postbody">
				1. A &amp; E<br>2. A &amp; W<br><br>Hehe, TV channel and fast food... *sigh*
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>20-06-2010, 13:08:12</strong>
			</dt>
			<dd class="postbody">
				Some of my best games ever have occurred in quite ordinary settings such as hotels or particularly schools/private academies. I didn't strongly promote those settings because I think they may be too overdone or too ordinary. But having got several pages into the discussion now it seems fewer people are participating in the exchange and that bothers me. If we narrow the game choices down too far too soon in certain directions I'm concerned several people will choose not to play which would be a great shame.<br><br>On the other hand waiting for some people to state their preferences seems it may be a long wait too. There are half a dozen people I invited who haven't even logged into E since I sent them the invitation PM, so I am concerned we are narrowing things down too quickly. When I mentioned above that we could pause there and see if there were more ideas forthcoming I was thinking in terms of several days to a week, rather than&nbsp; few hours ;)<br><br>I am concerned we still do not have enough female players, fewer than half the ladies I invited have posted so far...
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>rick957</strong> on <strong>20-06-2010, 13:27:09</strong>
			</dt>
			<dd class="postbody">
				Yeah, Haibane, a lot of what you're saying there sounds about right.&nbsp; Probably best if I snip out the big list and let the discussion here continue without the voting thing.&nbsp; Unless you think otherwise for any reason? <br><br>EDIT Eh, snipped it.&nbsp; Best laid plans and all that ...&nbsp; Sorry to put you to the trouble, DA.&nbsp; :)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zillah</strong> on <strong>20-06-2010, 14:45:54</strong>
			</dt>
			<dd class="postbody">
				Hi everyone,<br><br>Unfortunately I wasn't around much yesterday ... wow, you guys had a lot to discuss! Sorry I missed it!&nbsp; &nbsp;:-\<br><br>I'm trying to digest it all now ... will add in what I can later today, if it seems appropriate.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>20-06-2010, 15:56:02</strong>
			</dt>
			<dd class="postbody">
				Would anyone object if we added some extreme body modifications tech, to this as well? Thinking animal grafts and cybernetic enhancements. Basically taking the next steps for the plastic surgery and body mod trends we are currently seeing. Nothing overly sophisticated but simple hydraulic legs and arms, enhanced eyes (robotic and animalistic), tails, wings, teeth, and horns, maybe? What do you think? Also are we going to be using exo- and bio-suits when we venture out of the city? How bad is air/water quality and is concern for disease a factor outside the walls? Could a fear of disease, or even a higher susceptibility due to being in a artificial environment, be one of the things that keeps most of the populace in the city and dependent on the merchants/runners? 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>20-06-2010, 16:04:39</strong>
			</dt>
			<dd class="postbody">
				I'm not sure we've decided on what we're doing yet! *hugs*
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>20-06-2010, 16:38:13</strong>
			</dt>
			<dd class="postbody">
				oh well in that case. *Snuggles Haibane and sits back to wait.*
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>20-06-2010, 18:31:32</strong>
			</dt>
			<dd class="postbody">
				Sorry. I'm just somewhat concerned that quite a few people I invited haven't posted and also haven't sent me a PM saying 'no thanks'. I get twitchy about things like this in case they turn up later and the game the rest of us have decided on isn't their thing at all.<br><br>Again, if anyone knows any ladies who they think will fit the group, do please let me know via PM and I'll have a look.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>lacuna</strong> on <strong>21-06-2010, 02:28:46</strong>
			</dt>
			<dd class="postbody">
				I'd love to play something, but I have to sit and read through all of this discussion that happened while I was gone. :P It's a lot!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>21-06-2010, 02:36:23</strong>
			</dt>
			<dd class="postbody">
				Don't worry, just skim-read it. We are mostly talking now about settings and themes and plots.<br><br>Have you any favourite settings or themes? For example are you an action girl or a smut girl? ;)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>lacuna</strong> on <strong>21-06-2010, 02:49:23</strong>
			</dt>
			<dd class="postbody">
				Right I just got around to doing that... it was a lot.<br><br>Personally I can give my opinions 2 GMs sound great. As far as plot is concerned, as anyone who's played with me is well aware of, I'm a fan of smut over violent plot action... Meaning my stories do tend to have plots but they're normally heavily interlaced with perverted sex, cause I guess that's just what I do best.<br><br>Historically I've stayed away from settings that are too 'edgy' (by edgy I mean that stray too far from the realms of our world) just because, call me unimaginative, but it's something I don't know how to deal with. In my writing I tend to get caught up in all details, and even describing any new building in a new world I think often takes far more effort than I want for a post because I like to keep my games rather fast paced (as in I try to post once a day and for the most part do a good job at it).<br><br>I've never played large group game before, I think doing something with a basic premise for society like having classes and what not would work, I think the game should be something that does not rely too heavily on one character though because I think that's when people not willing to let others drive their creations if you will becomes important.<br><br>Other than that, I'm open to trying this post-apocalyptic thing, though I'm hoping we can stay away from too many non human anthromorphic creatures. I"m fine with a few monsters here and there, but the angels, demons, vampires, zombies thing, I think really complex things more than necessary at times. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zillah</strong> on <strong>21-06-2010, 03:28:33</strong>
			</dt>
			<dd class="postbody">
				I think my own tastes tend to be similar to those of the lovely lacuna.&nbsp; :D<br><br>I like my RPs to be a good mix of smut and plot/action ... but I lean more towards the smut.&nbsp; I don't mind if there's long-ish stretches of no smut, but at the end of the day I want my stories to have them, and to feature prominently in them. I don't like RPs where it's more "and oh by the way there's sex".<br><br>I like worlds that are either kind of realistic, or that I call "one degree away from real". That means, basically like the real world, but maybe only with one major difference. Like the real world, but with zombies. Or the real world after some sort of biological disaster. You get the idea. The further and further away we get from reality, the less I like it. I think that's partly because all of the fantasy and sci-fi RPs I've tried have gone down in flames&nbsp; :P but also because I have a harder time getting into them. I like my RPs to at least have a foothold into reality.<br><br>I'm not a big fan of "shared world" gaming, like Star Wars or Final Fantasy. Not that I don't like those things, but when it comes to RPs, I never feel like I know everything that I need to know. (My exception to this is Doctor Who ... shameless plug - guys, I'm looking for a Doctor! ;)&nbsp; )&nbsp; I much prefer creating original worlds for my RPs, I guess I'd rather make my own toys than play in someone else's toybox.<br><br>A post-apocalyptic game would be okay with me, but I'd rather the focus be on "real" people than fantastic creatures.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>21-06-2010, 03:52:32</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3180590#msg3180590">Quote from: Zillah on 21-06-2010, 03:28:33</a></div></div><blockquote class="bbc_standard_quote">A post-apocalyptic game would be okay with me, but I'd rather the focus be on "real" people than fantastic creatures.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Any quick look at my O/Os will tell everyone here the same thing. I actively avoid all games with strong fantasy elements and weird creatures, and usually alien worlds. If we do a game here that I GM, I'd really only like humans in it (or ordinary earth creatures). I don't mind if some of them behave like pets in a sexual way or we have a setting like I did in my 'Pet Shop of Delights' game set in a future dystopian Japan where a plague had killed off all domestic animals, the population had grown to resource-threatening levels and as a desperate measure young boys and girls were collected off the streets by 'collection squads' and forcibly 'neko-fied' and 'doggy-fied'. That one fantasy element aside the world was exactly like ours and that sort of thing I find terribly exciting.<br><br>Again, a 'normal world' but with zombies would be okay too.<br><br>Post-apocalypse with some minor mutations would also be okay as long as there were no superpowers/telepathy/telekinesis etc.<br><br>But I draw the line well before we get near demons, angels, elves and dwarves. Sorry, I know that makes me a narrow-ability player, but I can only play what I enjoy.<br><br>I think it must be us girls. We just like our rumpy-pumpy.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aiden</strong> on <strong>21-06-2010, 04:20:37</strong>
			</dt>
			<dd class="postbody">
				Whoa, I do enjoy the rumpy pumpy as long it is not my rump getting the pumping. <br><br>I am a selective reader.&nbsp; ;D
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>21-06-2010, 04:22:27</strong>
			</dt>
			<dd class="postbody">
				*wonders what idiot let Aiden in here*
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aiden</strong> on <strong>21-06-2010, 04:24:39</strong>
			</dt>
			<dd class="postbody">
				I kid, I have been following the thread rather closely. <br><br>This was an invite only gathering? I just invited myself.&nbsp; XD
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>21-06-2010, 07:28:16</strong>
			</dt>
			<dd class="postbody">
				I like the rumpy pumpy too, if she knows how to use a strap-on and I've had my enema.&nbsp; ;D <br><br>NOTE: The entrance of real penis inside any part of me or my characters is strictly prohibited.<br><br>Anyways, I had a thought that might interest most folks here. Has everyone seen Stephen King's <em>The Last Stand</em> with Gary Senise and Molly Ringwald? Or Francis Lawrence's <em>I Am Legend</em> with Will Smith? Or the History Channel's <em>Life After People</em>? I think a sort of merger of these two would make a superb backdrop for a good RP. The world as it exists today (or in the near future), except there are only approximately 1% of earth's previous population of nearly seven billion people spread across the globe and most of them believe themselves to be the last person alive on the planet. Based upon The United States Census Bureau's figures from the 2009 census, the new population would roughly breakdown as follows:<br>&nbsp;<br><strong>Earth's Population</strong> - 68,285,000<br><br><strong>Population by Region </strong><br><br>North America - 3,414,250<br>South America - 6,145,650<br>Europe - 7,511,350<br>Asia - 27,314,000<br>Africa - 10,242,750<br>Australia - 341,425<br><br><strong>Population by Country</strong><br><br>{more countries can be figured if needed but I figured one of these countries would be the most likely candidate for a RP}<br><br>China - 13,382,000<br>India - 11,822,100<br>United States - 3,095,500<br>Russia - 1,419,273<br>Japan - 1,275,300<br>Germany - 818,823<br>France - 654,474<br>UK - 620,417<br><br>As far as the reason of the population decline; There could be a number of explanations for the cause but I feel that either a naturally occurring plague or biological warfare that has gone insanely out of control would be the most plausible. The other 99% could be either dead or basically zombified (personally I' just as soon steer clear of zombies and other such beings) OR, without any explanation (at least at first) the other 99% simply vanished. <br><br>The Earth's infrastructure is still in tact, by and large, and individuals or small groups of people (3-4... small family sized at most) eventually venture out in search of resources to survive, to search for others, and (if the 99% just vanished) to hopefully find clues as to what happened to everyone else on earth or (if millions upon millions of people are lying dead) to clear out of the stinking metropolitan areas.<br><br>I'd write more about it but I''m catching a headache and my thoughts are beginning to be more and more jumbled and more difficult to wrangle in. I'll take a break and come back to look at this later with fresh eyes and a clear head.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Oriel</strong> on <strong>21-06-2010, 07:56:07</strong>
			</dt>
			<dd class="postbody">
				Hello, I am Oriel. <br><br>Thank you for the invitation Ms Haibane. (I fell in love with Molly by the way *blush*).<br><br>I have never played a group game so I have no preferences as to free form, structured etc. <br><br>I have written a few pieces with Sir (See below for links). I am quite shy to be honest, I haven't yet explored what I like and what I don't, so I am open to anything. Whilst I am normally submissive - like any kitten I have claws and sharp little teeth, and spit and hiss when riled or ascared *blush*.. though I admit to going limp when shaken by the scruff of the neck. I would be happy to switch and try being dominant. I love men, women and other, all character types - I see something valid in everything.<br><br>I am a newb, I love to explore - from the sublime to the extreme.. . New genre, new stories, new writers, new characters, new systems, new ideas. I love to take old ideas and rework them, breathing life into them. I have no preference on type of character, to play or to interact with. However, being an EQ2 player left me with a distinct dislike of gnomes *shrug* but I thought that was pretty much universal. <br><br>I cant think of anything I don't like in the name of the story, the plot, the progression or the group. For example, I'm not sure about being god modded if I cant express how my character feels.. but I also see a need for it sometimes. <br><br>Loves Oriel<br><br><br>My RP preferences: http://elliquiy.com/forums/onsoffs.php?u=14235 (http://elliquiy.com/forums/onsoffs.php?u=14235)<br><br>(Warning some of the below links are in the extreme and Non consent section)<br>The stories I've started with Sir:<br>Real life, Voyeurism, exhibitionism: http://elliquiy.com/forums/index.php?topic=71533.0 (http://elliquiy.com/forums/index.php?topic=71533.0)<br>Real life, Experimentation, body modification: http://elliquiy.com/forums/index.php?topic=70576.0 (http://elliquiy.com/forums/index.php?topic=70576.0)<br>Epic Saga, Demonic:http://elliquiy.com/forums/index.php?topic=71539.msg3152732#msg3152732] [url]http://elliquiy.com/forums/index.php?topic=71539.msg3152732#msg3152732 (http://[url)[/url]<br>&nbsp;<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Lithos</strong> on <strong>21-06-2010, 08:00:02</strong>
			</dt>
			<dd class="postbody">
				I have to give my eager vote for rumpy pumpy as well (from the pumpers perspective), but as for the various ideas here, I would much prefer setting where difference to world as we know it - if any is rather simple. I think that it is even more important in potentially large group game than in one on one. Something like Corvus's idea could work, but quite honestly any rather isolated setting in even very ordinary world would. I hate high school RP:s and most likely would not be in one, but good thing about game happening generally in one location offering various sub environments (classrooms, gym, nurses office etc. in school setting) gives very nice, solid frame in which to work.<br><br>Something like Corvus's idea would work great in scenario where what ever event wiped people out left most of the infrastructure and such intact. Sadly, I think that any near extinctuous event would be the death of most of the large cities as well. If 99% of the population suddenly dies, a lot of appliances will be left on without supervision, and small fires growing to large, and other such incidents would make big cities burn like wildfire. Generally I think it would be more enjoyable if majority of the attraction of the story came from within characters instead of the setting. <br><br>&nbsp;
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Destiny Ascension</strong> on <strong>21-06-2010, 08:10:02</strong>
			</dt>
			<dd class="postbody">
				Personally, I like my 'rumpy pumpy' <em>with</em> my action!<br><br>But yes, I like my sexy games to have some smut in them, if its at least possible to do it, then it should be done. I depends on the game I'm in, if its a game just for the sex I want it often, often and often! But if its more a story driven thing, and especially if its a series or topic I care about/enjoy, then I'm more likely to prefer action above smut. But it still stands I like my sexy time with my action stuff.<br><br>I agree with Corvus, that idea sounds cool, the Sun is a great culprit for anything. I saw a documentary not so long ago where the Sun reached its Red Giant stage much, much earlier than the several billion year estimate, and effectively killed anyone not below ground. Cool idea, maybe the Sun went back down or something natural happened that allowed people to return to the surface. Worst case scenario, we just hop in some fancy suits and go for a stroll! :P<br><br>I saw another documentary today, infact, on the Bermuda Triangle and on a weird thing that happened to a pilot, or was claimed to happen, but I'm not sure. Long story short, he claims a time warp took him from 100 miles off the coast of Florida to Miami Beach in under 3 minutes, in a plane that goes 190 miles an hour max. <br><br>Not the same concept, but the idea of unknowingly or accidentially going through some kind of a warp and ending up somewhere else is neat. Another planet, the past, future... another universe? Cool preface for many topics. I've kind of liked the idea of crashing into another planet, and having to survive/thrive with no way to get home.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>lacuna</strong> on <strong>21-06-2010, 10:19:47</strong>
			</dt>
			<dd class="postbody">
				I do like Corvus' idea and quite frankly I was a little relieved. Skimming the last few pages of text I was afraid that people were getting along the lines of something really magical so I'm glad to hear that's not in everyone's taste.<br><br>My only question with Corvus' idea is how would all these characters intertwine?&nbsp; Would we have to feature them all in one country or all in one area, cause otherwise it seems very hard to manuever a group game if there is no geographical connection between the people involved at least I think.<br><br>For me some kinda&nbsp; power dynamic in sex is a huge turn on in roleplay, so I like the idea of having some class system or heirarchy of some sort built into society. Most of the games I've done with one major change in society have focused around something like that. Maybe if these people were the last in some country, some power order would persist between them as they worked out the kinks (so to speak) in their new society?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>21-06-2010, 11:19:07</strong>
			</dt>
			<dd class="postbody">
				Hello Oriel and welcome to our think-tank project. Pull up a chair and relax. *MOST* of us won't bite... well, not unless you want us too. &gt;:)<br><br><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3182006#msg3182006">Quote from: Lithos on 21-06-2010, 08:00:02</a></div></div><blockquote class="bbc_standard_quote">Something like Corvus's idea would work great in scenario where what ever event wiped people out left most of the infrastructure and such intact. Sadly, I think that any near extinctuous event would be the death of most of the large cities as well. If 99% of the population suddenly dies, a lot of appliances will be left on without supervision, and small fires growing to large, and other such incidents would make big cities burn like wildfire...<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Actually, I disagree Lithos. The reason being that if 99% of people were to suddenly die or vanish or whatever, then there would be no one to attend the power plants, therefore the distribution of electricity in most cases would cease, ergo all appliances would quit running. I agree that there would be fires and floods and other things happen that will cause destruction throughout some if not many of the major cities for the same reason the electricity would stop being generated... no firemen to man the trucks and hoses (there might be a few left but, you get what I mean) but the damage would mostly not be all consuming in ALL of the major cities. Perhaps several large cities will be mostly lost, but I believe that in the scenario proposed, at least a large number of cities will still have buildings mostly intact and whatever is inside those buildings might mostly still be good as well, or at least mostly salvageable... including the power plants and electric grids should someone still be alive with the technical know-how to get one started somewhere.<br><br>This would give rise to new townships or settlements in sections of the once bustling metropolitan areas, probably several of them competing for resources, for territory, for people either for labor or for more twisted purposes. On the flip side, several of the budding communities would most likely form alliances for trading purposes (once resources begin to dwindle), for mutual protection, or just because they still try to maintain some semblance of humanity and civility in this new earth. The potential for anything and everything is great. The world as it is today, or nearly so, (so everyone would be familiar with the setting and the contents therein) with areas of complete devastation due to fires, floods, and other disasters (both naturally occurring or man contributed) with little to no clean up efforts afterward. Causes could or could not include plague, biological, solar radiation, zombies, or some other, yet to be proposed cause/effect of the other people. There is room for the "good guys" and the "bad guys" anywhere and everywhere, D/s, and any other sexual perversions we might desire. We could have wars (or least combat using modern to near-future weapons) and our characters could run the gambit of ethnicity, backgrounds, professions, experience, and age.<br><br>All-in-all, I think it's pretty great, though I am a little biased. :D. I am still very open to other ideas so, don't let my sales pitch on MY idea dissuade the rest of you from piping in.<br><br>EDIT: Icuna posted while I was typing this so, I wanted to speak to her questions and comments regarding my idea.<br><br><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3182424#msg3182424">Quote from: lacuna on 21-06-2010, 10:19:47</a></div></div><blockquote class="bbc_standard_quote">My only question with Corvus' idea is how would all these characters intertwine?&nbsp; Would we have to feature them all in one country or all in one area, cause otherwise it seems very hard to manuever a group game if there is no geographical connection between the people involved at least I think.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Yes, I agree. The only feasible way to get everyone's characters involved would be for them all to be at least on the same continent. Since there would still be many automobiles and now plenty of gasoline/petrol, those in adjoining states or countries could potentially find each other at later dates (which could be RPed or everyone may decide to already have formed their new communities).<br><br><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">For me some kinda&nbsp; power dynamic in sex is a huge turn on in roleplay, so I like the idea of having some class system or heirarchy of some sort built into society. Most of the games I've done with one major change in society have focused around something like that. Maybe if these people were the last in some country, some power order would persist between them as they worked out the kinks (so to speak) in their new society?<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I think that whatever their place in life prior the near extinction level event, their new hierarchal position would depend upon their abilities and usefulness in the community. A wall-street stock broker would probably be pretty useless whereas a mechanic or welder or electrical engineer would be pretty useful... or perhaps your character is one big badass who usurps authority with power and fear? Either way, I agree with what your saying, Iacuna<br><br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>21-06-2010, 13:25:36</strong>
			</dt>
			<dd class="postbody">
				Hello Oriel and welcome to the discussion. I'm so pleased you liked Molly. I'm rather fond of her myself. She, or someone like her, might even have potential in a game we cook up here if there's a perverted, rich, mad scientist around. :P<br><br>I picked up at once on Destiny Ascension's mention of the Bermuda Triangle and immediately was reminded of Stephen King's short story 'The New People' which is about an aircraft full of passengers landing at an airport after a weird storm... only the airport is deserted. Its perfect in every way yet empty. The story unrolls that they have in fact jumped backwards in time by just a few seconds and this world has been used, the 'current' people have passed by and now it is empty. A particular plot twist then occurs that drives the story on to its conclusion but what attracted me to that idea was a coherent group of people put down in an empty and perfect world. I guess it combines 'Lost' with the 'Life After People' idea Corvus just mentioned.<br><br>If we go with just 1% of the worlds population remaining after X reason that leaves everything intact we need a premise that brings individuals together. Seeing some of the post-apocalyptic group games that I have that begin with players posting up their characters actions in widely separated places makes me wonder why it is called a group game at all - the chances of individuals encountering others seems so low.<br><br>I have had an exchange of PMs with Urban and he is working on a version of the 'Gated Privileged but Corrupt Community' theme in a post apocalyptic or dystopian setting which is something we seem to be talking about quite a bit. The benefit that such a setting gives is the multi-layers of sub plots we can have in it. It's contemporary world with contemporary social customs so we all know the kind of physical geography and should be comfortable describing it. The current world's laws are torn down and our community can make its own. Want slavery? We have slavery. Want public nudity and sextoys being paraded about by their dom(me)s? You got it. Want to play a military defence force that has to go out on search and raid missions to gather supplies into the unknown? Yep. School play? Medical play? Trading? It can all fit in to this community. An overreaching story arc of Something Big happening (whatever that is) will add an impetus to the whole thing. I've yet to see his ideas but it seems promising. It even allows players who wish to take a break to 'go home' and stay in their quarters until they want to come out to play again.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>21-06-2010, 15:37:11</strong>
			</dt>
			<dd class="postbody">
				I'm still rather interested in the "Gated Upper Class versus Wasteland Lower Class" sort of scenario, as Haibane explained so eloquently.<br><br>As for Corvus' idea, I think that it would also work...but it would be tricky.&nbsp; While he is correct that normal power plants would eventually just shut themselves down from lack of upkeep, I don't think the same could be said for <em>nuclear</em> power plants.&nbsp; Now a Meltdown does not mean an explosive reaction like most people seem to think, but I've been told that after about a month without being staffed they would indeed fail in a rather spectacular manner.&nbsp; It wouldn't mean the end of all life, but certain areas of the world would essentially become Chernobyl 2.0 on a massive scale.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>21-06-2010, 15:56:27</strong>
			</dt>
			<dd class="postbody">
				If anyone has seen the 'Life After People' documentary it would seem that if every living person simply vanished instantly that we would have not very much trauma in cities at all. Household electric appliances tend to be fairly trouble free and operate as they are intended to operate without human control, things like PCs and TVs and fridges and ovens just go on... and on... washing machines and dishwashers finish their cycles and go into standby. Such items as hot irons and possibly ride-on lawnmowers - and in a more spectacular sense cars, trains and aircraft would all crash or burn but I think the spectacular failures would be relatively minor.<br><br>Huge industrial plants are designed so they shut down without human inputs rather that fail catastrophically. Rules set by insurance companies and the environmental departments of governments ensure this.<br><br>Traditional coal- and oil- fired power plants are fuelled continually and manually by their operating staffs so within a few days all these sources of electricity would fail. Nuclear plants would run on, possibly for months it seems but these (quite obviously) are designed so that if human operation ceases they close down safely and don't go boom.<br><br>Yes there could be a small number of spectacular failures but 90% or more of the human world would simply fall silent, to be taken over by the animal and plant world in quite short order. In the documentary that's been mentioned, its postulated that in as little as 200 to 300 years whole cities would literally vanish and become little more than forests or forested 'hills'.<br><br>If you like your post-apocalyptia to have some edge of realism behind it, its worth a watch. Good for ideas and it contains many memorable images.<br><br>http://videosift.com/video/Life-After-People-full-documentary (http://videosift.com/video/Life-After-People-full-documentary)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Lithos</strong> on <strong>21-06-2010, 19:58:28</strong>
			</dt>
			<dd class="postbody">
				It could well be possible to combine the gated community idea with this population drop thing. There are few possibilities to do this: <br><br><ul class="bbc_list"><li>It could be small community of people who were selected by what ever force before the event to form small society that was sheltered from the near extinction by some advanced means. Then it would be mostly rich and the political elite of the old </li><li>It could be community that has formed in the first, say, ten - twenty years after the disaster </li></ul><br>In either way we could arrange things so that the society has the class / power structure of what ever kind we find appealing. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>21-06-2010, 20:05:37</strong>
			</dt>
			<dd class="postbody">
				That would be an excellent way of mixing the two ideas, actually!&nbsp; That way we could have another contrast of all these well-to-do individuals with a coordinated government, upper class, and technology, and a largely barren world filled with empty cities and roaming survivors as opposed to the overpopulation idea.<br><br>I had actually played an interesting game called Metro 2033 a few weeks ago where some unnamed disaster struck, leading most people underground because the air above ground became difficult to breathe.&nbsp; I'm not sure if the composition of the air was altered or if there were toxic gasses.&nbsp; Those venturing above ground into the emptied cities for supplies had to wear gas masks with air supplies.&nbsp; Meanwhile, the gated community could have some sort of field in place to regulate the atmosphere.<br><br>Maybe that's a bit <em>too</em> harsh though?&nbsp; At this point I'm just throwing out different variations on this same idea, since that seems to be where we're narrowing things down to.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>21-06-2010, 21:39:36</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3182704#msg3182704">Quote from: Haibane on 21-06-2010, 13:25:36</a></div></div><blockquote class="bbc_standard_quote">If we go with just 1% of the worlds population remaining after X reason that leaves everything intact we need a premise that brings individuals together. Seeing some of the post-apocalyptic group games that I have that begin with players posting up their characters actions in widely separated places makes me wonder why it is called a group game at all - the chances of individuals encountering others seems so low.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I was thinking the premise could be, say someone broadcasting a radio signal via a military radio or HAM radio relaying their location and asking if anyone is out there... sorta like what Will Smith's character did in <em>I Am Legend</em> or the British soldiers did in <em>28 Days Later</em>. This could be an excellent premise to draw people to one location. Perhaps there is already a very small gathering of people there already (could be players or NPCs).<br><br><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3182704#msg3182704">Quote from: Haibane on 21-06-2010, 13:25:36</a></div></div><blockquote class="bbc_standard_quote">I have had an exchange of PMs with Urban and he is working on a version of the 'Gated Privileged but Corrupt Community' theme in a post apocalyptic or dystopian setting which is something we seem to be talking about quite a bit.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>The gated community could easily be done by walling off a few streets, welding and bracing doors and windows up to, say the third or fourth floors, and setting up guard posts at strategic locations around the community's perimeter, which could be anything from a single building up to a city block... or two.<br><br>Speaking to your mention of Urban's WIP you also mentioned:<br><br><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3182704#msg3182704">Quote from: Haibane on 21-06-2010, 13:25:36</a></div></div><blockquote class="bbc_standard_quote">... It even allows players who wish to take a break to 'go home' and stay in their quarters until they want to come out to play again.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Just to point out an option for that same allowance in the game idea I mentioned, players could either opt to go to their hotel room (since we could set up shop in or next door to or down the street from a posh hotel) or they could simply say that they have gone "shoping" ... foraging, raiding, trading, hunting ... whatever. Maybe they've gone looking for more medical supplies, to work on their latest project of somehow getting running water to the building, getting the electricity to the building, etc. <br><br><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3183820#msg3183820">Quote from: Lithos on 21-06-2010, 19:58:28</a></div></div><blockquote class="bbc_standard_quote">It could well be possible to combine the gated community idea with this population drop thing. There are few possibilities to do this: <br><br><ul class="bbc_list"><li>It could be small community of people who were selected by what ever force before the event to form small society that was sheltered from the near extinction by some advanced means. Then it would be mostly rich and the political elite of the old </li><li>It could be community that has formed in the first, say, ten - twenty years after the disaster </li></ul><br>In either way we could arrange things so that the society has the class / power structure of what ever kind we find appealing. <br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I think we should start out much closer to the near extinction level event... say within 5 years. This way things are still relatively fresh in everyone's minds and the scenery hasn't changed too much, aside from the various areas of destruction caused by natural and man-caused disasters (and I do NOT mean terrorism... pfft)<br><br><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3183860#msg3183860">Quote from: Shihong on 21-06-2010, 20:05:37</a></div></div><blockquote class="bbc_standard_quote">That would be an excellent way of mixing the two ideas, actually!&nbsp; That way we could have another contrast of all these well-to-do individuals with a coordinated government, upper class, and technology, and a largely barren world filled with empty cities and roaming survivors as opposed to the overpopulation idea.<br><br>I had actually played an interesting game called Metro 2033 a few weeks ago where some unnamed disaster struck, leading most people underground because the air above ground became difficult to breathe.&nbsp; I'm not sure if the composition of the air was altered or if there were toxic gasses.&nbsp; Those venturing above ground into the emptied cities for supplies had to wear gas masks with air supplies.&nbsp; Meanwhile, the gated community could have some sort of field in place to regulate the atmosphere.<br><br>Maybe that's a bit <em>too</em> harsh though?&nbsp; At this point I'm just throwing out different variations on this same idea, since that seems to be where we're narrowing things down to.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I think that whatever the cause for the large population decrease, there would most likely be government entities intact somewhere in just about any country. That could or could not be a factor in our game, depending on everyone's opinion on the matter. Personally, I think it could be an interesting and fun sub plot.<br><br>As far as using gas masks to venture out, I think this would also depend on the cause of the large population decrease and if we do use them, I think we should reach a point, hopefully not TOO long into the game where someone discovers (either by accident or by scientific testing) that the air is finally safe to breath again... this way we can have our smut without wearing gas masks... although I'm sure some amongts us would get into that, yeah? We have a pretty diverse and perverted crowd here. :D<br><br>NOTE: I'm not trying to shove this idea down anyone's throat, just thinking things through and trying to be as realistic as possible and plug any holes ( &gt;:) Hey, Haibane... how <em>YOU</em> doing?) that might be mentioned.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>21-06-2010, 23:43:26</strong>
			</dt>
			<dd class="postbody">
				I'd say if we want to keep things looking relatively like modern day a disease would be the best way to go for why the population has dropped off, there aren't many other things I can think of that would leave most stuff intact. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>21-06-2010, 23:59:13</strong>
			</dt>
			<dd class="postbody">
				Wars? Revolution within a country? Economic collapse and anarchy? Simply a community that wants to be closed off (aka Waco without the religious nutcases)? We don't need a reduced population I don't think - just a changed/damaged society that is sufficient for this band of 'haves' to wall themselves in and make their own society.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>22-06-2010, 00:42:02</strong>
			</dt>
			<dd class="postbody">
				Exactly.&nbsp; On the one hand, I feel as though we should have a setting "meaty" enough for those of us who prefer things that way, but on the other hand I think we should strive to keep the basic premise simplistic enough for everyone to enjoy without getting bogged down.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>22-06-2010, 01:03:44</strong>
			</dt>
			<dd class="postbody">
				Well my main reason for thinking that a population reduction is needed is that in any society the havenots are going to outnumber the haves by ALOT so there has to be some way for the haves to keep the havenots from simply taking what they have. Now the military could be used...but it would have to be a sizable portion...I mean anything less than a big garrison would be overwhelmed by numbers eventually. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>22-06-2010, 01:29:28</strong>
			</dt>
			<dd class="postbody">
				I agree with Urban. Without a population decrease, I'm thinking along the same vein as Urban whereas the <em>havenots</em> would severely outnumber the <em>haves</em> and could easily overpower them with just sheer numbers... ulness they were killed which would lead us back to a population decrease, just on a different scale. The decrease doesn't have to be as sever as 99%, even though this would still leave 68 million people on earth and nearly 3.5 million in the US. Granted this is much, much less than the nearly 7 billion total earth population and 307 plus million in the US, but it's still quite a few folks... they just have a whole shit-ton more room to do whatever and resources help them survive or achieve other ends.<br><br>I also agree that the best explanation for a massive population decrease would be a pandemic of sorts such as some monster flu virus (avian or swine or mabye another flu... the flying pig flu. Hey, that could be kinda funny and neat with everyone referring to the event with some sort of "when pigs fly" reference. HAHA! :) ) On the other hand, if we wanted it to be more mysterious and add some sci-fi type flavor to the story for our more sci-fi nerdy geeky types ;) we could have some unexplained event such I mentioned earlier where everyone simply vanished off the face of the earth in the blink of an eye. I would still steer clear of aliens and religion, though, and perhaps use something more along the lines of what DA and Haibane mentioned earlier with time dialation or some unexplained comsic rift that transported most everyone somewhere or sometime else and we are the ones left behind? Food for thought.<br><br>Having only 1% of earth's population, just as a sidenote, would take us back to the population of earth as it was sometime between 1,000 B.C and probably 500 B.C.<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>22-06-2010, 01:54:49</strong>
			</dt>
			<dd class="postbody">
				I think people might be thinking of too dramatic a scenario perhaps.<br><br>How about if there are a LOT of Haves and they build many closed communities. Life isn't all rich lazy effete corruption inside such communities; everyone has a job, works hard or leads or protects; life in such places might not even be very nice for some/many (as applicable) there could be a good few Have Nots within such a community but they would be the slaves or other menials.<br><br>There might not be much incentive for the Have Nots to even bother attacking such well-defended places.<br><br>I don't think you need to look far within our present society to see enclaves of Haves lording it up while the rest of us just ignore them and carry on. I agree that the super rich, the airhead celebrities, the private island owners, the club members, the elite golf club members don't so much as physically defend what they have but the analogy is there.<br><br>Just because the Haves have something it does not necessarily follow that the Have Nots will want what they have. Many may be quite content with a much simpler freer anarchic agricultural way of life after whatever it is that has befallen this world.<br><br>Following a major war (internal or external, military or economic) in an already very underpopulated country such as New Zealand or Australia I think you could very easily have a couple of dozen extremely well defended enclaves boasting enough hardware and numbers of defenders to discourage the outsiders - who in a fallout type scenario would be dispersed and in disagreement with each other as well.<br><br>Or a plague could be the cause if people really feel a very low population is better, but the proportions of Hs to HNs will be similar no matter what scenario you draw up - whether its an enclave of 1000 people attacked by 10000 outsiders or 10 attacked by 100, the proportions are likely to be similar right down to the lowest end of the scale of numbers. Maybe the enclave our characters inhabit is an especially strong one and 20 miles away are a couple of weak ones and its those that take all the heat.<br><br>I'm sure that without struggling too much with convoluted explanations we can come up with any setting we choose and it will be as justifiable as the next.<br><br>I'm all for simplicity. Simplicity in backstory and simplicity of execution. Simple things that everybody can quickly grasp.<br><br>I personally am in favour of a very small community, just the players in fact with no NPCs. I was considering a place that has a civilian workforce or people of leisure plus an armed defence force. If 15 of us played such a game and took 2 characters each (one resident, one soldier each) we would have a community of 30 people, half of whom have fun at home (aka smut), half go out on patrols and such (aka action). The patrols will contact external forces that will provide an over-reaching story arc all of whom would be NPCd by the GMs. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>22-06-2010, 04:16:27</strong>
			</dt>
			<dd class="postbody">
				Man, I should have checked this board sooner, so much as been discussed.&nbsp; Alright, here's my 2 cents.<br><br>I love the idea of 2 GMs.&nbsp; That way, a single person isn't overwhelmed and if someone has to take a break or be away, the other can take up the slack.<br><br>On the game setting, whatever world we choose to create, my question is, is this going to be smut only or is there an overall story that will have a beginning, middle, and end?<br><br>I love the idea of sex being as casual as a handshake.&nbsp; Especially if it is in an Elitist society where the upper class can boink whomever they want.&nbsp; &nbsp;This sort of setting would be perect in an urban setting, like the Herodias Academy game where the girls were encouraged to have sex.&nbsp; Also, an urban setting would be most familiar to everyone.&nbsp; <br><br>A futuristic setting or post-apocalyptic setting could invoke slavery theme.&nbsp; I think I remember a game that was called Slave Hunt.&nbsp; Some people were hunters and others were soon to be slaves.&nbsp; <br><br>A school theme would be fun with the sex being casual and acceptable among students and teachers.<br><br>One idea that brewed in my head is a school where the students are taught to be dungeon masters or mistresses.&nbsp; They are obligated to bring someone to "break" and their assignments would be to teach their sub to perform sexual acts perfectly and are graded by how well the sub performs.&nbsp; <br><br>As for my personal preferences, I'm submissive by nature.&nbsp; I can play female or male.&nbsp; My female character can be dominated by either a male or female, but my male must always be dominated by another male.&nbsp; I'm weird that way.&nbsp; LOL<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>22-06-2010, 04:25:46</strong>
			</dt>
			<dd class="postbody">
				Aragem mentions several themes close to my heart. I've been running a BDSM academy for lesbians game on and off now for close on two years and I always enjoy doing scenes in it. Someone above, maybe it was you Corvus, said you didn't enjoy school games but some of my most enjoyable RPs have been in fairly simple school settings, or something akin to that.<br><br>I think, overall, I prefer games with a smut-heavy reference over action games.<br><br>A BDSM academy does sound like it would be fun.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>22-06-2010, 04:32:24</strong>
			</dt>
			<dd class="postbody">
				Whatever we do decide upon, I'd like it if we can try to strike a balance between smut and plot (note that this doesn't necessarily mean <em>action</em>, ie: fighting).&nbsp; I may just be speaking for myself here, but I find it difficult to maintain interest in a roleplay unless there is some sort of progress for me to latch onto <em>beyond</em> the relationships between characters.&nbsp; In other words, I prefer a non-static environment as much as I love non-static characters.&nbsp; I think that such a thing is indeed achievable, especially if we decide upon the earlier system of making new threads when things get hot and heavy, rather than cluttering the main thread with a sudden splurge (if you'll pardon the phrase) of posting between only two or three people that suddenly jumps the page count ahead two or three spaces.&nbsp; That isn't to say that the main thread couldn't have plenty of suggestive and sexual things going on, just that it might be wise to take the more "in-depth" scenes elsewhere, where any of the other players can feel free to jump in.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>22-06-2010, 04:35:41</strong>
			</dt>
			<dd class="postbody">
				With a school setting, there could be a lot of plot settings.&nbsp; Like two subs belong to rival students could fall in love.&nbsp; One of the students could be a spy from a enemy country or rival school.<br><br>Though, that does bring into consideration that that would mean several plots being strung together.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>22-06-2010, 04:49:24</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3182704#msg3182704">Quote from: Haibane on 21-06-2010, 13:25:36</a></div></div><blockquote class="bbc_standard_quote">The current world's laws are torn down and our community can make its own. Want slavery? We have slavery. Want public nudity and sextoys being paraded about by their dom(me)s? You got it. Want to play a military defence force that has to go out on search and raid missions to gather supplies into the unknown? Yep. School play? Medical play? Trading? <br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>*subby squirm* Well, you sold me...<br><br><br>On the "how did we get here", I admit to really rather hating the disease one. I work on infectious disease epidemiology for a living, and biological veracity feels too much like work, and off the wall stuff breaks the 4th wall for me.<br><br>But that's my own personal hangup.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>22-06-2010, 05:17:41</strong>
			</dt>
			<dd class="postbody">
				Has anyone seen the episode of conspiracy theory where they talk about the underground bunkers? Supposedly there is a real life plan in effect by the U.S. government in case of a world wide disaster to gather up the imporant people: Government leaders, Military personelle, scientists, business men, engineers, doctors, geneticists, etc and hide them in bunkers. The event they are supposedly preparing for is one that might solve all are problems here without unleashing a plague. A large scale solar flare from the sun. Such a flare would send out a Electromagnetic Shockwave that would instantly shut down all modern tech. Power grids, computer systems, cars, planes, everything. Think of the chaos that would bring. 7 Billion people with out power, heat, transportation, or money. Being instantly sent back to the dark ages. Everyone but those few who planned ahead because they were important enough to be prewarned or "apocalypticaly obsessed nutcases". In short, us. Hows that for a reason for a walled community of Haves and a slightly reduced population of have nots?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>22-06-2010, 05:21:54</strong>
			</dt>
			<dd class="postbody">
				Hmm, sexy.&nbsp; I like the idea of a politician boinking a young girl on his desk enjoy the fruits of his position.<br><br>We're eventually going to have to come to a decision, but there are so many good ideas. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>22-06-2010, 05:32:09</strong>
			</dt>
			<dd class="postbody">
				And as Haibane stated earlier, we're not exactly limited to a single game.&nbsp; Putting 15 or so people together for a brainstorming session and you're bound to get conflicting opinions or ideas.&nbsp; Regardless of what game we go with first, I assume we'll just be keeping this thread up as a way to keep in contact with largely like-minded writers and discuss new ideas for games as they come to mind.&nbsp; A group game is the aim here, but if smaller two or three or four or however many person games come out of it along the way, I think we could consider this endeavor a success. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>22-06-2010, 05:36:50</strong>
			</dt>
			<dd class="postbody">
				Oh!&nbsp; That's even better.&nbsp; And this could be a good place to post a player's wanted whenever you've decided on a game.&nbsp; <br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>22-06-2010, 05:41:41</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3186294#msg3186294">Quote from: Haibane on 22-06-2010, 04:25:46</a></div></div><blockquote class="bbc_standard_quote">Someone above, maybe it was you Corvus, said you didn't enjoy school games but some of my most enjoyable RPs have been in fairly simple school settings, or something akin to that.<br><br>I think, overall, I prefer games with a smut-heavy reference over action games.<br><br>A BDSM academy does sound like it would be fun.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Nope, that wasn't me. It was Lithos. I've never played a school game and not sure if I would like it or not. I wouldn't be opposed to it as long as it didn't get repetitious or we weren't always in the classrooms or in the school. I think that's one thing I like, just like Shihong said, I enjoy a non-static setting. I'm sure that's not a problem, just I'm having difficulty right now drawing inspiration for character creation and such. But like I said, I'm not closed minded to it.<br><br>As far as smut and action. Action doesn't necessarily have to be fighting of any kind... just some action or drama that helps break the monotony of just smut smut smut, sex sex sex. don't get me wrong, I love my smut, it's mostly why I'm here at E and not RPing somewhere else. But I like other things too and so I would to have my cake and eat it too. Sorta like DA said. I want my action with smut and my smut with action. :D<br><br>The Solar flare idea is a good one: Instantaneous power failure resulting in many deaths, though not nearly on the level of an extinction level event. I don't know, let's hear what some of the others have to say ... some of you quite ones out there. :)<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>22-06-2010, 05:44:47</strong>
			</dt>
			<dd class="postbody">
				Who says that we have to know what the apocalyptic event was?&nbsp; <br><br>It could be an alternate world or future.&nbsp; The movie the Road, never stated what happened to make the world go to hell the way it did.&nbsp; And the story was no less enjoyable.&nbsp; And it's our game, it doesn't have to be scientifically accurate.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Rhoswen</strong> on <strong>22-06-2010, 08:22:45</strong>
			</dt>
			<dd class="postbody">
				Hello everyone I'm Swanfeather; possibly changing that headliner soon enough. Anyway, I'm in...&nbsp; <br>&nbsp;<br>I liked the ideas spoken on thus far for the last page; I have no objections to smut&nbsp; &gt;:) . Ok, I have tried a school setting before, only it was not very well ran by the GM. Personally I do hope the two GM proposal is set in stone soon enough, as I agree it helps. <br>&nbsp;<br>Hmmm, Aragem makes for a good rebuttal on the apocalyptic scenario; it being what ever we make of it. There are more then enough ideas through movies to create a scenario for any world we imagine. I for one shiver at the idea of the movie recently gracing the silver screen as the famous number “2012.” If no one has seen it, Google it, that would be my suggestion. If you have seen it, what from it, might we learn that will help create such an event on any world…that is conceived.<br>&nbsp;<br>In view, of mentioning what triggered an apocalyptic event, or not as a scenario for the new RP; I believe in the movie “The Day After Tomorrow,” the explanation of cause was not an issue as much as the crisis. I could be wrong, it has been awhile since I last looked at movie…but it shouldn’t matter too much. Both cases work, to tell, or not to tell of the reasons behind the doom; therefore it remains as an option. It can best be relied on what the characters want know, or need to know. How much narration (fluff) will go into the pre build of the underlying story if such will exist.&nbsp; <br>&nbsp;<br>&nbsp;<br>&nbsp;Don’t have me repeat myself …it was past 2 am when I wrote this…so show me some grace over it...slap my bottom if you must but be gentle&nbsp; XD .
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>22-06-2010, 09:35:30</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3187537#msg3187537">Quote from: Swanfeather on 22-06-2010, 08:22:45</a></div></div><blockquote class="bbc_standard_quote">Don’t have me repeat myself …it was past 2 am when I wrote this…so show me some grace over it...slap my bottom if you must but be gentle&nbsp; XD .<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Ooh, that sounds like a job for me! Assume the position, Swan.&nbsp; 8-)<br><br>You know, just to throw something else out on the table, let's forget the post apocalyptic idea for a bit. What if our little community is set in a modern or near future setting which focuses primarily on a large mansion out away from any metropolitan areas. An underground organization of sorts which caters to the extremely wealthy and powerful where membership is by invitation only and they must pass some sort of stringent screening process to see if they will be a fit. Think of the the underground cult-like party in Stanely Kubrik's <em>Eyes Wide Shut</em> which carried heavy satanic or illumanti undertones... only we could ditch those undertones and take up others... and our community would have more substance and a purpose which escapes me at this late hour. I know this falls in closely with Haibane's Maid Mansion game being played but it kind of appeals to me. Just an idea I'm throwing into our little Think Tank. Discuss.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>22-06-2010, 12:55:51</strong>
			</dt>
			<dd class="postbody">
				Hi Swanfeather! Thanks so much for coming.<br><br>That sounds quite smutty and not very actiony Corvus... but I like the basic premise since my own Herodias Academy basically uses that very idea in a slightly different way. I like the idea of the community being set in the contemporary world as well, it lets everyone get an immediate handle on it so we're all comfortable at once.<br><br>To provoke some plot into that there might be a need to have an outside influence though. It doesn't have to be a 'baddies vs goodies' setup, but something that applies pressure, tension or a reason for this community to be the way it is.<br><br>Going back to Herodias the setting behind that was an ordinary smart regency building in a smart middle class rural town in southern England. The academy took in well to do young ladies on invitation only (it had its field personnel out scouting for likely suitable candidates). The staff were all female as were the students. Fees were very high - no riff-raff. The school taught some traditional subjects but leaned towards those that had real life application such as mathematics, English, languages, some of the arts, computer sciences, business management, politics, economics and so on. The purpose of the school was to create and send out skilled dominant females into the world of business, politics and religion and to gain a toe-hold of influence in the sectors that mattered; governments, churches, major industry and so on. It was revealed that the 'Herodias Society' had a number of similar academies in other countries, all working towards an order-changing policy.<br><br>Now as well as producing dommes who would take the reins, the school needs to train them to be dominant and so the second class of students it recruits are submissives as willing material for them to hone their skills on. The game actually only revolves around the lesbian D/s relationships (because that was what I had a craving to do at the time) and these are carried out in a communal dorm and bathroom with lots of humiliation play and all that nice stuff.<br><br>The one fantasy element I introduced was that the students and school are well known in the local town and the academy funds many local initiatives such as homeless shelters, community halls and pretty much has the local council in the palm of its hand. As a result the local police and residents turn a blind eye to some D/s play in the town itself such as subs being led around on leashes, with hands bound, gagged perhaps and even some daring clothing (but not outright nudity which I thought was pushing the bounds of realism too far). The purpose of the 'in public' option is to explore humiliation themes for any submissive characters. We haven't in fact got around to such scenes yet but its my aim to do so.<br><br>The point of the submissives is that once fully trained they too have a purpose in the Society's plan which is to be sold to or rented out to senior religious, political or industrial figures for the purpose of controlling these men or women and even blackmailing them, thus adding to the Society's influence in the spheres it had chosen to work its insidious processes...<br><br>Suitable submissives who cannot afford the fees are employed as maids. My subby naughty maid craving of mine surfaced here long before I used it again in Maid Mansion.<br><br>But all that aside, and for our purposes, such a setting gives a closed community, with elite social overtones, one with any perversions we might want to explore, D/s play which seems to be very popular on E, or anything else, and an external reason (plot) to be doing what it is doing. If people wanted to concentrate on the outside plot more that would work very well with some characters perhaps being in an agency that had become aware of what the community's purpose might be and had begun working to thwart them.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>22-06-2010, 14:38:53</strong>
			</dt>
			<dd class="postbody">
				I like how Haibane's games arrange it where people go in knowing they are going to be having sex.&nbsp; There no resistance, or "I don't want to have sex, but I'm enjoying it anyway".&nbsp; It skips that bit and goes right into the meat of the game.<br><br>Now, I'm not saying that it should be all smut.&nbsp; Smut is fun!&nbsp; That is why most of us are in E anyway, where we can RP in a world with no limits.&nbsp; There could be an overall plot or there could be a distant threat that the characters must prepare to fight or defend against.<br><br>A contemporary world would be most useful and efficient.&nbsp; We make the rules.&nbsp; Our characters will adhere to those rules.&nbsp; Establishing a setting in a fantasy opens too many "options".&nbsp; Like what fantasy setting?&nbsp; A setting like Lord of the Rings?&nbsp; Will there be elves, will monsters be included?&nbsp; And of course that brings in the possibility of magic.<br><br>As for the post-apocalyptic theme, we don't necessarily have to decided upon a cataclysmic event.&nbsp; It could be anything or even a huge war.&nbsp; Just say the Great War happened and that should suffice or we could never say what happened.&nbsp; &nbsp;The world is what it is.&nbsp; Unless the plot concentrates on discovering what happened in the past, then we need not dwell on that aspect.<br><br>There can be a decent plot in a school setting.&nbsp; I mean. .. . . (don't stone me) look at the Harry Potter series.<br><br><br>EDIT:<br><br>I think its time for us to put this to a vote.&nbsp; We're not voting on the game itself, but the setting.&nbsp; From what I've read in this thread, the majority is leaning toward either a contemporary setting or a futuristic set after an apocalypse.&nbsp; <br><br>Now under contemporary could be games like (for example) Herodias Academy or Maid Mansion.&nbsp; Where there is a US government, all the governments are intact and there is the world order that we live under, but the rules are different in regards to sex where there exists an underground sex trade or organization or it could a situation where sex is much more casual and it is not uncommon to see a dom walking his/her sub down the street on a leash and collar.<br><br>Post-apoc would be games where there is a new world order like Fallout or Metro 2033 for example.&nbsp; In this we could have the fun stuff like blasters, robots, etc. or it could be rustic setting as in Metro 2033, where we struggle for survival.<br><br>I know there are people who want a plot, but we can figure out a plot once we have the setting set in stone.<br><br>I'm not trying to take over or anything like that.&nbsp; But I feel that we need to sorta move forward at this point in order to create a game that everyone is happen with.<br><br>So I hope its safe to say that our two choices is Contemporary and Futuristic.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>22-06-2010, 15:17:45</strong>
			</dt>
			<dd class="postbody">
				That seems a good basic choice. I can't see that any other setting has received as much support. I think a few people like something magical but that would appear to have a less universal appeal.<br><br>A future setting need not have futuristic weapons - we could drop the game a mere 20 years in the future so that weaponry is still conventional. I'm open to both options.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>22-06-2010, 15:26:50</strong>
			</dt>
			<dd class="postbody">
				I would prefer something near-future as well (though like Haibane noted, that doesn't suddenly mean robots and lasers), and preferably a setting following some disaster.&nbsp; Economic, political, biological, environmental, whatever.&nbsp; Something that forced some sort of drastic change in the way most people live their lives.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>22-06-2010, 15:39:07</strong>
			</dt>
			<dd class="postbody">
				Okay, so far that is:<br><br>Future: 1<br><br>Contemp: 0<br><br>Neutral (people who are open to either) 2<br><br>My vote is included, but if it comes to a draw, neutral people will be needed to break the tie.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>22-06-2010, 16:21:28</strong>
			</dt>
			<dd class="postbody">
				Oh, sorry. I wasn't very clear there. When I mentioned being open to both options I meant a farish future or a nearish future. If I had a preference between contemporary and any future at all I'd go for contemporary, by a big margin.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>22-06-2010, 16:24:43</strong>
			</dt>
			<dd class="postbody">
				Oh, sorry about that.<br><br>Future: 1<br><br>Contemporary: 2<br><br>I went ahead and made my decision.<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NileGoddess</strong> on <strong>22-06-2010, 16:47:58</strong>
			</dt>
			<dd class="postbody">
				I guess I'll cast a vote for neutral. To be honest, I'll have to wait to see what the full details are before I can commit.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>22-06-2010, 17:26:43</strong>
			</dt>
			<dd class="postbody">
				I'll be voting for future, though if the vote swings for contemporary I'll still most likely be interested in the game. I'd also like to say that on a personal note my muse tends to lose interest rather quickly if there isn't a plot/overarching story. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>22-06-2010, 17:32:49</strong>
			</dt>
			<dd class="postbody">
				I prefer contemporary, close to contemporary, or contemporary with a twist over futuristic.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>22-06-2010, 18:23:08</strong>
			</dt>
			<dd class="postbody">
				Future: 2<br><br>Contemp: 3<br><br>Neutral: 1<br><br>We'll think of a plot or an arch, but right now we're focusing in the setting so we can plan what we're going to do.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>22-06-2010, 18:34:30</strong>
			</dt>
			<dd class="postbody">
				I would like to reiterate - if people wish to discuss separate games, please do. You won't offend me and by extension I trust none of those here would be offended either.<br><br>If the consensus falls towards a setting I did not vote for I will still play. I'm hoping most of you will think likewise? I'm sure that great in-character playing is the thing we seek most and that comes above all other considerations. For example if the rest of you were simply awesome and created such a great set of characters I'd even play in one of my 'hard off' settings with demons and angels.<br><br>Taking your comment on-board Urban, it looks like we need to create a game that can cope with smut-oriented scenes and relationships that can happen in depth away from/alongside the Big Plot. I've had various ideas recently about how to massage, skip, stall and otherwise ignore the flow of time between different scenes. These are ideas I'd like to try out on the current Guinea pigs so that should not be an issue.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>22-06-2010, 19:05:22</strong>
			</dt>
			<dd class="postbody">
				Haibane relates my feelings as well.&nbsp; I'll play regardless of the setting.&nbsp; It's just my heart is leaning toward one more than the other.&nbsp; If the setting I didn't vote for doesn't win, I will still play.<br><br>I will keep the tally private for now since it was pointed out to me that revealing the results might affect's people's decisions.&nbsp; Once we're done voting, I'll show the results and you are free to double check it by reviewing this thread.&nbsp; <br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>22-06-2010, 22:02:37</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3188821#msg3188821">Quote from: Haibane on 22-06-2010, 18:34:30</a></div></div><blockquote class="bbc_standard_quote">Taking your comment on-board Urban, it looks like we need to create a game that can cope with smut-oriented scenes and relationships that can happen in depth away from/alongside the Big Plot. I've had various ideas recently about how to massage, skip, stall and otherwise ignore the flow of time between different scenes. These are ideas I'd like to try out on the current Guinea pigs so that should not be an issue.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Stealing shamelessly from another game that handled this:<br><br>The main thread is for the main plot. Major digression - be they pet projects, love scenes, or just things that interfere with the flow are probably best handled, at least briefly, in PMs. We then had another thread that was essentially a repository of stitched-together PMs, posted in the form of vignettes etc. so other players could read what had been going on behind the scenes without derailing the main thread.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>22-06-2010, 23:02:42</strong>
			</dt>
			<dd class="postbody">
				I like to read everything that goes on in a group game so I dislike PMs. I would set up separate threads for such requirements.<br><br>Elliquiy is very generous with thread allocation in group games: Threads allowed per game = players x 2.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>22-06-2010, 23:12:01</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3190219#msg3190219">Quote from: Haibane on 22-06-2010, 23:02:42</a></div></div><blockquote class="bbc_standard_quote">I like to read everything that goes on in a group game so I dislike PMs. I would set up separate threads for such requirements.<br><br>Elliquiy is very generous with thread allocation in group games: Threads allowed per game = players x 2.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>The idea of the "Vignettes" thread is that you do end up reading what goes on in a group game, but after its completed. ;)<br><br>But its in a thread with way a way better PM interface than E &gt;.&gt;<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>22-06-2010, 23:17:34</strong>
			</dt>
			<dd class="postbody">
				I would disagree. As a GM I'd need to know what is going on in the game real time - as posts are made. And a forum posting is technically no different to PMs plus there is no need to construct the thread later (which is a major headache). Group game play with someone working in PMs is a big no from here. It defeats one of the main reasons for having a group.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>23-06-2010, 00:09:48</strong>
			</dt>
			<dd class="postbody">
				Alright. Just something from my experience with the most successful game I've been in to date. As with all things, it can be disregarded at will.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>23-06-2010, 02:40:14</strong>
			</dt>
			<dd class="postbody">
				As far as my vote on Contemporary vs. Future I can swing both ways, but I think I'm leaning a little more towards the Contemporary side (which includes NEAR future as well, in my book, since not much would have changed from contemporary)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zillah</strong> on <strong>23-06-2010, 02:45:37</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3191128#msg3191128">Quote from: Corvus on 23-06-2010, 02:40:14</a></div></div><blockquote class="bbc_standard_quote">As far as my vote on Contemporary vs. Future I can swing both ways, but I think I'm leaning a little more towards the Contemporary side (which includes NEAR future as well, in my book, since not much would have changed from contemporary)<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I was looking at this the same way. I vote for Contemporary, but I'd also count 10 years from now as "Contemporary".<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aiden</strong> on <strong>23-06-2010, 02:51:00</strong>
			</dt>
			<dd class="postbody">
				I'm Neutral, so put me down as that. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Rhoswen</strong> on <strong>23-06-2010, 06:18:43</strong>
			</dt>
			<dd class="postbody">
				Contemporary is more where I'll lean; its just easier to stay focused in mind....I can play in either period of time not an issue.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>lacuna</strong> on <strong>23-06-2010, 06:23:54</strong>
			</dt>
			<dd class="postbody">
				I vote for contemporary, and I do agree with Zillah that contemporary for me I'd say would be anywhere in and up to the next 10 - 20 years I suppose? Any society where the technology hasn't majorly changed the way society functions (still a somewhat vague definition but yeh...). I'm not sure I will play if the role gets to futuristic. It really isn't my forte... I suppose at that point it would depend on th eplot we decided on.<br><br>I also dislike the idea of PM roleplaying because it gets cluttered and hard to understand I think if two characters have done something to drastically change their dynamic and no one else has access to the information... that that's just my opinion.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>23-06-2010, 09:38:30</strong>
			</dt>
			<dd class="postbody">
				I would like to do near future. Something where medicine, tech, and art have been advanced some but not beyond the realm of "our next steps. So maybe laser pistols are being used but they require battery packs still so most people still use conventional guns. Medicine can enhance you for a price but changing your species or giving everyone superpowers still isn't an option. Robots are possible but not trusted, etc. So I guess by everyones standards that's still contemporary, right?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>23-06-2010, 14:08:17</strong>
			</dt>
			<dd class="postbody">
				Robots and laser pistols would be future for me, not contemporary or near-contemporary. Though 'robots' I know is a vague concept too since the Japanese have housecleaning and companion robots on the market now. Robby the Robot and the sorts of entities Will Smith faced in 'I Robot' are not near-future though.<br><br>I think Lacuna summed it up well when she said that the technology would not change society much but advance a little in the direction it is heading. One of the nice advantages of 'near-future' (10-20 years hence) is you can add-in small fantasy elements such as safe recreational and sexual drugs or slant society in one major way such as having slavery reintroduced (for reason X).
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>23-06-2010, 15:18:35</strong>
			</dt>
			<dd class="postbody">
				I'd consider robots to be beyond the realm of what we could achieve in 10-20 years (at least believable, sentient ones), but lasers are not quite an impossibility.&nbsp; It would more be like a focused wave of intensively uncomfortable heat though, probably used to keep citizens in line rather than actually <em>kill</em> anyone.&nbsp; They're already working on such weapons for military use.&nbsp; There are videos online last I checked, with test subjects being forcibly turned back because the heat became too much.&nbsp; Not "spontaneously combust heat" though.&nbsp; More like...&nbsp; "Stimulates-pain-nerves-heat".&nbsp; Guns would still be the weapon of choice.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>23-06-2010, 16:14:40</strong>
			</dt>
			<dd class="postbody">
				Having spoken by PM with a couple of people I think we may need to make 'Contemporary' exactly that. Today. Now. With today's technology and society. There's been some bleeding of ideas as to what contemporary means and one or two people it would seem are getting concerned. So I think any weapon or machine or vehicle not available right now would make the game 'Future'.<br><br>I'm personally okay with pushing 'contemporary' forwards a few years <em>if that is only to allow a plot element such as a war, disease, natural disaster or social change (slavery reintroduced)</em>. But no future weapons, powers, vehicles, weird new societies/technologies, aliens landing, etc.<br><br>I think most of us like the idea of contemporary as it sets the game in a setting we all know and can relate to immediately because its outside our windows now.<br><br>How does that sound?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Oriel</strong> on <strong>23-06-2010, 17:47:08</strong>
			</dt>
			<dd class="postbody">
				I would like to vote for Contemporary as Haibane described it.<br><br>&nbsp;However, I will play anything the group decides on and I am sure I will enjoy it. <br><br>I would prefer to have separate threads so the DM (Dungeon Mistress) can see whats happening and comment if needed, but also so we can live vicariously, even voyeuristic perhaps. I love the *story*, so I like knowing everything. One of my favorite things about Elliquiy is how people share their living, evolving stories with everyone, they dont need to lock them.. they know that people can look but not touch. <br><br>But, again.. I will be delighted to explore any story, in any setting, of any genre, and give it my best. <br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>DngrMse</strong> on <strong>23-06-2010, 17:58:52</strong>
			</dt>
			<dd class="postbody">
				I'm going to through my vote to the contemporary idea, with the understanding that the exact time can be fiddled with to place the game in a post apocalyptic world, (or whatever).&nbsp; <br><br>I'm flexible on most details though.&nbsp; It's the story/game, when written and played with talented writers, and GM's that make it fun, and exciting.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>23-06-2010, 18:00:12</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3193377#msg3193377">Quote from: Haibane on 23-06-2010, 16:14:40</a></div></div><blockquote class="bbc_standard_quote">Having spoken by PM with a couple of people I think we may need to make 'Contemporary' exactly that. Today. Now. With today's technology and society. There's been some bleeding of ideas as to what contemporary means and one or two people it would seem are getting concerned. So I think any weapon or machine or vehicle not available right now would make the game 'Future'.<br><br>I'm personally okay with pushing 'contemporary' forwards a few years <em>if that is only to allow a plot element such as a war, disease, natural disaster or social change (slavery reintroduced)</em>. But no future weapons, powers, vehicles, weird new societies/technologies, aliens landing, etc.<br><br>I think most of us like the idea of contemporary as it sets the game in a setting we all know and can relate to immediately because its outside our windows now.<br><br>How does that sound?<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>It sounds good to me - I don't mind a few years one way or another. Another alternative is a setting slightly...out of sync, with our own. "Today with changes" for example - maybe debt slavery is legalized during the banking crisis, or there's an effective HIV vaccine to make casual sex somewhat safer.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>23-06-2010, 18:15:22</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3193670#msg3193670">Quote from: Mercurial on 23-06-2010, 18:00:12</a></div></div><blockquote class="bbc_standard_quote">It sounds good to me - I don't mind a few years one way or another. Another alternative is a setting slightly...out of sync, with our own. "Today with changes" for example - maybe debt slavery is legalized during the banking crisis, or there's an effective HIV vaccine to make casual sex somewhat safer.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Absolutely. A today but parallel so that we can have our fantasy elements. In fact almost all my games exist in such worlds. It's our world, and if you travelled in it you would come to my house and find me living there... and yet its got a subtle change or two that allows the RP to work.<br><br>Interesting that you mentioned "debt slavery is legalized during the banking crisis". I have run 2 or 3 1-on-1 games based on exactly this premise.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>23-06-2010, 18:22:41</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3193715#msg3193715">Quote from: Haibane on 23-06-2010, 18:15:22</a></div></div><blockquote class="bbc_standard_quote">Interesting that you mentioned "debt slavery is legalized during the banking crisis". I have run 2 or 3 1-on-1 games based on exactly this premise.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>So have I :)<br><br>In terms of contemporary settings, I prefer parallel settings to 10-15 year projections.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>23-06-2010, 19:25:36</strong>
			</dt>
			<dd class="postbody">
				Just as a note, contemporary doesn't mean that we have to have the setting be in a school or a domestic setting.&nbsp; It could even be a more noir or criminal sort of thing.&nbsp; Like an underground slave trade in new york, a cult leader directing young minds to perform sexual acts to appease so called sex deity, or an evil corporation dealing in the sex business and incorporating unwilling subjects to star in porns and sex toy ads.&nbsp; <br><br>And that is stuff just off the top of my head.<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>23-06-2010, 19:29:15</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3193987#msg3193987">Quote from: Aragem on 23-06-2010, 19:25:36</a></div></div><blockquote class="bbc_standard_quote">Just as a note, contemporary doesn't mean that we have to have the setting be in a school or a domestic setting.&nbsp; It could even be a more noir or criminal sort of thing.&nbsp; Like an underground slave trade in new york, a cult leader directing young minds to perform sexual acts to appease so called sex deity, or an evil corporation dealing in the sex business and incorporating unwilling subjects to star in porns and sex toy ads.&nbsp; <br><br>And that is stuff just off the top of my head.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Indeed.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>23-06-2010, 20:39:39</strong>
			</dt>
			<dd class="postbody">
				*lifts off the top layer of Aragem's head to dig down for the really good stuff*
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>23-06-2010, 21:21:11</strong>
			</dt>
			<dd class="postbody">
				RUN!!!!!!!!!&nbsp; ZOMBIE HAIBANE!!!!!!!!!!!!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>rick957</strong> on <strong>23-06-2010, 21:48:09</strong>
			</dt>
			<dd class="postbody">
				*chuckle*<br><br>Been lurking for a while and enjoying hearing all the great ideas.&nbsp; :)&nbsp; I don't have a strong preference about time period or anything.&nbsp; <br><br>Like some of the others here, I'll consider joining whatever game or games come out of this discussion, but the specifics of the plot and the required level of participation will be the deciding factors, for me.&nbsp; <br><br>Later on, I may see if I can get a handful of you to try a game with me as GM, but only if the first game that gets organized here doesn't quite grab me in terms of just being a player.&nbsp; (For my part, I think I have time to either run a game, or simply play in one; but after thinking it over, I'm afraid I'm too control-freak-y to work well as a co-GM.)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>23-06-2010, 22:47:01</strong>
			</dt>
			<dd class="postbody">
				Okay... first use of this Think Tank, and not what I originally planned it for but this seems a damn good idea which is why it wasn't mine.<br><br>UrbanZorro is currently GMing an Aliens / Aliens vs Predator game. It is so far all action with a full military slant on a tactical squad level and looks like it might stay that way. There could be some smut but I'd say that was a long way down the agenda at the moment. There's been some good in-character interactions and development.<br><br>Our problem is we have 2 players out of 9 absent. One is very active on Elliquiy but just seems to have lost interest in the game. The other player unfortunately has real life issues keeping him away from E. He has been absent for three weeks.<br><br>The roles are both soldiers of the Imperial Marine Corps, privates, one male, one female. The male is dour, quiet, moody (a bit on the crazy side of moody) and a killer. The girl is cutsey and Japanese and is the squads flamethrower operator. Neither player has made that many posts so there is some scope to put your own stamp on the characters.<br><br>So ideally we need one male and one female to take over these two existing characters. The pace of play is not onerous, we have maybe only 1 or 2 posts a day in the game so you'd only be expected to post perhaps once every 3 days. Of course if the two absent slots are filled by active players this could step up the pace of the game.<br><br>The game runs on a system but after the character creation stage (which has been done) the system is 100% invisible to the players. To us players its a freeform game, Urban as GM just rolls dice to resolve the results of our actions and posts the resulting action in a freeform style.<br><br>A knowledge of the Aliens movie series and/or the Predator and/or the Aliens vs Predator movies would be a bonus but its not essential.<br><br>Original players wanted thread - includes game system info (http://elliquiy.com/forums/index.php?topic=68280.0)<br><br>OOC (http://elliquiy.com/forums/index.php?topic=69280.0)<br><br>Game thread (http://elliquiy.com/forums/index.php?topic=69278.0)<br><br>Characters and Database (http://elliquiy.com/forums/index.php?topic=69281.0)<br><br>Please post your interest in the OOC thread, unless you'd rather speak with Urban privately.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>23-06-2010, 22:50:56</strong>
			</dt>
			<dd class="postbody">
				It should also be noted that if anyone wants to take up a slot but doesn't like the open character I'll allow some reshaping/changing of stats and looks ect
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>23-06-2010, 23:08:22</strong>
			</dt>
			<dd class="postbody">
				The male role is filled. Female one still open.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>24-06-2010, 07:11:51</strong>
			</dt>
			<dd class="postbody">
				Female role has been filled as well.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>24-06-2010, 17:43:18</strong>
			</dt>
			<dd class="postbody">
				How are we doing on the voting? It looks like contemporary might be the most popular setting.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>24-06-2010, 19:43:26</strong>
			</dt>
			<dd class="postbody">
				Yeah, it's looking that way.&nbsp; So far Contemporary has received more votes than future.<br><br>Should we call it a win or should we wait for more votes?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>24-06-2010, 19:47:29</strong>
			</dt>
			<dd class="postbody">
				I say we move on forward with contemporary. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>24-06-2010, 21:14:17</strong>
			</dt>
			<dd class="postbody">
				In that case would people who have game ideas please share them. I think that's the next best step, then we can discuss their merits and either choose one or combine elements of them into something similar but different.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>24-06-2010, 23:00:32</strong>
			</dt>
			<dd class="postbody">
				Well, we've already discussed the school setting.&nbsp; My idea has already been put forward that the school is for dominates with their subs.<br><br>And as I said before, contemporary doesn't mean domestic.&nbsp; We can certainly have a slave trade going on in new york, a sexual cult, etc.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>25-06-2010, 02:34:28</strong>
			</dt>
			<dd class="postbody">
				Here is what's in my head at the moment. Some of these are pretty raw and will need some work but I have a deep-down gut feeling that I know where I'd want to go with most of them eventually.<br><br><strong>#1) Unrelenting</strong> - a BDSM club that trains dom/mes and subs for nefarious purposes. It is set on a private island and has independent jurisdiction. A private security force has been tasked by the govt &amp; police of a nearby larger state to infiltrate it and discover it's purpose. Due to the international status of the small island, their operation is quite illegal... This game is based unashamedly on my Herodias Academy (though with a more hetero slant as well as same sex pairings) but with the emphasis as much on the undoing of the society as it's day to day... er... fun.<br><br>This game is equal proportions smut (quite heavy BDSM in fact, possibly leaning towards abduction and slavery) and puzzle/action.<br><br>I see this as a medium length game. Not very much character/relationship development potential.<br><br><strong>#2) NORT</strong> - Inspired by TRON, this game follows a group of CalTech whizkids and programmers who work for an L.A. software company based in Silicon Valley. They are working on a new MMORPG but little do they know that some very iffy stuff is going on at corporate HQ (the big, big games company that owns their smaller outfit - think SEGA or EA) where there is a quite different agenda.<br><br>This game would be smut and action in equal parts and would involve each person playing a real world character and a cyberspace avatar type character something like in Second Life, or World of Warcraft but with sex. The smut would (unless the real world programmers get down and dirty) be all in cyberspace but could be rather weird and/or intense with no holds barred on the kinks and perversions.<br><br>The puzzle/storyline would be pursued in both the real world and cyberspace. In the real world the employees would be rather outmatched since their task would involve the law, corporate crime, police, lawyers and all that. But in cyberspace these guys would have the advantage...<br><br>I see this as a medium to long length game. Lots of character and relationship development potential. The cyberspace action may need a system? The cyberspace action could also have future weaponry or fantasy elements à la WoW.<br><br><strong>#3) Section Nine</strong> - A special police unit is called in to investigate a series of crimes that seem to be targeted at one of the three main political parties in the country (country not specified, to be decided later). This police unit specializes in covert ops and was originally formed as an anti-terrorist team. However with the terrorist threat currently at a low status the team has been reassigned to political and high level industrial espionage cases.<br><br>So far two mid-level politicians of party X (to be decided) have been found dead in compromising situations - one with a known prostitute - apparently a heart attack - and another drowned in a pool at a private villa where well-known porn actors and actresses were partying. A third case involves the apparent suicide of a major industrialist.<br><br>The game centres around the police unit and its work in uncovering what is going on, if any of the deaths are linked and who is responsible.<br><br>The game takes its title from the police unit in the anime Ghost in the Shell, for no other reason than this other team too dealt with industrial and political crimes.<br><br>This game might require players to accept 'one-off' scenes between characters who are then killed. I'm still chewing over how best to handle the mechanics of it. Think of it like a movie where the main group of chars pursues the major goals while you get various scenes of crimes or whatnot in which people croak for various reasons.<br><br>Not so much a smut game (though some smutty scenes), more an action game with a puzzle. It would suit UrbanZorros rather slick seamless 'sytemless system' to handle the action.<br><br>I see this as a medium to long length game. Some character and relationship development potential.<br><br><strong>#4) School of Shadows</strong> - This game is based on the first, longest running and best RP I've ever done. It is being played on another site and has been running for about three years now and has involved over 20 players although a core of about 8 are needed. The setting is an ordinary high school in a southern suburb of Tokyo, present day. Ordinary kids, ordinary life. Lessons, clubs, making friends, the first stumblings of attraction to the opposite (or even the same) gender...<br><br>The school though has a mysterious past and secret which will gradually be revealed as the story goes on. The setting needs to be Japanese because of the unusual events surrounding the school. Some of the characters will need to be primed by the GMs to have certain things happen to them, so a fair bit of information would be handed out via PMs. All the characters are students; the classes are just background setting, a couple of teachers will be NPC'd by the GMs.<br><br>I see this as a <em>really</em> long term game, with a lot of investment in character development and relationships. In the original game the kids are in the first year of high school so aged 15 and while there is romance, and some kissing and cuddling there is no sex.<br><br>We could focus on the strange story behind the school and play this in the non-adult section. I think too much sexual activity could detract from the story a little.<br><br>This game is a mix of character building, innocent relationship and friendship building and puzzle. It has supernatural elements and you could view it as an anime TV show in that some suspension of disbelief is expected - it's not super realistic. Think of a high school anime that suddenly has demons appear in school. Rather than run for it the kids go 'Oh, demons. Cool. Let's kick ass'. That kind of slant.<br><br><strong>#5) Pet Shop of Delights</strong> (alternative titles: "Oh, my dog!" "Pet Owners Club" "The League of Extraordinary Animals") - a near future or contemporary-with-fantasy-twist setting. The main kink is pet/animal play and the main themes are public humiliation and public nudity, rape and revenge.<br><br>This is a group version of a 1-on-1 game I started very soon after joining E. It is based on a doujin in which a virus has killed off all domesticated animals and in true Japanese porn style, the story went that with a massive population explosion teenage boys and girls were randomly 'culled' every few months or rounded up by collection squads, taken away in trucks to labs and converted into animals, mostly dogs and cats and bunny girls as pets but farm animals too - cows, sheep, ponies and such...<br><br>The teenagers have brain surgery so they cannot speak (other than bark, moo, meow or whatever as applicable), various musculature enhancements so they were a lot more flexible and could wash themselves with their tongues, had fully working ears and tails added, cows had breasts and nipples enlarged and forced lactation implanted, bulls and horses bigger sex organs, their muscles and stamina much enhanced and were hormonally (mal)adjusted so they were in heat all the time. Their skin was left human.<br><br>Dogs and cats were allowed to have sex in the park and in public on the street and in private their owners had sex with them too (public sex between humans and pets is banned). The system brought sex crimes down to zero and helped reduce most other crimes too because anyone could buy a dog and rape it's brains out without it being a crime.<br><br>The dogs and cats wear thigh-highs of pattered fur with protective knee and foot pads and have padded paw-gloves locked on so they cannot open doors and such, collars... and were then sold in pet shops.<br><br>The girl I played in the 1-on-1 had suffered a mistake in processing and wasn't lobotomised so she came out fully self-aware and able to speak, though she hid this. The man who bought her was a guy who confessed to her in school but she'd arrogantly turned him down. The story was about how he took his revenge. It was one of my earliest stories at E and it was extremely hot. I'd love to do something similar again. The excitement was from that well known 'being forced to be nude in public while everyone around you is dressed' style fantasy. So hot.<br><br>In the 1-on-1 there was a secret society of Haves who worked illegally behind the scenes to deliberately have mistakes made in the lobotomising process so that dogs and other animals were sent to them from the labs, for a fee, still intelligent and able to talk. The society paired such victims up with rich owners/club members and a BDSM club was built up around the exploitation, abuse and torture of the helpless victims. The victims are unable to escape because the very few known examples of animals who had accidentally bypassed the lobotomy surgery were always caught and killed or put back into processing. To have animals on the streets able to relate what was going on in the processing centres would be highly damaging to society, hence the 'no self-awareness' laws.<br><br>A group game could follow the stories of a number of owner/pet pairs in their daily comings and goings in an average neighbourhood. Walks in the park, pet training gatherings, bath time, meal time and bedtime fun. Or we could introduce the secret society and the BDSM club and/or we could have a band of rebel animals, young men and women converted but still self-aware who had killed/escaped their owners and gathered together in an urban hideout with the several aims of survival, helping more self-aware animals escape and possibly taking the war back to the corrupt secret society. Such a band of rebels would have their own issues since their hormones have been corrupted and everyone is horny all the time, the girls constantly wet and wanting to be mounted, the boys constantly erect and both wanting sex and capable of multiple orgasms per hour... In the 1-on-1 game I played an NPC group of such animals was mentioned several times but not pursued further.<br><br>Link to the original doujin (http://www.aerisdies.com/html/lb/douj_8574_1.html) (<strong>warning, NSFW and also EXTREME</strong> in that the dogs hands and feet are actually chopped off. If this bothers you, best to avoid. This was much too grisly for me so our RP was much less brutal).<br><br>Link to the old RP (http://elliquiy.com/forums/index.php?topic=17167.0).<br><br>Could be a medium length or long game. Potential for oodles of lovely pet play and smut at quite kinky levels. Potential for some good solid character/relationship development. Potential for action/conflict in the society/rebels options. The alternative titles reflect the main thrust of the different ways we could play this.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>25-06-2010, 02:36:41</strong>
			</dt>
			<dd class="postbody">
				Well, if you're looking for something contempary, I recently started a game which would be easy enough to expand into a group one (I think)<br><br>http://elliquiy.com/forums/index.php?topic=71334.0 (http://elliquiy.com/forums/index.php?topic=71334.0)<br><br>The Hunters Club specialises in capturing, breaking and training slaves. Newly minted members tend to take a more simplistic approach, the more experienced members are somewhat more imaginative in theirs. They also have an annual competition, mostly for the more senior members, where they can show off their talents. <br><br>I seem to recall an earlier mention of steampunk, and I have a setting fleshed out for that. It was to be a town in Viking colonised America, recently captured by the Roman empire. Tech levels would be roughly Napoleonic, but with the addition of steampunk elements .. airships and warjacks (elements were lifted from Girl Genius and Warmachine in varying degrees). If anyone is interested I can give a more detailed overview of that setting.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>25-06-2010, 03:20:12</strong>
			</dt>
			<dd class="postbody">
				Unrelenting appeals to me.<br><br>I also like the idea of an underground sex trade in someplace like New York. "Consultants" who specialize in the acquisition and training of slaves, willing or otherwise, rich clients, pushing the bounds of what they can do and still staying under the radar.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Shihong</strong> on <strong>25-06-2010, 03:44:23</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3200425#msg3200425">Quote from: Haibane on 25-06-2010, 02:34:28</a></div></div><blockquote class="bbc_standard_quote"><br><strong>#3) NORT</strong> - Inspired by TRON, this game follows a group of CalTech whizkids and programmers who work for an L.A. software company based in Silicon Valley. <br><br><br><strong>#4) Section Nine</strong> - A special police unit is called in to investigate a series of crimes that seem to be targeted at one of the three main political parties in the country (country not specified, to be decided later). This police unit specializes in covert ops and was originally formed as an anti-terrorist team. However with the terrorist threat currently at a low status the team has been reassigned to political and high level industrial espionage cases.<br><br><strong>#5) School of Shadows</strong> <br><br>The school though has a mysterious past and secret which will gradually be revealed as the story goes on. The setting needs to be Japanese because of the unusual events surrounding the school. Some of the characters will need to be primed by the GMs to have certain things happen to them, so a fair bit of information would be handed out via PMs. All the characters are students; the classes are just background setting, a couple of teachers will be NPC'd by the GMs.<br><br>I see this as a <em>really</em> long term game, with a lot of investment in character development and relationships. In the original game the kids are in the first year of high school so aged 15 and while there is romance, and some kissing and cuddling there is no sex.<br><br>We could focus on the strange story behind the school and play this in the non-adult section. I think too much sexual activity could detract from the story a little.<br><br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I love all of these ideas to be perfectly honest, and would be overjoyed to take part in any one of them!&nbsp; I must admit that I'm especially partial to <strong>Section 9</strong>, if only due to my fascination with Shirow's universe.&nbsp; I actually got the second season of the show in the mail just the other day, and will probably be browsing through it over the next week or two.&nbsp; I think there's a lot of potential for some really heavy, interesting material there, and it would certainly satisfy just about any player that errs on the action side of things.<br><br>I also really like the <strong>School of Shadows</strong> plot, because it looks as though it's already a proven success of a group roleplay done <em>right</em>.&nbsp; I think the lack of smut might have actually helped it in the long run.&nbsp; And I'm not afraid to admit that I'm a fan of soft lovey-dovey stuff instead of full on sex scenes, and I see plenty of room for absolutely adorable scenes in between high school sleuthing and mysterious antics.&nbsp; Even if no one else here seems enthralled by it, if you ever think about starting the game up again on Elliquiy you shouldn't hesitate to ask me to help out!<br><br>NORT is a clever way of reconciling the contemporary setting with our (read: my!) love of more science fiction and fantasy elements.&nbsp; Though it sounds like more of a smut-based game, the premise is intriguing enough to get me hooked.
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				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>25-06-2010, 04:04:48</strong>
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				Here is what's in my head at the moment. Some of these are pretty raw and will need some work but I have a deep-down gut feeling that I know where I'd want to go with most of them eventually.<br><br><strong>#1) Unrelenting</strong> - a BDSM club that trains dom/mes and subs for nefarious purposes. It is set on a private island and has independent jurisdiction. A private security force has been tasked by the govt &amp; police of a nearby larger state to infiltrate it and discover it's purpose. Due to the international status of the small island, their operation is quite illegal... This game is based unashamedly on my Herodias Academy (though with a more hetero slant as well as same sex pairings) but with the emphasis as much on the undoing of the society as it's day to day... er... fun.<br><br>This game is equal proportions smut (quite heavy BDSM in fact, possibly leaning towards abduction and slavery) and puzzle/action.<br><br>I see this as a medium length game. Not very much character/relationship development potential.<br><br><strong>#2) NORT</strong> - Inspired by TRON, this game follows a group of CalTech whizkids and programmers who work for an L.A. software company based in Silicon Valley. They are working on a new MMORPG but little do they know that some very iffy stuff is going on at corporate HQ (the big, big games company that owns their smaller outfit - think SEGA or EA) where there is a quite different agenda.<br><br>This game would be smut and action in equal parts and would involve each person playing a real world character and a cyberspace avatar type character something like in Second Life, or World of Warcraft but with sex. The smut would (unless the real world programmers get down and dirty) be all in cyberspace but could be rather weird and/or intense with no holds barred on the kinks and perversions.<br><br>The puzzle/storyline would be pursued in both the real world and cyberspace. In the real world the employees would be rather outmatched since their task would involve the law, corporate crime, police, lawyers and all that. But in cyberspace these guys would have the advantage...<br><br>I see this as a medium to long length game. Lots of character and relationship development potential. The cyberspace action may need a system? The cyberspace action could also have future weaponry or fantasy elements à la WoW.<br><br><strong>#3) Section Nine</strong> - A special police unit is called in to investigate a series of crimes that seem to be targeted at one of the three main political parties in the country (country not specified, to be decided later). This police unit specializes in covert ops and was originally formed as an anti-terrorist team. However with the terrorist threat currently at a low status the team has been reassigned to political and high level industrial espionage cases.<br><br>So far two mid-level politicians of party X (to be decided) have been found dead in compromising situations - one with a known prostitute - apparently a heart attack - and another drowned in a pool at a private villa where well-known porn actors and actresses were partying. A third case involves the apparent suicide of a major industrialist.<br><br>The game centres around the police unit and its work in uncovering what is going on, if any of the deaths are linked and who is responsible.<br><br>The game takes its title from the police unit in the anime Ghost in the Shell, for no other reason than this other team too dealt with industrial and political crimes.<br><br>This game might require players to accept 'one-off' scenes between characters who are then killed. I'm still chewing over how best to handle the mechanics of it. Think of it like a movie where the main group of chars pursues the major goals while you get various scenes of crimes or whatnot in which people croak for various reasons.<br><br>Not so much a smut game (though some smutty scenes), more an action game with a puzzle. It would suit UrbanZorros rather slick seamless 'sytemless system' to handle the action.<br><br>I see this as a medium to long length game. Some character and relationship development potential.<br><br><strong>#4) School of Shadows</strong> - This game is based on the first, longest running and best RP I've ever done. It is being played on another site and has been running for about three years now and has involved over 20 players although a core of about 8 are needed. The setting is an ordinary high school in a southern suburb of Tokyo, present day. Ordinary kids, ordinary life. Lessons, clubs, making friends, the first stumblings of attraction to the opposite (or even the same) gender...<br><br>The school though has a mysterious past and secret which will gradually be revealed as the story goes on. The setting needs to be Japanese because of the unusual events surrounding the school. Some of the characters will need to be primed by the GMs to have certain things happen to them, so a fair bit of information would be handed out via PMs. All the characters are students; the classes are just background setting, a couple of teachers will be NPC'd by the GMs.<br><br>I see this as a <em>really</em> long term game, with a lot of investment in character development and relationships. In the original game the kids are in the first year of high school so aged 15 and while there is romance, and some kissing and cuddling there is no sex.<br><br>We could focus on the strange story behind the school and play this in the non-adult section. I think too much sexual activity could detract from the story a little.<br><br>This game is a mix of character building, innocent relationship and friendship building and puzzle. It has supernatural elements and you could view it as an anime TV show in that some suspension of disbelief is expected - it's not super realistic. Think of a high school anime that suddenly has demons appear in school. Rather than run for it the kids go 'Oh, demons. Cool. Let's kick ass'. That kind of slant.<br><br><strong>#5) Pet Shop of Delights</strong> (alternative titles: "Oh, my dog!" "Pet Owners Club" "The League of Extraordinary Animals") - a near future or contemporary-with-fantasy-twist setting. The main kink is pet/animal play and the main themes are public humiliation and public nudity, rape and revenge.<br><br>This is a group version of a 1-on-1 game I started very soon after joining E. It is based on a doujin in which a virus has killed off all domesticated animals and in true Japanese porn style, the story went that with a massive population explosion teenage boys and girls were randomly 'culled' every few months or rounded up by collection squads, taken away in trucks to labs and converted into animals, mostly dogs and cats and bunny girls as pets but farm animals too - cows, sheep, ponies and such...<br><br>The teenagers have brain surgery so they cannot speak (other than bark, moo, meow or whatever as applicable), various musculature enhancements so they were a lot more flexible and could wash themselves with their tongues, had fully working ears and tails added, cows had breasts and nipples enlarged and forced lactation implanted, bulls and horses bigger sex organs, their muscles and stamina much enhanced and were hormonally (mal)adjusted so they were in heat all the time. Their skin was left human.<br><br>Dogs and cats were allowed to have sex in the park and in public on the street and in private their owners had sex with them too (public sex between humans and pets is banned). The system brought sex crimes down to zero and helped reduce most other crimes too because anyone could buy a dog and rape it's brains out without it being a crime.<br><br>The dogs and cats wear thigh-highs of pattered fur with protective knee and foot pads and have padded paw-gloves locked on so they cannot open doors and such, collars... and were then sold in pet shops.<br><br>The girl I played in the 1-on-1 had suffered a mistake in processing and wasn't lobotomised so she came out fully self-aware and able to speak, though she hid this. The man who bought her was a guy who confessed to her in school but she'd arrogantly turned him down. The story was about how he took his revenge. It was one of my earliest stories at E and it was extremely hot. I'd love to do something similar again. The excitement was from that well known 'being forced to be nude in public while everyone around you is dressed' style fantasy. So hot.<br><br>In the 1-on-1 there was a secret society of Haves who worked illegally behind the scenes to deliberately have mistakes made in the lobotomising process so that dogs and other animals were sent to them from the labs, for a fee, still intelligent and able to talk. The society paired such victims up with rich owners/club members and a BDSM club was built up around the exploitation, abuse and torture of the helpless victims. The victims are unable to escape because the very few known examples of animals who had accidentally bypassed the lobotomy surgery were always caught and killed or put back into processing. To have animals on the streets able to relate what was going on in the processing centres would be highly damaging to society, hence the 'no self-awareness' laws.<br><br>A group game could follow the stories of a number of owner/pet pairs in their daily comings and goings in an average neighbourhood. Walks in the park, pet training gatherings, bath time, meal time and bedtime fun. Or we could introduce the secret society and the BDSM club and/or we could have a band of rebel animals, young men and women converted but still self-aware who had killed/escaped their owners and gathered together in an urban hideout with the several aims of survival, helping more self-aware animals escape and possibly taking the war back to the corrupt secret society. Such a band of rebels would have their own issues since their hormones have been corrupted and everyone is horny all the time, the girls constantly wet and wanting to be mounted, the boys constantly erect and both wanting sex and capable of multiple orgasms per hour... In the 1-on-1 game I played an NPC group of such animals was mentioned several times but not pursued further.<br><br>Link to the original doujin (http://www.aerisdies.com/html/lb/douj_8574_1.html) (<strong>warning, NSFW and also EXTREME</strong> in that the dogs hands and feet are actually chopped off. If this bothers you, best to avoid. This was much too grisly for me so our RP was much less brutal).<br><br>Link to the old RP (http://elliquiy.com/forums/index.php?topic=17167.0).<br><br>Could be a medium length or long game. Potential for oodles of lovely pet play and smut at quite kinky levels. Potential for some good solid character/relationship development. Potential for action/conflict in the society/rebels options. The alternative titles reflect the main thrust of the different ways we could play this.<br><br>* * * * * * * * * * * * * * * *<br><br>Section Nine was intended to be contemporary, the Ghost in the Shell universe was just the inspiration, nothing more. Given our majority preference for contemporary settings I thought such a police unit might still provide interesting material without the added extra layers of philosophy and super-hero action the cyborg original had.<br><br>If people wanted to do a future game based more closely on G.I.T.S. I also think that would work well, I'm rather partial to the series and movies myself.
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				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>25-06-2010, 06:14:56</strong>
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				Ok, these are some idea's that I've come up with over my time on E that I think had potential to be amazing games, but for what ever reason were never born or died soon after.&nbsp; I fully realize that they may be a bit over polished for the stage we are at right now but I'm hoping that's not a bad thing....<br><br><span style="font-size: 24pt;" class="bbc_size"><strong>Devil's Island</strong></span><br>I.C. <br><br>(http://myweb.bgfl.org/parkview/images/stories/mayor_island.jpg)<br><br>It is early morning on a tropical island somewhere in the pacific. The waves can be heard crashing against the beach. A large and opulent yacht (http://www.largeyachtforsale.com/images/sale/yacht-forsale-islander.jpg) can be seen anchored off shore. Deep within the ship’s hold there are several cages, each one containing a single United States citizen, taken from their home, against their, will and transported here.&nbsp; They have no way of knowing that they are all about to become part of a ‘game’ orchestrated by a slave trader looking to increase his profits by offering his clients something they have never seen before. A competition where the price of failure is a life of slavery, and the prize for success is freedom. As the sun rises, the trader’s men move down into the yacht’s hold. It is time to wake up the cargo and prepare them for the game.&nbsp; <br><br>O.O.C. <br><br>Alright, so this is an interest check for a game idea that I’ve thought up and hope will catch some interest. The basic premise is that a number of women have been kidnapped and transported to a tropical island, where they will take part in a competition for their freedom, which will be recorded and witnessed by several of the slave trader’s clients.&nbsp; They will be tasked with surviving on the island, either alone or in a group, with few tools and no luxuries. Each person will remain on the island until they either quit or are for whatever reason unable to survive. Those who are removed from the island will be sold into slavery; the last two people remaining on the island will be given their freedom. <br><br>But they are not alone on the island, while all the dangerous animals have been removed; several humiliating and ‘entertaining’ traps have been set. And an number of the slave trader’s&nbsp; male and female associates are on the island with instructions that they can use and abuse the girls in any way they see fit as long as they let them go afterwards, and do not permanently harm them.&nbsp; And so our victims must try to survive the elements, the traps, the evil men and women on the island, and each other, in order to gain their freedom.<br><br>I’m looking for people who are interested in playing either one of the captives, or one of the hunters. This will be 100 percent free form. As ‘time’ went by the things done to encourage the girls to quit would grow more and more extreme. So that every day was harder than the last, with that in mind this will probably be going up in the ‘extreme’ section. The character sheet is as follows<br><br><br>Name:<br>Age:<br>Sex:<br>Status: (captive or hunter)<br>Looks: (picture preferred)<br>Short Bio:<br>Player’s On/Offs:<br><br><span style="font-size: 24pt;" class="bbc_size"><strong>The Maze</strong></span><br>(http://www.cclapcenter.com/archives/cube02.jpg)<br><br>The characters wake to find themselves locked in a room. The room is a 10X10X10 foot cube with a square door set in the center of each wall, each door leads to an identical cube with an identical set of doors. They are each wearing only a hospital gown, and a pair of shoes. And the last thing anyone can remember is when they last went to sleep. Once they are all awake a voice can be heard as if over a speaker.&nbsp; It tells them that they have each been kidnapped, and that their only hope of escape is to find the door that leads out of the complex. They are told that some rooms will contain food or tools or clues to their escape, while others contain traps, and others are simply empty. Furthermore they are told that only a certain number of them will be allowed to go free(the number depending on how many people wind up playing).&nbsp; They are also told that this is all being done for the entertainment of those watching them and that the only way to live is to win. Once they are told these things the voice disappears and they are left to their own devices. <br><br>Basically I’m trying to capture the whole ‘rat in a maze’ feel with a large amount of sexual overtones. I believe that this combined with the competitive factor should make for some very interesting interactions between the different characters. The traps will obviously be sexual in nature as well as non-lethal. The GMs be playing the part of the one(s) controlling the maze, as well as the ‘maze’ itself and the traps within.<br><br>Name:<br>Age:<br>Looks: (picture)<br>Short Bio(at least a paragraph) <br><br><br><br><br><span style="font-size: 24pt;" class="bbc_size"><br><strong>Dead Reckoning</strong></span><br><br>(http://a248.e.akamai.net/f/248/5462/2h/images.gamezone.com/screens/22/1/33/s22133_ps2_5.jpg)<br><br>The city of Rockford (http://blogtherockies.com/wp-content/blogs.dir/122/files/2008/06/boulder-colorado.jpg) nestled against the Rocky Mountains with sharp cliffs to the west and north as well as a river to the south.&nbsp; Unbeknownst to Rockford’s citizens their city is about to find itself in great danger. A secret organization within the U.S. government has selected Rockford as a sight for a bio-weapons test. A number of rats carrying a deadly virus have been let loose in the city. The virus is designed to destabilize an enemy nation’s population, in that its victims die only to re-animate and attack the living. The tests purpose is to see if the virus is effective as well as to see if it mutates ‘in the wild’ as the virus slowly spreads civil authorities are instructed by the federal government to suppress any reports of the ‘strange happenings.’ The city is cut off from the rest of the world, and quarantined.&nbsp; <br><br><span style="font-size: 18pt;" class="bbc_size">O.O.C</span><br><br>Our story picks up 3 day's after the virus has been set loose and about a day or so before all hell breaks out.&nbsp; I’m hoping to capture a mix of the Dawn of The Dead and Left 4 Dead type feeling with the story taking place both in ‘safe areas’ which would allow for more emotion/romantic/sexual interaction between the characters and ‘unsafe areas’ where the story would be more action oriented. Basically they’d be hopping from safe house to safe house on their way out of the city. Once again using the chapter system to decide when they would be leaving the safe areas, and having the 'action chapters' end once they've made it to a safe area. The GM's would be playing the part of the ‘infected’ in order to keep the story going/force movement from one safe house to the next.&nbsp; The player characters would for what ever reason be immune to the virus. So things like scratches/claws/bites from infected humans or other animals wouldn’t infect them. There will be plenty of surprises/goodies to keep things interesting. The game would also be what I like to call 'semi-systemic' it would incorporate a seamless system that after the process of character creation (which I can make quite fun) is 100 percent free form as far as the player is concerned,&nbsp; I've created myself for use on E. You can ask Haibane (who is currently playing my other game employing this system) what she thinks of it(hopefully she'll defend it). <br><br><br>The character sheet is as follows:<br><br>Character Sheet<br><br>Image:<br><br>Name:<br><br>Age:<br><br>Personal history:<br><br>Stats Before Equipment:<br><br>Equipment:<br><br>Stats After Equipment:<br><br><br>I can explain the stats and equipment if interest is shown in the story, both are VERY simple to create. I've designed the system to appeal to freeform writers who want the advantages of a system game (namely the risk/excitement/realism), without the drawbacks(the endless dice rolls, the using a calculator and spreadsheet to figure out your stats, the having to memorize a whole bunch of stuff just to be able to play.)<br><br><br>Also I’d like to mention that these would ideally be ‘every day/average’ people placed in an extraordinary situation. i.e. people like businessmen, house wives, bar tenders, cops, firemen, ect. Not super-spies/black ops agents capable of killing thousands of zombies.<br><br><br><br><span style="font-size: 24pt;" class="bbc_size"><strong>Past Lives</strong></span><br><span style="font-size: 14pt;" class="bbc_size"><strong>IC</strong></span><br><br><br><em><strong>Time Begins, then time ends, and then time begins once again. It is happening now, it has happened before, it will surely happen again</strong></em> - Words of the Time Profit.<br><br><br>Some stories, destinies, and even some loves are too great to be told, to be fulfilled, to exist in only one lifetime and their echos can be heard through all time. And stories both old and new, both completed and untold find themselves colliding, merging, becoming one, becoming new, and at the same time becoming old. Fate has conspired that our tale be one such story, destined to be told between two lifetimes, in two separate lands, each member of our story being two people...and yet one. <br><br><br>And so our tale can be broken up into two parallel stories. <br><br><span class="bbc_u"><em>The Dreams:</em></span><br><br><strong>Rose Wood, USA 2010 A.D.</strong><br><br>It is the end of the school year, and the students at Rose Wood High School are looking forward to their summer vacation. All the year's work is through and all that remains is a bit of fun, namely a combined class trip for the senior and junior class! Thanks to their cooperation they will be flying to Hawaii to spend a week in the sun. <br><br>But beneath this exterior their lays a twist. Several of the students, as well as some of the faculty find themselves having strange dreams. Dreams of a time long past, where they are not themselves but someone else, and where they have a destiny to fulfill. They have no idea that other people are experiencing the same dream, the same story, from the eyes of different people within the dream. All they know is that for some reason. Every night the dreams feel less and less like dreams.....and more like memories. <br>&nbsp;<br><br><span class="bbc_u"><em>The Chase:</em></span><br><br><strong>Feudal China</strong><br><br>Disaster has struck, the crown prince's future wife has gone missing! Kidnapped in the middle of the night, a search of the city has revealed that she has most likely been taken from the royal city to places as of yet unknown. In response to this the king has ordered that she be found at all costs. The prince has taken his own elite guard to hunt down the princess. In addition the king has dispatched his most trusted general. Why was the princess taken? What will her captor do with her? Will the princess be saved? or will she be lost to the kingdom for all time?<br><br><br><span style="font-size: 14pt;" class="bbc_size"><strong>OOC</strong></span><br><br>Ok so this is my idea for what I hope will be a very interesting role play! And something rather different/uncommon. Basically it will tell two different stories at the same time, one of them about a group of ordinary high school kids and faculty who find themselves in an extraordinary situation. And the other about several people in feudal china. If you're interested so far, then please keep reading and I'll explain how this will/should work.<br><br>The game will be broken up into two main threads. One thread will follow the modern day story, and the other will follow the one set in feudal china. In addition to this an OOC thread and a character thread, and any side threads. <br><br>The stories will be intertwined each character in the modern day story will find themselves as a person within the story set in feudal china, they will not look or sound like themselves, and as such they won't be recognizable to any of the other modern characters. Nor will they know that the others are having the same dream(at least at first). <br><br><br>Now you're probably asking yourself how I intend to make this work. And I'm going to tell you. Each player will be playing 2 characters. 1 will be the modern day student/faculty member who they will choose, and the other will be the feudal Chinese warrior/princess/ect who the GM will assign randomly and who no one else will know about. This will be accomplished very simply each player won't be posting in the feudal thread/posting their feudal character up on the character thread. The GM will. That is to say that they will write up their post for the feudal thread as normal/assemble it any way they like ect ect. Then instead of posting they'll pm it to the GM and the GM will post it up without quoting. So that the writer can't be identified. I'm hoping that this will add a bit of mystery/"who's who?" to the story. Other than that its a standard free form role play. The story will move along and keeping things organized by breaking each story into chapers. For example chapter one of the modern story will be about each character waking up on the day of the trip and getting to the air port, Chapter 2 will be about the flight/what happens then. While chapter one will in the feudal story will be about the princess discovering she has been kidnapped and about the other characters setting off after her ect. The GM's be the one responsible for deciding when a chapter ends and the next begins and They'll do it by asking who's ready in the OOC thread and then doing it once everyone is ready to move onto the next stage. <br><br><br>Hopefully I've made that clear. If you're interested here are the character sheets. <br><br><br>For modern characters you can be anyone who is either a senior or junior in high school and doesn't violate any of E's rules, or you can be a member of the faculty. It would probably work best with more students then faculty<br><br><span class="bbc_u">Modern Character Sheet</span><br><br>Image<br>Name:<br>Age<br>Personality<br>Bio<br>Any Other Physical descriptions(i.e. do they have a limp, different hair color ect ect)<br>Player's Limits<br>Feudal Characters You're NOT willing to play (i.e. are you a guy and you don't want to play a girl? ect)<br><br>You'll post this one up on the character thread as soon as it's done and I'll randomly assign you one of the feudal characters and send you a pm telling you which one you got.<br><br>The Feudal characters available are<br><br>The Prince's Bride, aka our kidnap victim(Must be a female character)<br>The Kidnapper(Can be a male or female character)<br>Assassin(Can be a male or female character)<br>General(Can be a male or female character)<br>The Prince(Must be a male character)<br>Kidnapper's Slave(Can be a male or female character)<br><br>Feudal Chinese Character Sheet<br><br>Image<br>Roll<br>Name:<br>Age<br>Personality<br>Bio<br>Any Other Physical descriptions(i.e. do they have a limp, different hair color ect ect)<br><br><br>I fully realize that this may be pushing the contemporary time setting, and if so I have no problem with removing this idea, it's just something I think would make for a fun game ;D<br><br><br>
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			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>25-06-2010, 08:15:56</strong>
			</dt>
			<dd class="postbody">
				I believe I will pitch forward some ideas.<br><br><br><span style="font-size: 18pt;" class="bbc_size"><strong>Domination Education</strong></span><br><br>There is a special school located in the forested areas of northwest America.&nbsp; It is very secluded and not many know of its existence.&nbsp; It's not a school that teaches math, history, language, or art.&nbsp; Or. . . it does teach art, but it's the art of domination.&nbsp; <br><br>Students are carefully handpicked to be invited to attend classes, and they are required to bring one thing.&nbsp; An untouched person who will serve them as their slave.&nbsp; The students will be taught on the seduction of domination by training their slave into perform sexual acts and enduring humiliation and punishment.&nbsp; Grades are determine by how well the slave performs and obedience.&nbsp; A failing grade will result in the student suffering humiliation at the hands of his/her peers and teachers.<br><br>NOTES:&nbsp; This is something I thought up and presented earlier on this board.&nbsp; We'll need someone to be the Master or instructor of the lessons, people willing to be dominates, and people willing to be subs.&nbsp; The game is meant for BDSM, but nothing too extreme.&nbsp; Respect ons and offs of course.&nbsp; This could have sub-plots as the students interact with each other and the subs interact with others.&nbsp; Falling in love, rivalry, etc.&nbsp; <br><br>The school has these rules:<br><br>1. No lasting damage to slave<br><br>2. Slaves cannot be exchange.&nbsp; The slave you arrive with will belong to you until you leave.<br><br>3. Above all, obey the instructor.&nbsp; Failure to do so will result in immediate expulsion<br><br>The subs would be going in knowing what will happen.&nbsp; The school targets people who are heavily in debt, or have serious money issues.&nbsp; They offer to pay off the debt if the subject is selected by a student for a slave.&nbsp; The person signs a contract stating that the people who run the school will pay off all debts, but if the slave broaches the term of the contact, for example, leaves before the student graduates, that person will have a huge debt to pay the school.<br><br>And the school is run by people you do not want to owe money to and will not be very happy with you. <br><br>The reason for this is because ED, Education Domination, wants the subs to be people who have no experience with submission.&nbsp; They want the students to actually break an average person and render them wanting the punishment and humiliation.&nbsp; It would be too easy to break someone who enjoys it from the beginning and is an unfair advantage.<br><br>Also, the students do NOT have to be young people or even teenagers.&nbsp; They could of any age from young woman in her twenties or an older man in his 30's or 40's.&nbsp; They don't even have to be new at domination.&nbsp; They could be into domination, but if they graduate the school, they are given access to more. . . .seedier or darker fun places.&nbsp; <br><br><br><span style="font-size: 14pt;" class="bbc_size"><strong>Underground Sex Trade</strong></span><br><br>In New York city, there is an underground human trafficking group called Incubus.&nbsp; Their job is to obtain and train beautiful people to become perfect love slaves.&nbsp; They scout by walking the streets to take pics of likely candidates who are investigated to make sure that they are healthy and won't be easily missed. They are taken by an extraction team and handed over to a facility in a private mansion where the unfortunate souls are trained and prep for sale overseas.<br><br>NOTES:&nbsp; The story could take place through the eyes of Incubus, which is a small group, maybe five people at the most.&nbsp; And then we have the "candidates".&nbsp; Again, BDSM.<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>25-06-2010, 13:34:36</strong>
			</dt>
			<dd class="postbody">
				Oh, wow. So many good ideas! I want to play several of them! I think we should have just proposed people's ideas in the first place and saved ourselves several days of discussion.<br><br>I struggle badly however with being an unwilling victim. I have tried it and it never works for me, so being a submissive in a kidnap scenario such as a few of these propose is tricky. If I played a submissive character they would actually enjoy this, they would welcome it. It would be pure luck they were abducted because it would, in fact, be their fantasy come true, in effect. That might mess up the Devils Island setting since my sub would want yummy stuff to happen to her, rather than avoid it. Might be a problem.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zillah</strong> on <strong>25-06-2010, 13:55:42</strong>
			</dt>
			<dd class="postbody">
				Wow ... so many delicious ideas here! Need to think about which one I'd want to play most, all look interesting and clever.<br><br>I also have to agree with Haibane that I don't think I could ever truly play a completely unwilling NC character who <strong>genuinely</strong> doesn't want to be forced to do things against her will. A few unpleasant experiences in RL makes that not fun for me. My sort of NC character tends to be the "she didn't think she wanted to, nut once things started it turns out she loves it, even if she's ashamed to admit that." So based on that i'm not sure I could make a character that fits one or two of these RP ideas (mostly the kidnapping ones). <br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>25-06-2010, 14:36:25</strong>
			</dt>
			<dd class="postbody">
				I forgot to note that in Education Domination, the subs would be going in knowing what will happen.&nbsp; The school targets people who are heavily in debt, or have serious money issues.&nbsp; They offer to pay off the debt if the subject is selected by a student for a slave.&nbsp; The person signs a contract stating that the people who run the school will pay off all debts, but if the slave broaches the term of the contact, for example, leaves before the student graduates, that person will have a huge debt to pay the school.<br><br>And the school is run by people you do not want to owe money to and will not be very happy with you.&nbsp; <br><br>The reason for this is because ED, Education Domination, wants the subs to be people who have no experience with submission.&nbsp; They want the students to actually break an average person and render them wanting the punishment and humiliation.&nbsp; It would be too easy to break someone who enjoys it from the beginning and is an unfair advantage.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>25-06-2010, 14:44:00</strong>
			</dt>
			<dd class="postbody">
				Thanks Aragem, that helps. To keep game ideas tidy would you mind adding that clarification into your game proposal post?<br><br>I have added a sixth idea to my post (http://elliquiy.com/forums/index.php?topic=72345.msg3200425#msg3200425).<br><br>Animal and pet play in a fantasy version of reality.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zillah</strong> on <strong>25-06-2010, 15:03:30</strong>
			</dt>
			<dd class="postbody">
				And I'd be totally good with a RP like Education Domination. (in fact it might my one of my fave ideas! ;) ) I&nbsp; love playing characters in humiliating situations that they don't want to be ... but somewhere along the line they agreed to it, even if they didn't really understand what they were agreeing to at the time. :)<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>25-06-2010, 15:10:54</strong>
			</dt>
			<dd class="postbody">
				We might want to think of doing 2 games, one more smut-oriented and one more story- or action-oriented. I would not in any way expect everyone to play in both, or even either of them. In my experience if there is more action in a game than smut (and vice-versa) it tends to head almost completely in that direction simply because of the slow nature of play-by-post games. A short action scene that in game time could take an hour or two can easily occupy the players for a real time month. The same with a sex scene, which is why sex and action/plot rarely seem to combine well.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>25-06-2010, 18:47:12</strong>
			</dt>
			<dd class="postbody">
				Another idea Haibane and I have bounced around a little is a freeform game set in Rokugan. For those who don't know it, the Legend of the Five Rings setting is a fantasy version of Japan (with a few elements of other asian settings included). The PCs would play samurai from one of the clans. With the 4th edition of the rules just out, it's got me interested in playing it again, and maybe trying to run the City of Lies again. Playing it freeform would need a little time to set up, but I think it could be doable.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>25-06-2010, 20:30:34</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3202084#msg3202084">Quote from: Haibane on 25-06-2010, 14:44:00</a></div></div><blockquote class="bbc_standard_quote">Thanks Aragem, that helps. To keep game ideas tidy would you mind adding that clarification into your game proposal post?<br><br>I have added a sixth idea to my post (http://elliquiy.com/forums/index.php?topic=72345.msg3200425#msg3200425).<br><br>Animal and pet play in a fantasy version of reality.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>My kingdom for this game.<br><br>It would also be really easy to combine this an Domination education. There's no reason the slaves can't be "tracked" - majors in Pet Play, Maid and Domestic Work, etc.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>25-06-2010, 20:46:00</strong>
			</dt>
			<dd class="postbody">
				In my mind, the Domination school is located in the mountains, I like forest settings for seclusion, but it could be located on a tropical island with an at sea patrol keeping any unauthorized from coming or leaving the island.&nbsp; <br><br>Also, the slaves could be implanted with a chip, like they do to pets that dictates who the owner of the slave is and where the slave is located in case there is a run away.<br><br>Also, the students do NOT have to be young people or even teenagers.&nbsp; They could of any age from young woman in her twenties or an older man in his 30's or 40's.&nbsp; They don't even have to be new at domination.&nbsp; They could be into domination, but if they graduate the school, they are given access to more. . . .seedier or darker fun places.&nbsp; <br><br>I'll add this to the game post.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Lithos</strong> on <strong>25-06-2010, 21:52:05</strong>
			</dt>
			<dd class="postbody">
				I am all for a game set in Rokugan. Poor Yasumori with his lechery 3 and cant lie 3 flaws has always such a good time dealing with women! :P <br><br>As for other ideas, the domination school is something I find quite appealing. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>25-06-2010, 23:56:22</strong>
			</dt>
			<dd class="postbody">
				Also, is it possible to establish a solo game here as well?&nbsp; I know that we've been talking about group games and I'm all for that, but I was also wondering if someone had a game that would be best served as a solo game, could that person be able to post his/her request on this thread?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zillah</strong> on <strong>26-06-2010, 00:11:04</strong>
			</dt>
			<dd class="postbody">
				I would hope we could post individual RP requests here, too - makes too much sense! ;)<br><br>I'll post here the individual RP I'm dying to play, but never have found a partner for: A Doctor Who RP where someone plays the Doctor and I play the female companion. It's the one RP I have a million ideas for ... :)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>26-06-2010, 00:13:47</strong>
			</dt>
			<dd class="postbody">
				Well, hold on a moment...<br><br>I am a tiny bit concerned that we are making a clique here, a closed shop and I'm bothered by that quite a bit. Then again, placing a game request on the open boards is often a lottery and you get writing partners who may end up as unsuitable and the game fails as a result. So, I'm sort of torn between promoting general game requests here and not doing so.<br><br>Remember we're in the part of the forum that is about actually playing games, rather than requesting them.<br><br>Hairy - are you able to comment at all? I hope you've been reading the thread and understand my reasons for opening this discussion. As a deity it would be helpful to have your views.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>26-06-2010, 00:47:28</strong>
			</dt>
			<dd class="postbody">
				Haibane does have a point.<br><br><br>On one hand, posting a partner request in the forum does give you a hit or miss with partners.&nbsp; And I have tried to play with people who disappointed me, but then again, sometimes you find gems.<br><br>Post a request here will give you an almost guarantee that you'll get someone talented and reliable, but it makes us seem elitist.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>26-06-2010, 01:07:14</strong>
			</dt>
			<dd class="postbody">
				Obviously if you like the look of someone here from their O/Os and writing style I see no problem with PMing that person and offering them a game just like you could from any other page on the site.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>26-06-2010, 01:14:06</strong>
			</dt>
			<dd class="postbody">
				That is very true.&nbsp; I think that would be more polite thing to do instead of just posting requests here.&nbsp; I'm sorry that I brought the topic up.&nbsp; 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>26-06-2010, 01:19:40</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3204329#msg3204329">Quote from: Aragem on 26-06-2010, 01:14:06</a></div></div><blockquote class="bbc_standard_quote">That is very true.&nbsp; I think that would be more polite thing to do instead of just posting requests here.&nbsp; I'm sorry that I brought the topic up. <br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Not at all. It was a question I half expected to see asked here sooner or later and you don't need to apologise. I'd still like to hear a Deity's view on it as well.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>26-06-2010, 01:23:39</strong>
			</dt>
			<dd class="postbody">
				There are a number of ways I've found story partners in the past<br><br>1 - Responding to their ideas / games wanted<br>2 - Them responding to one of mine<br>3 - Getting a PM asking if I was interested in a game<br>4 - Liking what I read of someone else's work and PMing them with an idea<br><br>If you have story ideas, put them up as normal. If you want to mention an idea to a particular person, PM them with it. You could mention here that you have an idea you'd like to try out. <br><br>It's only if you're saying "Only the people reading / particpating in this thread can apply" that I would start to have a problem.<br><br>Hopefully that makes some kind of sense, as I'm getting tired :)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>26-06-2010, 01:31:33</strong>
			</dt>
			<dd class="postbody">
				Thank you for the clarification, that agrees with what I was thinking.<br><br>I don't mind people mentioning here that you have a game you want to do as long as everyone else on E has a chance to ask to play as well via threads on the usual forums, unless you wish to send a PM to someone directly.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>26-06-2010, 07:48:17</strong>
			</dt>
			<dd class="postbody">
				*sheepish* <br><br>Another idea I had, if we want to follow the School-type game but with somewhat more mature characters is an expensive resort or casino. You've got some of the same elements - a confined setting where the rules are a little different, rich characters and a variety of settings, ample room for NPCs, and the opportunity for public play.<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>26-06-2010, 13:10:04</strong>
			</dt>
			<dd class="postbody">
				That's true though we could easily discuss minor variations on many of these themes for a long time.<br><br>I was thinking that unless anyone else would like to propose another game idea rather than a variation that we vote on those that have so far been suggested.<br><br>We have 12 candidates, 5 from Haibane (H1 thru H5), 2 from Aragem (A1 and A2), 1 from Hairy Heretic (HH1) and 4 from Urbanzorro (U1 thru U4). I have withdrawn my 'Big Brother' idea as I don't think it has enough potential to be interesting.<br><br>I think we should give 12 points to the game we would most like to play in, 11 for the second game we'd like to play in, 10 for the third and so on. We'll tally up the score after a few days when people have had a chance to vote.<br><br>Hairy - please forgive me - I put aside your offer of a Rokugan game for now, and the steampunk one as earlier in the discussion it was clear that a majority preferred to play in contemporary settings.<br><br><strong>H1) Unrelenting</strong> - a BDSM club that trains dom/mes and subs for nefarious purposes. It is set on a private island and has independent jurisdiction. A private security force has been tasked by the govt &amp; police of a nearby larger state to infiltrate it and discover it's purpose.<br><br><strong>H2) NORT</strong> - A group of CalTech whizkids and programmers who work for an L.A. software company based in Silicon Valley. They are working on a new MMORPG but little do they know that some very iffy stuff is going on at corporate HQ.<br><br><strong>H3) Section Nine</strong> - A special police unit is called in to investigate a series of crimes that seem to be targeted at one of the countries three main political parties.<br><br><strong>H4) School of Shadows</strong> - an ordinary high school in a southern suburb of Tokyo, present day. Ordinary kids, ordinary life. Lessons, clubs, making friends, the first stumblings of attraction to the opposite (or even the same) gender. The school though has a mysterious past and secret which will gradually be revealed as the story goes on.<br><br><strong>H5) Pet Shop of Delights</strong> - A virus has killed off all domesticated animals and following a massive population explosion teenage boys and girls are randomly rounded up by collection squads, taken away in trucks to labs and converted into animals...<br><br><strong>A1) Domination Education</strong> - a special school located in the forested areas of northwest America. It is very secluded and not many know of its existence.&nbsp; It's not a school that teaches math, history, language, or art. Or it does teach art, but it's the art of domination. Students are carefully handpicked to be invited to attend classes, and they are required to bring one thing. An untouched person who will serve them as their slave.<br>&nbsp;<br><strong>A2) Underground Sex Trade</strong> - In New York city there is an underground human trafficking group called Incubus. Their job is to obtain and train beautiful people to become perfect love slaves.<br><br><strong>HH1) The Hunters Club</strong> specialises in capturing, breaking and training slaves. Newly minted members tend to take a more simplistic approach, the more experienced members are somewhat more imaginative in theirs. They also have an annual competition, mostly for the more senior members, where they can show off their talents. <br><br><strong>U1) Devil's Island</strong> - a number of women have been kidnapped and transported to a tropical island, where they will take part in a competition for their freedom, which will be recorded and witnessed by several of the slave trader’s clients.&nbsp; They will be tasked with surviving on the island with few tools and no luxuries.<br><br><strong>U2) The Maze</strong> - the characters wake to find themselves locked in a room. A voice tells them that they have each been kidnapped, and that their only hope of escape is to find the door that leads out of the complex. They are told that some rooms will contain food or tools or clues to their escape, while others contain traps, and others are simply empty. <br><br><strong>U3) Dead Reckoning</strong> - A secret organization within the U.S. government has selected Rockford as a site for a bio-weapons test. A number of rats carrying a deadly virus have been let loose in the city. The virus is designed to destabilize an enemy nation’s population, in that its victims die only to re-animate and attack the living<br><br><strong>U4) Past Lives</strong> - Some stories, destinies, and even some loves are too great to be told, to be fulfilled, to exist in only one lifetime and their echos can be heard through all time. And stories both old and new, both completed and untold find themselves colliding, merging, becoming one, becoming new, and at the same time becoming old. Fate has conspired that our tale be one such story, destined to be told between two lifetimes, in two separate lands - a contemporary American high school summer camp and medieval feudal China.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>26-06-2010, 13:12:26</strong>
			</dt>
			<dd class="postbody">
				No worries
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>26-06-2010, 15:11:11</strong>
			</dt>
			<dd class="postbody">
				Though as I said I would love to play that setting again with you as GM, plus some of the wonderful people from this discussion.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>26-06-2010, 16:35:44</strong>
			</dt>
			<dd class="postbody">
				HH1 = 12 pts<br><br>H1 = 11 pts<br><br>A1 = 10 pts<br><br>U1= 9 pts<br><br>A2 = 8 pts<br><br>H3 = 7 pts<br><br>U3= 6 pts<br><br>H2= 5 pts<br><br>H4= 4 pts<br><br>U2= 3 pts<br><br>H5 = 2 pts<br><br>U4= 1 pts
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>26-06-2010, 17:25:00</strong>
			</dt>
			<dd class="postbody">
				U3 = 12<br><br>H5 = 11<br><br>H2 = 10<br><br>H4 = 9<br><br>U1 = 8<br><br>U4 = 7<br><br>H3 = 6<br><br>H1 = 5<br><br>HH1 = 4<br><br>A1 = 3<br><br>A2 = 2<br><br>U2 = 1
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Destiny Ascension</strong> on <strong>26-06-2010, 20:41:28</strong>
			</dt>
			<dd class="postbody">
				H3: 12<br><br>U3: 11<br><br>U1: 10<br><br>HH1: 9<br><br>A2: 8<br><br>H4: 7<br><br>U4: 6<br><br>H2: 5<br><br>A1: 4<br><br>U2: 3<br><br>H1: 2<br><br>H5: 1
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>26-06-2010, 21:35:04</strong>
			</dt>
			<dd class="postbody">
				H5: 12<br><br>H1: 11<br><br>A1: 10<br><br>A2: 9<br><br>HH1: 8<br><br>U1: 7 (with the caveat that 'a number of women...' is changed to 'a number of people...')<br><br>U2: 6<br><br>H2: 5<br><br>H3: 4<br><br>H4: 3<br><br>U3: 2<br><br>U4: 1<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>26-06-2010, 22:46:58</strong>
			</dt>
			<dd class="postbody">
				<strong>H1) Unrelenting</strong> - 6<br><br><strong>H2) NORT</strong> - 12<br><br><strong>H3) Section Nine</strong> - 2<br><br><strong>H4) School of Shadows</strong> - 3<br><br><strong>H5) Pet Shop of Delights</strong> - 11<br><br><strong>A1) Domination Education</strong> - 5<br>&nbsp;<br><strong>A2) Underground Sex Trade</strong> - 1<br><br><strong>HH1) The Hunters Club</strong> - 4<br><br><strong>U1) Devil's Island</strong> - 8 (If set as People)<br><br><strong>U2) The Maze</strong> - 7<br><br><strong>U3) Dead Reckoning</strong> - 9<br><br><strong>U4) Past Lives</strong> - 10<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>26-06-2010, 23:39:10</strong>
			</dt>
			<dd class="postbody">
				<strong>U3 = 12pts<br><br>H3 = 11pts<br><br>U4 = 10pts<br><br>U1 = 9pts<br><br>HH1 = 8pts<br><br>A2 = 7pts<br><br>H4 = 6pts<br><br>A1 = 5pts<br><br>H1= 4pts<br><br>H2 = 3pts<br><br>U2 = 2pts<br><br>H5= 1pt</strong><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Rhoswen</strong> on <strong>27-06-2010, 03:45:46</strong>
			</dt>
			<dd class="postbody">
				<strong>H1 ~ 10</strong><br><strong>H2 ~ 5</strong><br><strong>H3 ~ 7</strong><br><strong>H4 ~ 6</strong><br><strong>H5 ~ 2</strong><br><strong>A1 ~ 12</strong><br><strong>A2 ~ 8</strong><br><strong>HH1 ~ 9</strong><br><strong>U1 ~ 4</strong><br><strong>U2 ~ 3</strong><br><strong>U3 ~ 1</strong><br><strong>U4 ~ 11</strong><br>&nbsp;
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>27-06-2010, 12:14:51</strong>
			</dt>
			<dd class="postbody">
				Thanks everyone, please keep voting. I'm tabulating the results as we go and its looking interesting, and quite revealing though not terribly encouraging as to the final choice! Some games are both highly popular and at the same time highly unpopular with different players. We may need to introduce some elements that make them more attractive to those who probably won't play them. Let's carry on for now though.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>27-06-2010, 13:05:55</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3206003#msg3206003">Quote from: Haibane on 26-06-2010, 15:11:11</a></div></div><blockquote class="bbc_standard_quote">Though as I said I would love to play that setting again with you as GM, plus some of the wonderful people from this discussion.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>If enough people want to play it, I'm happy enough to run it.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>27-06-2010, 13:54:42</strong>
			</dt>
			<dd class="postbody">
				It's a pretty close contest so far. Keep the votes coming people. :)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zillah</strong> on <strong>27-06-2010, 14:27:21</strong>
			</dt>
			<dd class="postbody">
				My choices ...<br><br><strong>H1 - 11<br>H2 - 6<br>H3 - 5<br>H4 - 7<br>H5 - 10<br>A1 - 12<br>A2 - 8<br>HH - 9<br>U1 - 1<br>U2 - 3<br>U3 - 4<br>U4 - 2</strong>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>27-06-2010, 16:35:50</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3209022#msg3209022">Quote from: Haibane on 27-06-2010, 12:14:51</a></div></div><blockquote class="bbc_standard_quote">Thanks everyone, please keep voting. I'm tabulating the results as we go and its looking interesting, and quite revealing though not terribly encouraging as to the final choice! Some games are both highly popular and at the same time highly unpopular with different players. We may need to introduce some elements that make them more attractive to those who probably won't play them. Let's carry on for now though.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>One thing to keep in mind is that whatever the idea is, it's not going to interest everyone. That's no reflection on anyone or anything, beyond what a particular person likes or doesn't. Changing elements to appeal to one person may lower its appeal for another. As long as you have a reasonably sized group, you should still be able to go on with it.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>27-06-2010, 16:40:30</strong>
			</dt>
			<dd class="postbody">
				This is true. It is quite revealing looking at the votes though. So far we have only one game that is clearly of little to no interest across the board, the other eleven all hold strong appeal for someone and the rankings are very close.<br><br>My comment above was really that I wouldn't want to exclude people if a game was played they'd only given 1 or 2 points to. I would hope that within the framework of that game some elements could be found that would engage even those players, perhaps an angle they hadn't at first noticed, or by introducing a new element it would draw them in without watering the other elements down for the rest.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>27-06-2010, 16:49:42</strong>
			</dt>
			<dd class="postbody">
				Finding one idea that will interest everyone, especially when you have, what, a dozen people here, is going to be next to impossible. Personally I don't see a problem in saying "Well, I'm sure it will be a fun game, but it's just not the one for me" and sitting it out. There will be other games. Trying to force yourself to play a game that just isn't doing it for you is going to lead to more problems in the long run. Better to bow out before it comes to that point.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>lacuna</strong> on <strong>27-06-2010, 20:57:10</strong>
			</dt>
			<dd class="postbody">
				Gosh that was super tough... :/ So many good ideas. <br>Here is my vote. <br>HH1 - 12<br>A1 - 11<br>A2 - 10<br>H1&nbsp; - 9<br>H5 - 8<br>U1 - 7<br>U2 - 6<br>H4 - 5<br>H2 - 4<br>H3 - 3<br>U3- 2<br>U4 -1
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>27-06-2010, 21:58:10</strong>
			</dt>
			<dd class="postbody">
				Why don't we take the top 5 games or maybe the top 3 games, and the one who thought up the game will have to put to forward with more information.&nbsp; Like a FAQs from the voters and then have another vote?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>27-06-2010, 22:18:29</strong>
			</dt>
			<dd class="postbody">
				Only a minority have voted so far, I'd like to give everyone the opportunity to have their say before we start to make the final selection.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>28-06-2010, 17:34:24</strong>
			</dt>
			<dd class="postbody">
				*statistics nerd*<br><br>I personally would suggest taking&nbsp; look at the distribution of votes (which Haibane is clearly doing) to decide *how* the winner of the voting is determined. After all, its possible with certain voting distributions to choose the game with the highest total votes which is only marginally interesting to everyone.<br><br>In addition to total number of votes, I'd consider just keeping a count of how many people marked a game as "10" or higher - that gives us an idea of what games people really want to play, as well as games that are of middling interest to everyone.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>28-06-2010, 18:30:39</strong>
			</dt>
			<dd class="postbody">
				Minds. Great. Alike. Think.<br><br>I'm logging the incidences of 10+ scores and 04- scores. As I said, the voting spread is... interesting. Its definitely a case of you can't please all of the people all of the time.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>28-06-2010, 19:21:52</strong>
			</dt>
			<dd class="postbody">
				You know, we could have top two games and split it from there.&nbsp; That way everyone is happy and choose between two games.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>28-06-2010, 19:22:43</strong>
			</dt>
			<dd class="postbody">
				I'm pretty sure one game won't be satisfactory, I've had that in my mind from early on.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>28-06-2010, 19:54:03</strong>
			</dt>
			<dd class="postbody">
				Here is my vote<br><br>U3=12<br>U1=11<br>A2=10<br>H5=9<br>HH1=8<br>H4=7<br>U2=6<br>U4=5<br>H2=4<br>A1=3<br>H1=2<br>H3=1<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>28-06-2010, 20:01:07</strong>
			</dt>
			<dd class="postbody">
				Urban just to clarify is H6 supposed to be H4? H6 doesn't seem to exist, so am I safe in assuming this was a typo?<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>28-06-2010, 20:05:25</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3214238#msg3214238">Quote from: Haibane on 28-06-2010, 18:30:39</a></div></div><blockquote class="bbc_standard_quote">Minds. Great. Alike. Think.<br><br>I'm logging the incidences of 10+ scores and 04- scores. As I said, the voting spread is... interesting. Its definitely a case of you can't please all of the people all of the time.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>*highfive*
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>28-06-2010, 20:19:16</strong>
			</dt>
			<dd class="postbody">
				Yes you're correct. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>28-06-2010, 20:22:03</strong>
			</dt>
			<dd class="postbody">
				Okay thought so...then if I did my math right, which is always a little suspect, looks like we currently have a 3 way tie for 4th place. The leaders are all pretty close still though. <br><br>BTW does the person who proposed the idea that wins automatically become one of the GMs? <br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>28-06-2010, 21:17:35</strong>
			</dt>
			<dd class="postbody">
				It would make sense for the originator of the idea we use as a basis of the final game to be one of the joint GMs, yes.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>28-06-2010, 21:37:13</strong>
			</dt>
			<dd class="postbody">
				I guess I could be GM, but I'll need help and someone to discuss rules and such.&nbsp; That is, if one of my games is one that is chosen.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>29-06-2010, 03:57:16</strong>
			</dt>
			<dd class="postbody">
				Thats part of the reason we have Co-gms. So they can help each other out, act as a sounding board for ideas, even help figure out systems that work best and problem solve. Thier not just their to cover for you when you are absent but to act as your creative partner in creation as well. I'm sure you'll do fine Aragem if it is one of yours that wins out. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>29-06-2010, 04:58:55</strong>
			</dt>
			<dd class="postbody">
				I think I should gently PM a few people. A number of posters here haven't voted yet.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>rick957</strong> on <strong>29-06-2010, 18:27:28</strong>
			</dt>
			<dd class="postbody">
				I had put off voting for a while because I'm less concerned about the scenario than about other things, like how much participation is expected, and how much plot there is around the sex.&nbsp; So, my rankings aren't strictly precise.&nbsp; <br><br>Incidentally, I hope some of the games that get passed up now still happen later on or with other E folks.&nbsp; Several of the ideas are too good to just discard.&nbsp; (Not to suggest changes at such a late hour, but I also liked some of the early ideas that didn't make it into the voting, even preferred certain ones over some of these.&nbsp; For example, Nos, I for one liked your "Village" and "Crossroads Inn" ideas a lot.)<br><br>H1) Unrelenting - 10<br><br>H2) NORT - 9<br><br>H3) Section Nine - 12<br><br>H4) School of Shadows - 4<br><br>H5) Pet Shop of Delights - 1<br><br>A1) Domination Education 5<br>&nbsp;<br>A2) Underground Sex Trade - 8<br><br>HH1) The Hunters Club - 6<br><br>U1) Devil's Island - 3<br><br>U2) The Maze - 2<br><br>U3) Dead Reckoning - 11<br><br>U4) Past Lives 7<br><br>One small suggestion:&nbsp; I wonder if some people haven't voted because they don't have time to rank all twelve choices.&nbsp; Would it increase participation if there were an option, say, of just listing your top three favorites?&nbsp; Perhaps those votes could be tabulated separately, with the top three choices of those who did rank all twelve.&nbsp; Might lead to different end results, by factoring in more opinions.&nbsp; Just a thought, ignore if you like.<br><br>P.S.&nbsp; Off-topic:&nbsp; Urban, when or if you decide to further expand your Aliens/Predator game, I hope you'll let people know here or in the Group-RPs-wanted area.&nbsp; I balked earlier because it looked like there was a lot to read.&nbsp; Shihong must be a much faster reader than me.&nbsp; :)<br><br>P.P.S.&nbsp; Off-topic plug:&nbsp; I myself have an ongoing group game that's always recruiting strong writers like those here.&nbsp; *points shamelessly to link in sig*
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>30-06-2010, 03:18:20</strong>
			</dt>
			<dd class="postbody">
				thanks Rick Glad someone like them.&nbsp; ;D I have two more game ideas besides I'm going to put forth next time we open voting up. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>30-06-2010, 03:21:19</strong>
			</dt>
			<dd class="postbody">
				Now we've come this far, lets keep going with the 12.<br><br>Some of the other ideas, while solid, I think got put aside for now because the consensus was heavily in favour of a [near]contemporary setting.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aiden</strong> on <strong>30-06-2010, 04:18:55</strong>
			</dt>
			<dd class="postbody">
				H1) Unrelenting - 5<br><br>H2) NORT - 11<br><br>H3) Section Nine - 9<br><br>H4) School of Shadows - 12<br><br>H5) Pet Shop of Delights - 8<br><br>A1) Domination Education- 4<br>&nbsp;<br>A2) Underground Sex Trade - 6<br><br>HH1) The Hunters Club - 3<br><br>U1) Devil's Island - 2<br><br>U2) The Maze - 1<br><br>U3) Dead Reckoning - 7<br><br>U4) Past Lives- 10<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>30-06-2010, 17:46:38</strong>
			</dt>
			<dd class="postbody">
				Wow. I would never in a million years have said 'School of Shadows' was your sort of game Aiden. I am surprised.<br><br>Anyway, I have PMd those people who have posted in this thread but not voted yet. When a suitable proportion of them have voted we'll do a tally and discuss the results. I'm not sure we have to limit ourselves to playing the game that has the highest total, but we can certainly use the data the voting throws up to perhaps create a game that will meet the needs of the majority moreso that the 12 options we have now.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>30-06-2010, 17:51:42</strong>
			</dt>
			<dd class="postbody">
				Definitely.&nbsp; It's possible, we could combine two games into one.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zadaris</strong> on <strong>30-06-2010, 18:12:14</strong>
			</dt>
			<dd class="postbody">
				Sorry about the lateness of this; the ideas and posts were flooding in so I took a back seat. ^_^'<br><br><strong>H1) Unrelenting - 5<br><br>H2) NORT - 3<br><br>H3) Section Nine - 6<br><br>H4) School of Shadows - 10<br><br>H5) Pet Shop of Delights - 7<br><br>A1) Domination Education - 2<br>&nbsp;<br>A2) Underground Sex Trade - 8<br><br>HH1) The Hunters Club - 4<br><br>U1) Devil's Island - 11<br><br>U2) The Maze - 1<br><br>U3) Dead Reckoning - 12<br><br>U4) Past Lives - 9</strong>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>30-06-2010, 19:06:17</strong>
			</dt>
			<dd class="postbody">
				Hi Zad<br><br>H1 and H5 you gave 5 votes to both, but no game got 1 vote. I'm assuming one of those two should be a 1. Can you say which please? Thanks.<br><br>EDIT: Actually I know which game has 1, I can just tell. But please confirm... thank you... ;)<br><br>ANOTHER EDIT: And with that we have a game that has exceeded 100 votes, though it is still ridiculously close.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zadaris</strong> on <strong>30-06-2010, 19:46:15</strong>
			</dt>
			<dd class="postbody">
				It makes me feel like I'm picking sides with those votes. None of them deserve only 1 because they're all such good ideas and work on various levels. It's all just about preference at this point in time. If this was a number of months ago the numbers would be completely different. <br><br>Waffling ended. ^_^
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Fragile Dreams</strong> on <strong>30-06-2010, 20:58:21</strong>
			</dt>
			<dd class="postbody">
				Edit to change my silly vote...<br><br><strong>H1) Unrelenting - 4<br><br>H2) NORT - 9<br><br>H3) Section Nine - 6<br><br>H4) School of Shadows - 5<br><br>H5) Pet Shop of Delights - 2<br><br>A1) Domination Education - 3<br><br>A2) Underground Sex Trade - 8<br><br>HH1) The Hunters Club - 7<br><br>U1) Devil's Island - 1<br><br>U2) The Maze - 12<br><br>U3) Dead Reckoning - 11<br><br>U4) Past Lives - 10</strong>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>DngrMse</strong> on <strong>30-06-2010, 22:13:31</strong>
			</dt>
			<dd class="postbody">
				My votes:<br><strong><br>H1) Unrelenting - 12<br><br>H2) NORT - 4<br><br>H3) Section Nine - 3<br><br>H4) School of Shadows - 7<br><br>H5) Pet Shop of Delights - 10<br><br>A1) Domination Education - 11<br><br>A2) Underground Sex Trade - 6<br><br>HH1) The Hunters Club - 5<br><br>U1) Devil's Island - 2<br><br>U2) The Maze - 9<br><br>U3) Dead Reckoning - 8<br><br>U4) Past Lives - 1</strong>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>01-07-2010, 00:52:45</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3223719#msg3223719">Quote from: Aragem on 30-06-2010, 17:51:42</a></div></div><blockquote class="bbc_standard_quote">Definitely.&nbsp; It's possible, we could combine two games into one.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>BDSM zombies! You gotta whip 'em in the head!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>DngrMse</strong> on <strong>01-07-2010, 01:53:41</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3225385#msg3225385">Quote from: Haibane on 01-07-2010, 00:52:45</a></div></div><blockquote class="bbc_standard_quote">BDSM zombies! You gotta whip 'em in the head!<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br><br>BDSM Zombies would have been great in Shaun of the Dead!&nbsp; I wonder if they're planning a sequel? 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>01-07-2010, 04:48:13</strong>
			</dt>
			<dd class="postbody">
				Correct me if I'm wrong Haibane, but so far we have 15 people posting their votes with only 3 points separating 1st and 2nd place and 5 points separating 2nd and 3rd place. Does that match what you have so far?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>01-07-2010, 11:26:51</strong>
			</dt>
			<dd class="postbody">
				Not sure of the exact numbers as I don't have my spreadsheet open ATM but it is stupidly close. I've been saying for some time now that the totals are not that helpful, except in one specific case, though the voting patterns are.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>01-07-2010, 15:38:13</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3227498#msg3227498">Quote from: Haibane on 01-07-2010, 11:26:51</a></div></div><blockquote class="bbc_standard_quote">Not sure of the exact numbers as I don't have my spreadsheet open ATM but it is stupidly close. I've been saying for some time now that the totals are not that helpful, except in one specific case, though the voting patterns are.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Wow, I take it that the voting is coming to a close soon.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>01-07-2010, 15:48:10</strong>
			</dt>
			<dd class="postbody">
				Yes. I think after two more people vote we'll have plenty to talk about.<br><br>Oriel? Shihong? Lithos? Pretty please? 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Oriel</strong> on <strong>01-07-2010, 17:45:03</strong>
			</dt>
			<dd class="postbody">
				H1) Unrelenting -1<br><br>H2) NORT - 12<br><br>H3) Section Nine -3<br><br>H4) School of Shadows -5<br><br>H5) Pet Shop of Delights -8<br><br>A1) Domination Education - 9<br>&nbsp;<br>A2) Underground Sex Trade - 6<br><br>HH1) The Hunters Club -7<br><br>U1) Devil's Island - 4<br><br>U2) The Maze - 2<br><br>U3) Dead Reckoning - 10<br><br>U4) Past Lives - 11<br><br>I wasn't being recalcitrant, I was just having a very hard time deciding. I was surprised with what I ended up with to be honest. But like I said.. I am happy to play anything. <br><br>I love all of the suggestions and even the one I rated as a 1 I would be thrilled with. Such a hard decision!<br><br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>01-07-2010, 18:48:39</strong>
			</dt>
			<dd class="postbody">
				C'mon, just one more!&nbsp; Maybe we can get the results today!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aiden</strong> on <strong>01-07-2010, 19:17:22</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3223706#msg3223706">Quote from: Haibane on 30-06-2010, 17:46:38</a></div></div><blockquote class="bbc_standard_quote">Wow. I would never in a million years have said 'School of Shadows' was your sort of game Aiden. I am surprised.<br><br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I really like the "school" setting and it doesn't mean it has to be all smutty (but I do like that also). When I read it, I imagined "the melancholy of haruhi suzumiya" it was "normal" at the start then it gets crazy! 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>01-07-2010, 19:20:59</strong>
			</dt>
			<dd class="postbody">
				Oh, you like Haruhi? I'm surprised again - but pleased as well. You're quite a dark horse aren't you?<br><br>The plot of that game isn't crazy like Haruhi and doesn't have much humour unless the characters make it. In fact its a somewhat dark, sinister plot... I would love to run that game on E sometime. Probably in the non-adult section so that there is sex to spoil the focus of the things as the weirdness unfolds.<br><br>And yeah, one more set of votes and I'll do my analysis *gets lab coat and sexy glasses on*
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aiden</strong> on <strong>01-07-2010, 22:31:29</strong>
			</dt>
			<dd class="postbody">
				I did, I really liked Kyon character in that series. I am not exactly sure why but I did. <br><br>Well if it does go to NA, I would play it. I think what draws me to the concept of the game is that "weirdness" factor above everything else. <br><br>*Cuts Haibane's lab coat extra short* <br>Better...you dropped your pen. <br>*Points behind her* 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>01-07-2010, 22:54:37</strong>
			</dt>
			<dd class="postbody">
				"Oh thanks."<br><br>*turns and bends over to retrieve pen*<br><br>*feels something firm nudging between my thighs*<br><br>*turns to notice that alarmingly Aiden is about a foot away behind me and both hands are in his pockets*<br><br>-----------------------------------------------------<br><br>Kyon was great. One of the best written characters I've seen in any anime. I loved his dry cynical sense of humour when all around him the world was turning more and more crazy and the way he'd spout off so much thinking so fast. Brilliant stuff.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aiden</strong> on <strong>02-07-2010, 00:09:45</strong>
			</dt>
			<dd class="postbody">
				-Inches closer with a grin on my lips, pressing the bulge against the offered rear end- <br>"Did you get it? Check again..." <br><br>_____________________<br>Yea I liked his cynical view on everything, the other male being the near polar opposite of him. <br>I heard they released a new season but I did not watch it, I guess I should at some point. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Lithos</strong> on <strong>02-07-2010, 00:27:41</strong>
			</dt>
			<dd class="postbody">
				Here is the list, only really thought about top six though. <br><br><br>HH1 The Hunters Club - 12 <br>H5&nbsp; Petshop Of Delights - 11<br>H1&nbsp; Unrelenting - 10<br>A2&nbsp; Underground Sex Trade - 9 <br>A1&nbsp; Domination Education - 8 <br>H3&nbsp; Section Nine - 7 (12 if it is same setting as ghost in the shell)<br>U1&nbsp; Devil's Island - 6 <br>U2&nbsp; The Maze - 5<br>U3&nbsp; Dead Reckoning - 4<br>H4&nbsp; School of Shadows - 3<br>H2&nbsp; NORT - 2 <br>U4&nbsp; Past Lives - 1
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>02-07-2010, 12:03:33</strong>
			</dt>
			<dd class="postbody">
				Thanks, Lithos.<br><br>I've gone through the numbers but the table I've drawn up isn't playing nice. I'm struggling to get the 'hr' bbcode to work correctly. I hope I can get it sorted out later today.<br><br>EDIT: Hm. Still struggling with the table. I'll add it later, but here's a summary.<br><br><table class="bbc_table"><tbody><tr><td>Game</td><td>H1</td><td>H2</td><td>H3</td><td>H4</td><td>H5</td><td>U1</td><td>U2</td><td>U3</td><td>U4</td><td>A1</td><td>A2</td><td>HH1</td></tr><tr><td>Votes</td><td>118</td><td>109</td><td>104</td><td>103</td><td>114</td><td>103</td><td>72</td><td>134</td><td>103</td><td>117</td><td>122</td><td>127</td></tr><tr><td>Placed</td><td>4</td><td>7</td><td>8</td><td>9</td><td>6</td><td>9</td><td>12</td><td>1</td><td>9</td><td>5</td><td>3</td><td>2</td></tr></tbody></table><br>Thank you so much everyone for voting. Given the choice of games proposed and how long it took I'm amazed but very pleased so many of you took the time to vote. Next, my apologies, this post will probably end up being stupidly long, but please bear with me.<br><br>The voting as I've inferred as we've gone along has been fascinating to watch and I think it tells us some interesting things.<br><br>There does seem to be some fairly clear split between players who like action oriented plots and those who like smut. Balancing the two will be interesting unless we run two games. Or more.<br><br>Early on I decided to divide the votes into green numbers (10, 11, 12), red numbers (01, 02, 03) and grey numbers (everything in between). One game trailed right from the start and never really was in serious contention. That was U2 The Maze. It gathered 10 red votes and only 1 green one, though that was a 12. Total score was 72. It ranked #12.<br><br>A number of games attracted moderate amounts of green votes and few red ones but the grey ones they got were on the low side. H1 Unrelenting (ranked #4) falls into this category as does A1 Domination Education (ranked #5). Strangely I viewed these two games as almost copies of each other though I implied Unrelenting could have an action plot as well.<br><br>A few games really split the vote. Most notable was H5 Pet Shop of Delights (ranked #6) which attracted 12 green votes, 12 red ones and 5 greys. It seems you either love this premise or you hate it. It might be due to the doggies, almost on a level with furries or anthros so maybe a bit 'out there' given out contemporary preferred setting. Another game equally split with 6-5-6 vote was U4, Past Lives (ranked joint #9) which also promises a complex plot and some action but the Feudal China setting was outside our terms of reference.<br><br>Then we come to the last category of voting spreads. Low numbers of both green and red votes and high numbers of grey. All the rest of the games fall into this category. Few people loved them, few hated them but <em>most</em> people liked them a fair bit and for this reason I think these are the games we should focus our interest on since they have the highest number of votes that liked them somewhat and the lowest numbers of voters who strongly disliked them. The games I've covered above all fell into the trap of too many reds or too many low greys.<br><br>U1 Devil's Island had 3 green, 5 red and 9 grey. It ranked joint #9.<br><br>H4 School of Shadows had 2 green, 3 red and 12 grey. It might have suffered from my declared intent to play it without adult content. It ranked joint #9.<br><br>H3 Section Nine had 3 green, 5 red and 9 grey. It ranked #8.<br><br>H2 NORT had 4 green, 3 red and 10 grey. It ranked #7.<br><br>A2 Underground Sex Trade had only 2 green and 2 red but 13 solid greys, enough to give it 122 votes and rank #3.<br><br>HH1 Hunters Club had 3 green, only a single red (the lowest of any game) and 13 solid greys. It gained 127 votes and ranked #2.<br><br>U3 Dead Reckoning, much to my surprise given the declared contemporary setting had 8 green votes (the highest incidence of greens), 3 red and 6 grey. It gained 134 votes and ranked #1. It seems people wanna play a zombies game.<br><br>Feedback please!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>02-07-2010, 23:43:01</strong>
			</dt>
			<dd class="postbody">
				So, I have a question that occurs do me in the voting.<br><br>There are two clear bifurcations in the games. I'm loathe to call one of them smut, because I think it does a huge disservice to them, but for the moment, lets call them "Smut" and "Action".<br><br>My question is - and this depends on the voters as much as the vote design - are a bunch of the "red" votes for various smut or action games based on people voting down a *type* of game?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>02-07-2010, 23:56:03</strong>
			</dt>
			<dd class="postbody">
				My personal feeling is that I never consciously vote a game 'down', because it has a smut/action direction. I do vote for what <em>I am in the mood for on that day.</em> Its a very ephemeral thing, an RP craving. I know a couple of other people mentioned it here just now. I might really really want to RP a game with yellow pigs in it on Tuesday but by the following Tuesday I've gone off yellow pigs and I'm into blue bunnies. It can change very fast.<br><br>If I voted again I would almost certainly vote differently.<br><br>I don't think that answers your question but it is how my mind works. I guess if I'm in a zombie action mood (aka yellow pigs) I'll vote a zombie action game highly. Next month I'll vote a slave hunt in the jungle game (aka blue bunnies) because my mood a month later is different. My mood swings are not that extreme BTW, I am actually fairly consistent on what I like but occasionally a game will come along (like Urban's Aliens game) which when I see it at first I have no interest at all but three months later I'm damn glad I joined.<br><br>Also important - very important - once I'm in a game, whatever it is pretty much - if I'm deeply engaged by it (writer quality, plot direction GMing skillz) I will stick with it.<br><br>Erm. No. I don't think that answers your question at all. I'm just rambling.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>03-07-2010, 00:32:06</strong>
			</dt>
			<dd class="postbody">
				You'd have to ask each person that individually to get a proper response :)<br><br>For myself, I enjoy action games, but not really zombie ones. At least, not the conventional ordinary people v hordes of shambling undead. Drop my samurai in against a maho-tsukai, or maybe my scion against a titan corrupted loa-scion, and I'll probably have a lot more fun. <br><br>If I want action, I'll go with Scion, Qin, Exalted, L5R, Star Wars, or one of the 40k games. But that's just me.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>03-07-2010, 00:54:56</strong>
			</dt>
			<dd class="postbody">
				One last question - what was the overlap between voters in the two "Love it or Hate it" games?<br><br>Because it seems to me that, if they weren't heavily overlapping (for me they weren't), that seems like a natural break, rather than the somewhat higher ranked "Well, noone hates it..." games.<br><br>Possibly with a slight change to the Pet Shop game (perhaps merging it with one of the school or Hunter's club ones to bring in non-pet play people?).
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>03-07-2010, 01:14:47</strong>
			</dt>
			<dd class="postbody">
				Still not worked out how to put in lines around the totals row but here's the votes. I'm sorry its completely unreadable but I'm waiting on some bbcode advice from Caeli to try and smarten it up and make it easier to read.<br><br>EDIT: The walking awesomness that is the Mighty Caeli just gave me the info on tidying it up. It should now be easier on the eye and easier to see trends. If anyone struggles to see the green or red text, please shout and I'll use another colour. I could embolden them I guess.<br><br><table class="bbc_table"><tbody><tr><td>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</td><td>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </td><td>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </td><td>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </td><td>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </td><td>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </td><td>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </td><td>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </td><td>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </td><td>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </td><td>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </td><td>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </td><td>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </td></tr><tr><td>Smut or Action?</td><td>S</td><td>A</td><td>A</td><td>A</td><td>S</td><td>S</td><td>S</td><td>A</td><td>A</td><td>S</td><td>S</td><td>S</td></tr><tr><td>Game</td><td>H1</td><td>H2</td><td>H3</td><td>H4</td><td>H5</td><td>U1</td><td>U2</td><td>U3</td><td>U4</td><td>A1</td><td>A2</td><td>HH1</td></tr><tr><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td></tr><tr><td>Aragem</td><td>11</td><td>05</td><td>07</td><td>04</td><td>02</td><td>09</td><td>03</td><td>06</td><td>01</td><td>10</td><td>08</td><td>12</td></tr><tr><td>Haibane</td><td>05</td><td>10</td><td>06</td><td>09</td><td>11</td><td>08</td><td>01</td><td>12</td><td>07</td><td>03</td><td>02</td><td>04</td></tr><tr><td>Destiny</td><td>02</td><td>05</td><td>12</td><td>07</td><td>01</td><td>10</td><td>03</td><td>11</td><td>06</td><td>04</td><td>08</td><td>09</td></tr><tr><td>Mercurial</td><td>11</td><td>05</td><td>04</td><td>03</td><td>12</td><td>07</td><td>06</td><td>02</td><td>01</td><td>10</td><td>09</td><td>08</td></tr><tr><td>Nos</td><td>06</td><td>12</td><td>02</td><td>03</td><td>11</td><td>08</td><td>07</td><td>09</td><td>10</td><td>05</td><td>01</td><td>04</td></tr><tr><td>Corvus</td><td>04</td><td>03</td><td>11</td><td>06</td><td>01</td><td>09</td><td>02</td><td>12</td><td>10</td><td>05</td><td>07</td><td>08</td></tr><tr><td>Swan</td><td>10</td><td>05</td><td>07</td><td>06</td><td>02</td><td>04</td><td>03</td><td>01</td><td>11</td><td>12</td><td>08</td><td>09</td></tr><tr><td>Zillah</td><td>11</td><td>06</td><td>05</td><td>07</td><td>10</td><td>01</td><td>03</td><td>04</td><td>02</td><td>12</td><td>08</td><td>09</td></tr><tr><td>Lacuna</td><td>09</td><td>04</td><td>03</td><td>05</td><td>08</td><td>07</td><td>06</td><td>02</td><td>01</td><td>11</td><td>10</td><td>12</td></tr><tr><td>Urban</td><td>02</td><td>04</td><td>01</td><td>07</td><td>09</td><td>11</td><td>06</td><td>12</td><td>05</td><td>03</td><td>10</td><td>08</td></tr><tr><td>Rick957</td><td>10</td><td>09</td><td>12</td><td>04</td><td>01</td><td>03</td><td>02</td><td>11</td><td>07</td><td>05</td><td>08</td><td>06</td></tr><tr><td>Aiden</td><td>05</td><td>11</td><td>09</td><td>12</td><td>08</td><td>02</td><td>01</td><td>07</td><td>10</td><td>04</td><td>06</td><td>03</td></tr><tr><td>Zadaris</td><td>05</td><td>03</td><td>06</td><td>10</td><td>07</td><td>11</td><td>01</td><td>12</td><td>09</td><td>02</td><td>08</td><td>04</td></tr><tr><td>DngrMse</td><td>12</td><td>04</td><td>03</td><td>07</td><td>10</td><td>02</td><td>09</td><td>08</td><td>01</td><td>11</td><td>06</td><td>05</td></tr><tr><td>Fragile</td><td>04</td><td>09</td><td>06</td><td>05</td><td>02</td><td>01</td><td>12</td><td>11</td><td>10</td><td>03</td><td>08</td><td>07</td></tr><tr><td>Oriel</td><td>01</td><td>12</td><td>03</td><td>05</td><td>08</td><td>04</td><td>02</td><td>10</td><td>11</td><td>09</td><td>06</td><td>07</td></tr><tr><td>Lithos</td><td>10</td><td>02</td><td>07</td><td>03</td><td>11</td><td>06</td><td>05</td><td>04</td><td>01</td><td>08</td><td>09</td><td>12</td></tr><tr><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td></tr><tr><td>Totals</td><td>118</td><td>109</td><td>104</td><td>103</td><td>114</td><td>103</td><td>72</td><td>134</td><td>103</td><td>117</td><td>122</td><td>127</td></tr><tr><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td></tr><tr><td>Green</td><td>07</td><td>04</td><td>03</td><td>02</td><td>06</td><td>03</td><td>01</td><td>08</td><td>06</td><td>06</td><td>02</td><td>03</td></tr><tr><td>Grey</td><td>07</td><td>10</td><td>09</td><td>12</td><td>05</td><td>09</td><td>06</td><td>06</td><td>05</td><td>07</td><td>13</td><td>14</td></tr><tr><td>Red</td><td>03</td><td>03</td><td>05</td><td>03</td><td>06</td><td>05</td><td>10</td><td>03</td><td>06</td><td>04</td><td>02</td><td>01</td></tr><tr><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td><td><hr></td></tr><tr><td>Ranked</td><td>04</td><td>07</td><td>08</td><td>09</td><td>06</td><td>09</td><td>12</td><td>01</td><td>09</td><td>05</td><td>03</td><td>02</td></tr></tbody></table>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>03-07-2010, 01:51:15</strong>
			</dt>
			<dd class="postbody">
				So to try and answer your question Mercurial and using H1 as an example, although&nbsp; we had 7 green votes but only 3 red the game still didn't hit the top three because many of the 'grey' votes were 4s, 5s and such. I see 4s and 5s as almost as bad as red votes. It indicates a general lack of interest in that storyline I think.<br><br>Looking at H5 as another example (I am most comfortable pulling holes in the game ideas I proposed BTW rather than other peoples) while this one gathered 6 green votes (including a 12 and 3 11s) all six red votes were 1s and 2s - that was my basis of claiming that there is a 'love it or hate it' type of game and I don't think H5 is good material for this group. It would obviously be great material for the six people who voted it high and maybe now we can see the votes laid out we might consider running three, four or more games out of this discussion so that each is smaller but each has entirely gung-ho people playing in them.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>03-07-2010, 01:56:50</strong>
			</dt>
			<dd class="postbody">
				See, here's the question, looking at H5 and U4.<br><br>H5's Green Votes:<br>Haibane, Mercurial, Zillah, DngrMse, Lithos - with enough 9's or 8's that we could probably figure out how to change it to get them more inclined.<br><br>U4's Green Votes:<br>Nos, Corvus, Swan, Aden, Fragile, Oriel<br><br>Notice how they're entirely disjoint sets? <br><br>That means, over the span of two games, we have something 11 people (~65% of the voters) put in their top category. The question is, is there really a game that's going to compel more people than that? Basically, if we have two "Love it or Hate it" games, and conveniently the people who love the two games are different people...
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>03-07-2010, 01:59:44</strong>
			</dt>
			<dd class="postbody">
				I think you just said rather more graphically and convincingly what I said in my last line above. I agree with you.<br><br>What is holding me back from jumping into your suggestion and supporting a multi-game split is that I would so, so LOVE a really big group game involving as many people here as we can because I think, given the quality of writers here that it would be. Just. Effing. Awesome.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>03-07-2010, 02:07:49</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3234148#msg3234148">Quote from: Haibane on 03-07-2010, 01:59:44</a></div></div><blockquote class="bbc_standard_quote">I think you just said rather more graphically and convincingly what I said in my last line above. I agree with you.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>*high fives the pretty girl in the lab coat*<br><br><br><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">What is holding me back from jumping into your suggestion and supporting a multi-game split is that I would so, so LOVE a really big group game involving as many people here as we can because I think, given the quality of writers here that it would be. Just. Effing. Awesome.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>True.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>03-07-2010, 02:12:14</strong>
			</dt>
			<dd class="postbody">
				I doubt anyone has forgotten but in case you need a memory jolt. Full details in posts 173, 176, 177, 178:<br><br><strong>H1 Unrelenting </strong>- a BDSM academy being probed by private investigators<br><strong>H2 NORT</strong> - a TRON clone. Software geeks vs Corporate BigWigs on/offline<br><strong>H3 Section Nine</strong> - political crimes and a special covert police unit<br><strong>H4 School of Shadows</strong> - teens attempt to uncover strangeness in school<br><strong>H5 Pet Shop of Delights</strong> - teens made into pets and abused, is there a rebellion?<br><strong>U1 Devil's Island</strong> - fit women and men hunted for sport in the tropics, freedom is the prize of survival<br><strong>U2 The Maze</strong> - a random construction that presents challenges and puzzles to the imprisoned<br><strong>U3 Dead Reckoning</strong> - zombies created by a US Govt bio-weapon virus thing. The bastards.<br><strong>U4 Past Lives</strong> - college students by day, Feudal Chinese by night. How are they linked?<br><strong>A1 Domination Education</strong> - a school that trains some to lead and others to beg<br><strong>A2 Underground Sex Trade</strong> - exactly what it says on the tin<br><strong>HH1 Hunters Club</strong> - rich slave owners seek out suitable fresh meat in a world of fast cars, big yachts and submission<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Caela</strong> on <strong>03-07-2010, 03:41:50</strong>
			</dt>
			<dd class="postbody">
				Wow there is a lot to read here!<br><br>Thanks Haibane for the invite. Looks like I'm a bit late to the OOC but a party hasn't been fully decided on so I'll go back and skim/read what I've missed and throw my own 0.02$ worth into the pot lol. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>03-07-2010, 04:04:44</strong>
			</dt>
			<dd class="postbody">
				Welcome Caela! Sorry there's so much to read.&nbsp; :-\ :-[
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Caela</strong> on <strong>03-07-2010, 04:11:04</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3234548#msg3234548">Quote from: Haibane on 03-07-2010, 04:04:44</a></div></div><blockquote class="bbc_standard_quote">Welcome Caela! Sorry there's so much to read.&nbsp; :-\ :-[<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Hehehe...don't be sorry. I have time to read it this weekend with my brother (who lives with me) and my daughter out of town visiting my folks. Ahhhhh the bliss of a weekend to myself!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>03-07-2010, 04:28:01</strong>
			</dt>
			<dd class="postbody">
				So then where do we go from here? 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>03-07-2010, 05:21:28</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3234628#msg3234628">Quote from: Urbanzorro on 03-07-2010, 04:28:01</a></div></div><blockquote class="bbc_standard_quote">So then where do we go from here?<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>That's a good question, Urban. I'm going over there to the large, soft bed with the handcuffs. Anyone care to join me? ;)<br><br>Seriously though, Urban ... good question.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Caela</strong> on <strong>03-07-2010, 05:23:37</strong>
			</dt>
			<dd class="postbody">
				~peeks up from reading to catch up~ <br><br>Handcuffs? 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>03-07-2010, 05:32:33</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3234830#msg3234830">Quote from: Caela on 03-07-2010, 05:23:37</a></div></div><blockquote class="bbc_standard_quote">~peeks up from reading to catch up~ <br><br>Handcuffs?<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I like the cut of your jib.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Caela</strong> on <strong>03-07-2010, 05:39:00</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3234854#msg3234854">Quote from: Mercurial on 03-07-2010, 05:32:33</a></div></div><blockquote class="bbc_standard_quote">I like the cut of your jib.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>lol What?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>03-07-2010, 05:45:44</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3234875#msg3234875">Quote from: Caela on 03-07-2010, 05:39:00</a></div></div><blockquote class="bbc_standard_quote">lol What?<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Heh - "I like your style", "I find your ideas intriguing and would like to subscribe to your newsletter" and "Listen to this one, she's smart. And brought handcuffs!" all rolled into one.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Caela</strong> on <strong>03-07-2010, 05:48:44</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3234913#msg3234913">Quote from: Mercurial on 03-07-2010, 05:45:44</a></div></div><blockquote class="bbc_standard_quote">Heh - "I like your style", "I find your ideas intriguing and would like to subscribe to your newsletter" and "Listen to this one, she's smart. And brought handcuffs!" all rolled into one.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Well I didn't bring them, I think Corvus said he brought handcuffs, and a bed too! 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>03-07-2010, 05:58:51</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3234936#msg3234936">Quote from: Caela on 03-07-2010, 05:48:44</a></div></div><blockquote class="bbc_standard_quote">Well I didn't bring them, I think Corvus said he brought handcuffs, and a bed too!<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Fun for everyone!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>03-07-2010, 12:53:19</strong>
			</dt>
			<dd class="postbody">
				LOL.<br><br>Well at this point the way I see it we have a few options.<br><br>1) We all play Dead Reckoning. I suspect some of us would politely decline though or not enjoy it completely&nbsp; :'(<br>2) We use Dead Reckoning as a basis of our big game and add some tweaks to draw in the Unbelievers! *does stance thing with bible wave* That would probably involve adding something smutty or D/s'y though I'm not convinced that would work too well. There could well be a D/s lifestyle pair caught up in the mess (which could be interesting). Or the zombies attack a BDSM club. Hm. Right. Maybe not...<br>3) We announce two games to be run (Dead Reckoning and Hunters Club - why does my odd mind keeping seeing the spoonerism of that and calling it Cunters Hub?) and everyone is free to choose either both or none.<br>4) We chew over the results some more and see if its practical to merge more than one idea into a setting that appeals to everyone (by virtue of option #2 above this most likely would not have many or indeed any zombies in).<br><br>So if I were to stand up and say, <strong>"Right everyone, we are going to play Dead Reckoning,"</strong> can we please have a show of hands?<br><br>If you don't wish to or would reserve judgement until any tweaks were known, please state that as well.<br><br>EDIT: Looking again at the 2nd, 3rd and 4th placed games, the basics of these are really all the same. H1 has the added element of some 'bad guys' working against the club but essentially we have proposed three games where the titles are almost swappable and you'd hardly see the difference, so a game with some form of society or club or organisation that captures or trains or schools willing or unwilling subs would appear to be a safe choice of game.<br><br>On a downer note though I cannot help thinking that with the skills and minds here we cannot come up with a better idea than 'zombie attack' or 'slave club'. Which is what those two themes boil down to. :(
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>03-07-2010, 15:29:05</strong>
			</dt>
			<dd class="postbody">
				I have an idea that is like the combination of both.&nbsp; <br><br>In 1950, a virus leaked from a bio-weapons lab and spread into the public, rendering them into mindless flesh eating zombies.&nbsp; Society breaks down as the number of zombies soon outnumber the living.&nbsp; Now the remaining humans do what they could to survive against zombies, bandits, and the elements.<br><br>However, the rich and high class survive the apocalypse and rise up as the new leaders of the world.&nbsp; They are protected by what remains of the world's militaries and by thick walls of steel and electricity.&nbsp; They are the New Society, the leaders who will bring a new order to the world and these great leaders need entertainment.&nbsp; <br><br>Roaming bands are sent out to collect living survivors and bring them to a fortress like facility where they are cleaned and treated for any illness or injury.&nbsp; They are inspected and chosen by New Society members and taken to the Games which is located on the island of Hawaii where the selected.&nbsp; Each person belongs to a specific sponsor who selected them, the goal is simple, survival.<br><br>They must survive 5 days against zombies and monsters bred from the New Society's labs.&nbsp; Each day they survive they are taken and washed up to be screwed and abused by their New Society sponsor and then sent out the next day with fewer supplies, weaker weapons against more fiercer monsters.<br><br>The monster bred are not zombies, they are genetic hybrids that either want to eat meat or breed.&nbsp; And the human players can fulfill either role.<br><br>By the end of the five days, if they survive and appease their sponsor each night, they are elevated to being servants for their sponsor where they will live in a safe environment of the steel cities and no longer have to fear zombies, starvation, or the elements.<br><br><br>That's something that I spun off the top of my head.&nbsp; &nbsp;
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>03-07-2010, 16:01:20</strong>
			</dt>
			<dd class="postbody">
				Its... kind of a long way from the contemporary setting where we started (and where I assumed most people were still wanting to play).
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>03-07-2010, 16:15:53</strong>
			</dt>
			<dd class="postbody">
				It's the only thing I could think of that could combine both ideals, zombies and slave training.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>03-07-2010, 16:20:07</strong>
			</dt>
			<dd class="postbody">
				*nods* I'm not certain the two are compatible or that we should be trying to combine them.<br><br>EDIT: Sorry, I'm being horrible to you, shooting your ideas down like that. Its just that I'm feeling a bit discouraged now that we've spent all this time and we do not seem to be much closer to finding a game we'd all enjoy playing.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>03-07-2010, 16:58:48</strong>
			</dt>
			<dd class="postbody">
				*hugs* don't be discouraged ;) though that having been said. Honestly from my perspective I doubt we'll be able to find a game that will be green for everyone (to use the voting terminology above.) In all honesty the problem lies in the fact that to make the game super appealing to everyone you're going to wind up trying to make it be everything(smut, action, BDSM, slavery, contemporary, plot heavy, sex scene heavy, ect ect). And it's been my experience in my time GM'ing(and writing in general)&nbsp; that when you try to make a story be everything you almost always wind up with nothing. Especially with role plays you have to accept that any idea is not going to appeal to everyone, there will always be at least one person who doesn't like it. That having been said out of the options above I'd say starting 2 games would probably be the best course, personally I know I'd be more than willing to participate in both and I'd most defiantly prefer two slightly smaller but excellent/pure(for lack of a better word....which will probably come to me as soon as I click 'post'), than one larger yet slightly less practical game.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>03-07-2010, 17:14:45</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3236407#msg3236407">Quote from: Haibane on 03-07-2010, 16:20:07</a></div></div><blockquote class="bbc_standard_quote">*nods* I'm not certain the two are compatible or that we should be trying to combine them.<br><br>EDIT: Sorry, I'm being horrible to you, shooting your ideas down like that. Its just that I'm feeling a bit discouraged now that we've spent all this time and we do not seem to be much closer to finding a game we'd all enjoy playing.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I completely understand and that's okay.&nbsp; I think we are at the point where we have to split off into two games and not just one.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Caela</strong> on <strong>03-07-2010, 17:22:57</strong>
			</dt>
			<dd class="postbody">
				O.k. so I've skimmed more than read the thread and I have to say that it does look like two games will be necessary. I think Urban has it right in saying it's better to have two <em>good</em> games than one that no one will really be happy with.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>03-07-2010, 18:11:01</strong>
			</dt>
			<dd class="postbody">
				Okies, waiting for some more feedback from people first.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NileGoddess</strong> on <strong>03-07-2010, 18:26:28</strong>
			</dt>
			<dd class="postbody">
				I think two games is also a good idea. This way, we can cover more interests. I know I didn't vote, but I really don't have an interest in a zombie based game, so I would gravitate more towards The Hunter's Club, if that was indeed the second option. I think the next step would be to decide on the top 2 games, then taking a poll to see who wants to be in which game (or both), and making sure there are enough players for both.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>03-07-2010, 18:40:50</strong>
			</dt>
			<dd class="postbody">
				Also, just as a note, one person can participate in both games.<br><br>We're not saying that you have to pick a game and cannot participate in the other.&nbsp; 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>03-07-2010, 19:41:58</strong>
			</dt>
			<dd class="postbody">
				Okay a quick set of comments before I jaunt off to work.<br><br><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3236197#msg3236197">Quote from: Haibane on 03-07-2010, 12:53:19</a></div></div><blockquote class="bbc_standard_quote">1) We all play Dead Reckoning. I suspect some of us would politely decline though or not enjoy it completely</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I would not be one to decline. I love zombies. However you're right some players will run away to go play other things. that is completely acceptable and thanks to those that bow out gracefully. You being able to make such adult decisions is, I think part of the reason you are here in the group discussion to begin with.<br><br><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3236197#msg3236197">Quote from: Haibane on 03-07-2010, 12:53:19</a></div></div><blockquote class="bbc_standard_quote"> 2) We use Dead Reckoning as a basis of our big game and add some tweaks to draw in the Unbelievers! *does stance thing with bible wave* That would probably involve adding something smutty or D/s'y though I'm not convinced that would work too well. There could well be a D/s lifestyle pair caught up in the mess (which could be interesting). Or the zombies attack a BDSM club. Hm. Right. Maybe not...</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>OH JOHN OH MARCY OH JOHN!.......BRAINS!!!!! CHOMP! kind of a mood killer isn't it. The problem with mixing horror and erotica is everyone knows the rules: If your not a virgin you're monster food. Kinda kills the whole care free "who cares, lets screw" mentality. So smut tends to die down or not really be present in most horror settings. Supernatural settings are fine but horror not so much.<br><br><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3236197#msg3236197">Quote from: Haibane on 03-07-2010, 12:53:19</a></div></div><blockquote class="bbc_standard_quote">3) We announce two games to be run (Dead Reckoning and Hunters Club - why does my odd mind keeping seeing the spoonerism of that and calling it Cunters Hub?) and everyone is free to choose either both or none.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I definitely agree with the others here. To me this looks like our best option. With a talented and diverse group such as we have here, inspiration and tastes are going to run the spectrum. What is sexy for one may be taboo for another and likewise what intrests some may bore to tears another section of the group. <br><br><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3236197#msg3236197">Quote from: Haibane on 03-07-2010, 12:53:19</a></div></div><blockquote class="bbc_standard_quote">4) We chew over the results some more and see if its practical to merge more than one idea into a setting that appeals to everyone (by virtue of option #2 above this most likely would not have many or indeed any zombies in).</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div> If we are going to merge thing I would suggest merging some of the high greys. The data seems to suggest to me that the games had some appeal but were lacking in something. Perhaps that could be fixed by merging ideas or with a minor adjustment in settings, such as adjusting Past Lives to midevil or Arabian setting<br>so more of the group is familiar with the culture.<br><br><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3236197#msg3236197">Quote from: Haibane on 03-07-2010, 12:53:19</a></div></div><blockquote class="bbc_standard_quote">On a downer note though I cannot help thinking that with the skills and minds here we cannot come up with a better idea than 'zombie attack' or 'slave club'. Which is what those two themes boil down to. :(</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Of course we can. The thing is in this group you didn't ask for original ideas you asked if there was something we were dying to play with a great group. The truth is several of us have wanted to play and in my case have even put forth a couple of times a solid horror/action game and a solid Smut/BDSM game but we never really found the talent to pull both of those off. We'd have a few good scenes in pages of crap or they would die of because no one was posting or kept dropping out just as things had gained momentum. I have at least 3 more ideas floating around in my head currently for games so It's not that we cant think of anything better its that we really want to play these with you guys! At least that's my opinion. Your milage as always may vary.<br><br>~Nos~
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>03-07-2010, 21:33:53</strong>
			</dt>
			<dd class="postbody">
				A point has been made and it made me realized that mixing two different games may not work.&nbsp; <br><br>Zombies and bdsm sex just doesn't mix.&nbsp; They could, but then you are marching into some of my offs territory.&nbsp; <br><br>I think we have two solid games that we can play.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>03-07-2010, 21:52:53</strong>
			</dt>
			<dd class="postbody">
				In that case I think it is down to our two GMs to set up OOC threads for them, or at the least enquire here who is interested in which so as to judge numbers and plan accordingly. But once that's done OOCs seems the best next step.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>03-07-2010, 22:39:46</strong>
			</dt>
			<dd class="postbody">
				I agree, how do we decide who the GM's shall be? 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>03-07-2010, 22:47:47</strong>
			</dt>
			<dd class="postbody">
				I too agree with two games. I think that it splits too heavily, and that most of the "action" ones don't necessarily well incorporate smut and D/s. No point in getting a large game noone is happy with, and I'll be frank in being pretty meh about zombies.<br><br>As for GMing - if we're doing specific games, are the people who suggested them willing to step up? I don't want to GM - my GMing style tends to be pretty slow for a board like this, and that's...not good.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>03-07-2010, 22:50:14</strong>
			</dt>
			<dd class="postbody">
				Urban, I assumed you and Hairy, obviously, for your respective games. Unless you wish to hand the game over to someone else. If either of you wants a co-GM you can choose from the players that join the game, unless someone volunteers.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>03-07-2010, 22:53:25</strong>
			</dt>
			<dd class="postbody">
				I have no problem GM'ing my game just didn't want to assume. So then I guess the next step is posting up an interest check?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>03-07-2010, 23:21:57</strong>
			</dt>
			<dd class="postbody">
				I assumed we'd just apply for the two games here.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Caela</strong> on <strong>03-07-2010, 23:56:00</strong>
			</dt>
			<dd class="postbody">
				I like post-apocalyptic stuff but am not so much into the zombie thing so I'd sign up for the smut story and have fun reading the zombie thread lol.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>04-07-2010, 00:41:35</strong>
			</dt>
			<dd class="postbody">
				Funnily enough I had a zombie dream last night, which is a new one for me. Zombies just annoy the dream me, so I doubt I'd be much good in a zombie themed game either :)<br><br>For the Hunters Club, I'd want to get an idea of what people would like to do in it. There would be a social aspect between the Hunters in the club itself, the possibility of a pair of Hunters, an older member mentoring a new one on their first hunt perhaps, and individual hunts could take place more or less solo, if people wanted to split up that way. How quickly things progressed would be up to each individual story. I don't think it really needs a GM as such.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NileGoddess</strong> on <strong>04-07-2010, 00:53:04</strong>
			</dt>
			<dd class="postbody">
				I think that sounds about right for Hunters Club, at least what I was thinking. There are two classes, the hunters and the hunted. The hunters have their own social class (like new ones not respected as much, and the more experienced more like aristocrats). The hunted are merely there for their enjoyment, though they may try to work together to escape or overcome, what have you.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>04-07-2010, 01:25:33</strong>
			</dt>
			<dd class="postbody">
				Where do the hunts take place? From what I saw of your 1-on-1 game I loved the affluent contemporary Monaco setting. Very much my style... so where does the hunting take place? Or am I think 'hunt' too literally?<br><br>Do we need separate OOC threads now to discuss the two games?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>04-07-2010, 01:26:03</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3236954#msg3236954">Quote from: NosCorventius on 03-07-2010, 19:41:58</a></div></div><blockquote class="bbc_standard_quote">Of course we can. The thing is in this group you didn't ask for original ideas you asked if there was something we were dying to play with a great group. The truth is several of us have wanted to play and in my case have even put forth a couple of times a solid horror/action game and a solid Smut/BDSM game but we never really found the talent to pull both of those off. We'd have a few good scenes in pages of crap or they would die of because no one was posting or kept dropping out just as things had gained momentum. I have at least 3 more ideas floating around in my head currently for games so It's not that we cant think of anything better its that we really want to play these with you guys! At least that's my opinion. Your milage as always may vary.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>As I've already mentioned, finding a single idea that will appeal to everyone will be tricky enough to do. There are enough people around that you can easily run 2 or 3 games, maybe even more. <br><br>I guess one key point is finding out who would be interested in GMing a game, if a GM is required, as much as finding out who wants to play. Combining action and BDSM ... probably fairly tricky, I think. Better in that situation to run them separately, and let everyone interested join each game, and play to its strengths.<br><br>I could probably run an action game just as easily as contribute to the Hunters Club (as I don't think it needs a GM as such) .. not sure how much interest my ideas there would be though, as I prefer fantasy / sci fi of some kind to pure modern for my action. As with everything else, YMMV.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>04-07-2010, 01:29:09</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3238226#msg3238226">Quote from: Haibane on 04-07-2010, 01:25:33</a></div></div><blockquote class="bbc_standard_quote">Where do the hunts take place? From what I saw of your 1-on-1 game I loved the affluent contemporary Monaco setting. Very much my style... so where does the hunting take place? Or am I think 'hunt' too literally?<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Pretty much anywhere you want. A college campus. A secluded campsite. A big city. Wherever the Hunter has selected a Prey, and figured out a place to stalk and take them.<br><br>But that's just the first step. The breaking and training would likely be done somewhere else. In my existing story, at least part of it will take place in a specially constructed cell room on the yacht .. but I have a few ideas for other scenes, further down the line.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>04-07-2010, 01:32:24</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3238229#msg3238229">Quote from: HairyHeretic on 04-07-2010, 01:26:03</a></div></div><blockquote class="bbc_standard_quote">I could probably run an action game just as easily as contribute to the Hunters Club (as I don't think it needs a GM as such) .. not sure how much interest my ideas there would be though, as I prefer fantasy / sci fi of some kind to pure modern for my action. As with everything else, YMMV.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div> Drop me a PM when you run your Rokugan game. I'd be up for that if it could be played without (what to me is) a cumbersome system.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>04-07-2010, 01:35:13</strong>
			</dt>
			<dd class="postbody">
				I spent 8 hours today GMing a test scenario for the 4.0 rules, so I'm kinda fired up for more L5R myself :)<br><br>Let me kick around some ideas for rules light, and see what I can come up with. I have a few ideas, but my brain is starting to shut down on me tonight :)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>04-07-2010, 01:39:06</strong>
			</dt>
			<dd class="postbody">
				Well, sure but I won't play with any system that I have to roll dice for. It is just too painfully slow for forum play. If Urban's seamless system can work with it, great, or if you could use that universe but play freeform, also great but I simply don't do system games. My apologies.<br><br>So, back to the plot - would you and Urban like to set up OOC threads in the area of the site you think your respective games would fit and link us, then those who wish to join can and this thread can remain free as a Think Tank.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>04-07-2010, 01:50:18</strong>
			</dt>
			<dd class="postbody">
				No, I'm thinking mostly freeform. The stats, such as they would be, would be there as guidelines so that players could compare them to see who would come out ahead in a contest, or if they would have a reasonable chance of succeeding at something. Dice could be used to introduce an element of chance, or to provide a tie breaker, but I suspect I could come up with a way to keep them minimal.<br><br>For now, however, bed.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>04-07-2010, 03:12:38</strong>
			</dt>
			<dd class="postbody">
				Whoa! Two pages worth of posts to catch up on ... wow. Okay, I know I'm a little behind and it seems to have already been decided to split up into two games but I just wanted to throw this idea out there. The Dead Reckoning game is a pretty cool concept, but it could be tweaked to not include zombies and perhaps include some BDSM and D/S. <br><br>What if ... ( and this is just off the top of my head, so bear with me and be kind :)&nbsp; ) instead of the government secretly introducing some viral agent that reanimates the dead, some island location... say Hawaii, for example (though it doesn't have to be Hawaii, it could be anywhere) was invaded by some hostile military or paramilitary force who takes the island by surprise and captures it. They enslave the inhabitants where they conduct all kinds of things like rape, bdsm, D/S... whatever you would like. But not everyone was captured. Some eluded capture and escaped into the more rural areas, some who eluded capture are still hiding in the urban centers, maybe even blending in with the captured folks in an attempt to rescue others or organize some sort of resistance. <br><br>There's room for all kinds of possibilities and options. I think it has a shot at&nbsp; reconciling both games into a workable and enjoyable game for all ... but that's just my humble opinion. Feel free to disagree. Discuss.<br><br>*Climbs onto the rather large, comfy bed, toying with the handcuffs lazily and looking at Caela* Yeah... handcuffs. Would you like to touch them?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Caela</strong> on <strong>04-07-2010, 03:32:01</strong>
			</dt>
			<dd class="postbody">
				~Glances at Corvus, the bed and the handcuffs and feels a slow grin curving her lips. Moving close she stands near the bed, her eyes locked on the cuffs, clearly thinking things best left unsaid, for now, while her entire body gives a small shiver and her hand reaches up, not quite touching the metal she's so drawn to. Looking to Corvus, her eyes glitter with delight and hope and something...darker.~<br><br>May I?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Oriel</strong> on <strong>04-07-2010, 04:33:56</strong>
			</dt>
			<dd class="postbody">
				it was very difficult to rate the games i would like to play between 1 - 12.. I loved them all. However, I would probably rate the idea Corvus just put up near the top. I feel it captures the ethos of both games without, perhaps the "dropping off of dead bits" that leaves the zombie game more difficult to be "adult" in nature. <br><br>I love the idea of the government experimenting on the helpless and "unwilling", maybe bringing out the true nature of their victims. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>04-07-2010, 06:29:09</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3238282#msg3238282">Quote from: Haibane on 04-07-2010, 01:39:06</a></div></div><blockquote class="bbc_standard_quote">Well, sure but I won't play with any system that I have to roll dice for. It is just too painfully slow for forum play. If Urban's seamless system can work with it, great, or if you could use that universe but play freeform, also great but I simply don't do system games. My apologies.<br><br>So, back to the plot - would you and Urban like to set up OOC threads in the area of the site you think your respective games would fit and link us, then those who wish to join can and this thread can remain free as a Think Tank.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I too prefer systemless games - I find really that forum games don't need any <em>help</em> slowing down and dying on their own, and mechanics in my experience tend to do this. And frankly, I prefer who wins contests and the right to be more a decision for what is more dramatically appropriate than "lets see what the dice say". Because I trust people more than random number generators. And because I work with random number generators all day anyway &gt;.&lt;<br><br>But for the zombie game, I doubt my opinion matters much.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>04-07-2010, 09:43:17</strong>
			</dt>
			<dd class="postbody">
				I actually would quite like to play a zombie game. I did give it 12 votes. The Corvus version appeals to me somewhat less&nbsp; :-\
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>04-07-2010, 16:11:02</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3239510#msg3239510">Quote from: Mercurial on 04-07-2010, 06:29:09</a></div></div><blockquote class="bbc_standard_quote">I too prefer systemless games - I find really that forum games don't need any <em>help</em> slowing down and dying on their own, and mechanics in my experience tend to do this. And frankly, I prefer who wins contests and the right to be more a decision for what is more dramatically appropriate than "lets see what the dice say". Because I trust people more than random number generators. And because I work with random number generators all day anyway &gt;.&lt;<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>For some games, certainly that's fine. But what about when you're playing in a setting that your character would know, but you the player don't. Rokugan is a perfect example of this. A lot of subtle interplay goes on, and etiquette is a fairly essential skill.<br><br>When you bow to another clan daimyo, where do you place your wakizashi?<br><br>Which is more important, a farmer or a merchant?<br><br>Why can't we loot the bodies of the bandits we just killed?<br><br>A system can provide help to players, as well as hinderences.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>04-07-2010, 18:08:55</strong>
			</dt>
			<dd class="postbody">
				I was originally an opponent of systems on E but I find that in the right circumstances, and when used correctly they bring an element of chance/excitement that nothing else really can. I mean it is all well and fun to know everything that's going to happen/talk out the results of some things, but at the same time it can be fun to send your character into a fight and not really know for sure if he/she will win or lose. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zillah</strong> on <strong>04-07-2010, 22:34:49</strong>
			</dt>
			<dd class="postbody">
				I'm not a fan of systems, only because of all the bad D&amp;D experiences I had in high school and in college.<br><br>It always seemed then like I was dating some guy who played D&amp;D (or Shadowrun, or Vampire) who wanted me to join his gaming group. So I'd make a character, join the group ... and then I'd get told that I hadn't made my character right, since it wasn't 'optimized'. <em>("Why'd you make a dwarf rogue? You should've made an elf!")</em> Or I'd want to do something in the game and get yelled at for not knowing some obscure rule.<br><br>Basically, every game I ever played made me feel like 1) if you didn't know all the rules in ridiculous detail, you weren't playing it right, and 2) just made me feel stupid.<br><br>I know a system-based RP probably wouldn't work like that here, but it's why I'm still super wary of them.&nbsp; Just a personal thing.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>04-07-2010, 23:12:40</strong>
			</dt>
			<dd class="postbody">
				I think we may be getting a teensy bit sidetracked here.<br><br>Are we okay to play Dead Reckoning and Hunter's Club? The first being a seamless system game and the second being freeform.<br><br>I think the GMs for those two games, if they still want to run them should set up OOC threads.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>04-07-2010, 23:36:53</strong>
			</dt>
			<dd class="postbody">
				Roger Roger (shall get cooking on the thread :D)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>04-07-2010, 23:41:32</strong>
			</dt>
			<dd class="postbody">
				NC human small groups sound about right for the Hunters Club?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>05-07-2010, 01:11:43</strong>
			</dt>
			<dd class="postbody">
				Sounds about right to me.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>05-07-2010, 01:49:17</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3240270#msg3240270">Quote from: Haibane on 04-07-2010, 09:43:17</a></div></div><blockquote class="bbc_standard_quote">I actually would quite like to play a zombie game. I did give it 12 votes. The Corvus version appeals to me somewhat less&nbsp; :-\<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I gave the zombie game 12 votes as well. I was simply suggesting a compromise that might be more accommodating to both games so that we might be able to play one big game with everyone here rather than splitting into two groups/games.&nbsp; :-\
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>05-07-2010, 02:04:00</strong>
			</dt>
			<dd class="postbody">
				I know you were darling but the zombies were lacking.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>05-07-2010, 02:54:21</strong>
			</dt>
			<dd class="postbody">
				I just figured that zombies would be less inclined to rape, bdsm, D/s, and other such things as say a more sentient common enemy. So by substituting zombies for terrorists or maybe some partly devolved human, that perhaps it becomes possible to merge the two games. Perhaps not. <br><br>But I digress... if the decision has been made to split into two groups already, then my above suggestion is a moot point.&nbsp; :-)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Destiny Ascension</strong> on <strong>05-07-2010, 03:13:53</strong>
			</dt>
			<dd class="postbody">
				Aww, no cops then? Bah!<br><br>I agree with the notion of separation of games, an action based plot and a sexually charged plot do not mix, no matter how much we want to try and stretch them to fit, its trying to accomodate two ideas in one place, which inevitably harms both and improves neither. I think that's already been settled, just forwarding my opinion.<br><br>But I am kinda looking forward to the zombie game, though I'm a bit close to my maximum limit for the number of games I can do and keep my sanity.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>05-07-2010, 12:38:17</strong>
			</dt>
			<dd class="postbody">
				You could be a cop in that game DA.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>05-07-2010, 13:00:33</strong>
			</dt>
			<dd class="postbody">
				Yeah, I don't really want to have OOC discussions for individual games here though, would rather leave this thread as our general discussion area about group games so when we get OOC threads set up we can throwing more specific ideas around there.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>05-07-2010, 13:07:17</strong>
			</dt>
			<dd class="postbody">
				My apologies. I'll delete.<br><br>EDIT: Previous OOC post removed.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>05-07-2010, 15:27:53</strong>
			</dt>
			<dd class="postbody">
				Going back to the subject of combining zombies with smut, it's perfectly possible and very exciting. There may not be that much potential for BDSM - though as I said it would be quite fun to have a BDSM lifestyle couple caught up in the events - but just reading the manga High School of the Dead shows you how hot smut can be in a zombie story. (I really would <em>love</em> to RP a zombie game based from the POV of a group of HS kids). Clearly the two elements have their place and shouldn't be mixed but in HSotD once the main group of teens reached a safe house there was all kinds of porny fun going on so yeah, it has its place.<br><br>What I wonder might bother some people is if a hot smut scene is going on in one location in the game universe while at the same time other groups of players are having to run/fight/hide for their lives. That might feel a bit weird and push group RPs generally towards all-smut or all-action when I think if approached in a mature and well co-ordinated way it need not be like that. For example while I enjoy reading some people's sex scenes I enjoy it much less that writing my own so if in, say, a zombie game group A had reached a safe location and let their hair down for a day or so I would be quite happy to ignore such goings-on and continue my own action scenes.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>05-07-2010, 16:04:31</strong>
			</dt>
			<dd class="postbody">
				I just put up a request in the one-shots forum. Some of you may wish to take a look.<br><br>http://elliquiy.com/forums/index.php?topic=65476.msg3245183#msg3245183 (http://elliquiy.com/forums/index.php?topic=65476.msg3245183#msg3245183)<br><br>As usual with the one-shots format, discussion should be by PMs, not here. Thanks.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>05-07-2010, 22:15:36</strong>
			</dt>
			<dd class="postbody">
				http://elliquiy.com/forums/index.php?topic=74457.0 (http://elliquiy.com/forums/index.php?topic=74457.0)<br><br>Hunters Club OOC thread up. Further discussion, sex, drugs and music with rocks in it thataways.<br><br>On a separate note, anyone interested in kicking around a simplified ruleset. I have a few ideas on running The City of Lies this way, but I don't want to traumatise anyone who isn't a system gamer :) Most of the rules, such as they would be, would go into establishing the character, and what they were capable off. A single roll could add a random element of luck.<br><br>The reason I'm looking at this rather than pure freeform is that the City of Lies is a campaign set. That means the players have to solve problems, find out things, and probably engage in a few fights. Simply deciding that your young bushi knows the Scorpion master courtier is lying .. it just won't work, you know? Because the GM needs to know if they are lying or not. And if you have a chance to tell, given respective skill levels.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>05-07-2010, 22:22:01</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3246298#msg3246298">Quote from: HairyHeretic on 05-07-2010, 22:15:36</a></div></div><blockquote class="bbc_standard_quote">http://elliquiy.com/forums/index.php?topic=74457.0 (http://elliquiy.com/forums/index.php?topic=74457.0)<br><br>Hunters Club OOC thread up. Further discussion, sex, drugs and music with rocks in it thataways.<br><br>On a separate note, anyone interested in kicking around a simplified ruleset. I have a few ideas on running The City of Lies this way, but I don't want to traumatise anyone who isn't a system gamer :) Most of the rules, such as they would be, would go into establishing the character, and what they were capable off. A single roll could add a random element of luck.<br><br>The reason I'm looking at this rather than pure freeform is that the City of Lies is a campaign set. That means the players have to solve problems, find out things, and probably engage in a few fights. Simply deciding that your young bushi knows the Scorpion master courtier is lying .. it just won't work, you know? Because the GM needs to know if they are lying or not. And if you have a chance to tell, given respective skill levels.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>I'm sorry to keep going on about Urban's system but what I love about it is that if die rolls are needed, he does them, so the players just post freeform style (not even describing in any huge detail what they are doing in a combat necessarily) and he posts responses of what the opponents are doing again as freefrom posts, no results of what the players did are given unless they are obvious (severe wounds, death etc). It feels really neat and flows really fast and the players don't even need to know the system (though of course they would need to know the universe... :( )<br><br>I think a Rokugan game jointly GMd by you and Urban and using something fairly simple like this would be fantastic. Urban's feudal China part of his Past Lives game should be a somewhat similar setting so I'm guessing Urban knows a fair bit of the general social order that would exist in Rokugan. I know when I joined your other game you gave me links to some rulebooks online, so in the worst case players could at least get at them to read these.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>05-07-2010, 22:40:24</strong>
			</dt>
			<dd class="postbody">
				Yes, I'd be thinking of a somewhat similar mechanic where the dice rolling is concerned. Here's a thumbnail of what I have in mind.<br><br>Each character would have 5 stats.<br><br>Earth, Air, Fire, Water, Void<br><br>Stats would range from 1 to 5, 1 being weak, 2 normal, up to legendary 5.<br><br>Skills would be divided up into packages, which would sit on top of a suitable stat, effectively increasing it by 1.<br><br>Characters would be able to pick advantages and disadvantages that would raise or lower stats, add more skills, and have other interesting effects.<br><br>Characters would be bushi (fighter), shukenga (magic user / cleric), monk, courtier or ronin. Each class would have their own particular abilities. Shukenja can call on the kami (cast spells), monks have strange powers (kiho, wu xia stunts, magical tattoos), bushi have special weapon attacks and courtiers get social powers.<br><br>The clan a person belonged to would also grant some specific bonus.<br><br>When two people contest, I'd compare their respective standings and roll a dice for each. 1-2, bad roll, lower the total by 1. 3-4, no effect. 5-6, good roll, increase by 1. Then, give out the results of the contest.<br><br>That's more or less it. There'd likely be a bit more behind the scenes, but that'd be for me to figure out.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>05-07-2010, 23:18:54</strong>
			</dt>
			<dd class="postbody">
				That sounds workable. The real beauty of the game I'm now in is I have no idea a system is in use. We are never asked to roll dice and never hear the results nor do we know when dice are being rolled. Its completely invisible and the players just write freeform posts. That's what I love about it. But we are fully aware the system is there and that the characters are not invulnerable so the threat of death or injury is affecting how we structure our tactics and such.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>05-07-2010, 23:22:36</strong>
			</dt>
			<dd class="postbody">
				Yeah, that's one thing with L5R ... the combat system can be lethal, and I mean 1 hit, you're dead. Most characters might expect to take 2, maybe 3 solid hits, but its a rare one who can take more than that.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>05-07-2010, 23:26:20</strong>
			</dt>
			<dd class="postbody">
				Here's the OOC thread for the zombie game. Hope to see some people there http://elliquiy.com/forums/index.php?topic=74467.0 (http://elliquiy.com/forums/index.php?topic=74467.0)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>05-07-2010, 23:33:06</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3246632#msg3246632">Quote from: HairyHeretic on 05-07-2010, 23:22:36</a></div></div><blockquote class="bbc_standard_quote">Yeah, that's one thing with L5R ... the combat system can be lethal, and I mean 1 hit, you're dead. Most characters might expect to take 2, maybe 3 solid hits, but its a rare one who can take more than that.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Would that be a problem in the sort of posting style I'm describing? The game I'm in now is an Aliens universe game and I fully expect some 1-hit kills in there too.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>05-07-2010, 23:40:57</strong>
			</dt>
			<dd class="postbody">
				I guess the question is, does the system, and its lethality, require a mechanistic understanding of the system. That's the biggest barrier to me - if I don't really like/get/want too buy the book for the GMs favorite setting, am I screwed?<br><br>Exalted (which I love) suffers pretty heavily from this problem - the power differential between a well-built character, and a not-optimized one, is a vast, vast gulf.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>05-07-2010, 23:54:45</strong>
			</dt>
			<dd class="postbody">
				It would seem that Hairy is proposing a game that does not use the L5R system but a very much simplified one (if the full L5R system was used I wouldn't play), ergo I don't think the problems you have highlighted would appear here. Also... Hairy will correct me if I'm wrong... the campaign he's talking about pits a party of Samurai against a large puzzle populated by GM-controlled NPCs so the mis-match of optimized vs non-optimized player characters being at odds with each other shouldn't arise.<br><br>What we are discussing here is a possible game based in the Legend of the Five Rings setting but <em>not</em> using the L5R rules. I love the Rokugan universe. I think it's fantastic. For me though the rules are unplayable online because combats and other fairly minor decisions take far too long to resolve.<br><br>This discussion can apply to <em>any</em> system game. Many game universes are wonderful - many rules systems are impossible to understand without many months familiarization. By taking an established universe but adding a very very simple set of rules that capture the essence of the workings of that universe we could have a game online that is effectively a freeform game with just the GM (or joint GMs) doing the calculations.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>05-07-2010, 23:58:32</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3246811#msg3246811">Quote from: Haibane on 05-07-2010, 23:54:45</a></div></div><blockquote class="bbc_standard_quote">It would seem that Hairy is proposing a game that does not use the L5R system but a very much simplified one (if the full L5R system was used I wouldn't play), ergo I don't think the problems you have highlighted would appear here. Also... Hairy will correct me if I'm wrong... the campaign he's talking about pits a party of Samurai against a large puzzle populated by GM-controlled NPCs so the mis-match of optimized vs non-optimized player characters being at odds with each other shouldn't arise.<br><br>What we are discussing here is a possible game based in the Legend of the Five Rings setting but <em>not</em> using the L5R rules. I love the Rokugan universe. I think it's fantastic. For me though the rules are unplayable online because combats and other fairly minor decisions take far too long to resolve.<br><br>This discussion can apply to <em>any</em> system game. Many game universes are wonderful - many rules systems are impossible to understand without many months familiarization. By taking an established universe but adding a very very simple set of rules that capture the essence of the workings of that universe we could have a game online that is effectively a freeform game with just the GM (or joint GMs) doing the calculations.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Yeah...its mostly between the slowing factor, and spending an awful lot of times with even "simple" systems (FATE, I'm looking at you) fumbling around trying to figure out what exactly it is my character can do.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>06-07-2010, 00:10:39</strong>
			</dt>
			<dd class="postbody">
				For combat I think i'd swipe 7 Seas flesh wounds / dramatic wounds. You can take (Earth) dramatic wounds, or 2 x Earth, or whatever we decide on, before being crippled to the point you can do nothing. Minor hits would give flesh wounds, solid hits would give dramatic wounds. A weak character being hit by a strong one weilding a huge weapon might take 2 dramatic wounds at once.<br><br>I'd work out the math, tell you flesh wound / dramatic wound, and let you write in the details of it yourself.<br><br>Flesh wounds fade after a fight, dramatic wounds need either someone trained in medicine, or a friendly shukenja to heal.<br><br>The campaign has the PCs as Imperial Magistrates, their Yoriki (deputies), or perhaps yojimbo (bodyguards), sent to the second city of the Scorpion clan. They mission is two fold .. first, to break up the illegal opium trade (the city is the home of both legal and illegal opium production for the entire Empire). Secondly, find out who murdered the previous magistrate. There are also a variety of smaller problems .. the bandit Fade, the mysterious theif Wind, the so called Ninja (peasent superstition .. ninja do not exist), and who knows what else :)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>06-07-2010, 00:23:41</strong>
			</dt>
			<dd class="postbody">
				This is the old City of Lies thread<br><br>http://elliquiy.com/forums/index.php?topic=12404.0 (http://elliquiy.com/forums/index.php?topic=12404.0)<br><br>Reading it is fine, it won't spoil anything, but will give you some idea of the setting. What I was running there was the Night of a Thousand Screams scenario, which ties in to the City of Lies, but isn't an essential part of it.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>06-07-2010, 01:10:10</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3246884#msg3246884">Quote from: HairyHeretic on 06-07-2010, 00:10:39</a></div></div><blockquote class="bbc_standard_quote">I'd work out the math, tell you flesh wound / dramatic wound, and let you write in the details of it yourself.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div> I'd rather you <em>tell</em> us that we are wounded or whatever in a game post that narrates the combat. Bang. "Mr X went down, dropping his sword, his right shoulder agony from a serious wound. He wasn't able to do anything but roll on the floor until someone dragged him away from there." Simplify, simplify, speed up, speed up. Those would be the two key things for me.<br><br>Sorry to be tough on you my sweet but if I'm even aware dice are being rolled I'm outta there. It needs it to be that simple and that seamless for me.<br><br>Also the system you are describing is still thinking inside the box, you're still using the L5R system, only simplified. It needs to be even simpler than that I think.<br><br>To get an idea of a system at work that the players do not see or even think about read this section from here (http://elliquiy.com/forums/index.php?topic=69278.msg3168102#msg3168102) down to around post #160. As you can see the players are writing freeform and the GM is handling all the die rolls and handing the results of the combat back in the form of freeform posts.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>06-07-2010, 01:45:06</strong>
			</dt>
			<dd class="postbody">
				Most systems I know abstract combat to a degree, and hit location tables aren't really used much. If you prefer me to decide who gets hit where, I can do that as well.<br><br>At the moment I'm still kicking ideas around on how to handle different stuff. I'm interested to see what people do or don't want, and I can tailor things from there.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>07-07-2010, 07:20:29</strong>
			</dt>
			<dd class="postbody">
				Off topic a bit, but I am reopening this thread here since I have more time on my hands.&nbsp; So if anyone is interested, please check it out and get back with me if you are interested or have questions.<br><br>http://elliquiy.com/forums/index.php?topic=60015.0 (http://elliquiy.com/forums/index.php?topic=60015.0)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Rhoswen</strong> on <strong>07-07-2010, 20:23:26</strong>
			</dt>
			<dd class="postbody">
				For the love of...&amp;^%%$%<br>&nbsp;<br>School started up again and as usuall there is far too much to read through here...though I will read it all, is there anyone willing to give me the cliffsNotes version of what is in play and what will be? Or am I too late to join a game that is already starting?&nbsp; <br>&nbsp;<br>I had to fix the class schedule devoting more time then I was willing to give to doing it. But all is settled and I hate that I missed the discussions, please forgive me all. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>07-07-2010, 20:37:08</strong>
			</dt>
			<dd class="postbody">
				Posts 329 and 334 above.<br><br>Urban's "Dead Reckoning" Zombie attack in small town America is one game and Hairy's "Hunters Club", rich dom/mes stalk and enslave subs in the real world is the other.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>08-07-2010, 00:38:47</strong>
			</dt>
			<dd class="postbody">
				Hunter's Club, incidentally for those who wanted a D/s-y game, could use more players - especially a few more Doms. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>08-07-2010, 01:43:21</strong>
			</dt>
			<dd class="postbody">
				Both games this discussion spawned have been poorly patronised, which has surprised me and is rather disappointing. I was expecting a solid 8 to 9 players for both games but we are at around 4 or 5 for both. Not sure what happened there, did you all go on summer break or take a week off for 4th July holiday? I hope a few more show an interested in at least one of them.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>rick957</strong> on <strong>08-07-2010, 02:03:48</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Both games this discussion spawned have been poorly patronised, which has surprised me</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>I noticed this also, and I'm very curious to hear other people's reasons for not signing up for those games yet.&nbsp; My own reasons probably don't apply to many, which is, I was waiting to see who else joined each game -- I only have time to do one game right now, I think, and I choose games based on how much I want to write with the other people involved.&nbsp; I might still join either of the two games, but I wouldn't do so until several others committed, I'm afraid.<br><br>I wonder why the voting apparently didn't produce scenarios that many were willing to join.&nbsp; Are most people here not looking for a new game to join? or was there something still lacking in the scenarios?&nbsp; If the games others are running don't grab me, I'll probably end up trying to GM (or co-GM) a fresh game soon, with participants either from this thread or from the rest of E.&nbsp; There are a lot of people here I'd like to be in some game with.&nbsp; <br><br>Comments from others would be appreciated; I'll bet several people have the same reasons for not joining those games, even if it's just lack of time to play, but it would be nice to know if it's something that the GM(s) could do something about.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Zillah</strong> on <strong>08-07-2010, 02:12:29</strong>
			</dt>
			<dd class="postbody">
				Sorry ... I'm interested in Hunter's Club, just the long weekend and RL stuff haven't given me time to post in there just yet.&nbsp; &nbsp;:-[<br><br>I'll get something together for it no later than tomorrow!<br><br>Sorry for the delay!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>08-07-2010, 02:17:35</strong>
			</dt>
			<dd class="postbody">
				If everyone is sat here waiting for others to join it would be funny. How about if people showed a provisional interest in the game(s) that have at least some appeal? That way you are not committed and people will see others showing said interest. When OOC discussions begin it sometimes is a little dry until the magic number of players is reached or the enthusiasm hits that critical point and then it snowballs.<br><br>I think Urban may be busy with a few things ATM as the zombie game discussion hasn't really picked up yet. I'm aware he needs to tweak his rules to fit the setting, so that's one delay that game will face for a couple of days.<br><br>I actually put my name down for both games but in the end backed out of the Hunter one. There were a number of reasons for that but one factor was the lack of interest, there were other things too but too few players showing an interest was a factor. So... there you go. Indicate your interest early and not late or you may be defeating your own tactic.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Rhoswen</strong> on <strong>08-07-2010, 02:48:23</strong>
			</dt>
			<dd class="postbody">
				&nbsp;;) right I'll play in the "hunters club" I will get a character together but they are looking for a Dom right now having three subs and one DOM, I wish to play a knowledgeable sub not needing to be broken as a primary character...but will NPC a slave that a DOM can hunt....I posted to the Zombie game my character, so they have that adding another player.<br>&nbsp;<br>Pokes Haibane I understand....I'm at fault too and should have posted that I would be detained. Once the games were out that fact should have been made known to the GM's of each game.&nbsp; 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Oriel</strong> on <strong>08-07-2010, 12:00:49</strong>
			</dt>
			<dd class="postbody">
				Apologies - sick for 4 days. Would like to try both and will apply in both /ooc threads tomorrow. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>08-07-2010, 21:18:05</strong>
			</dt>
			<dd class="postbody">
				okay so since we are effectively moving on to games and other subjects here for the next couple days, I wanted to see if you guys could help me out with the practical mechanics of an idea. My problem deals with time duration in an RP. First some background, then the problem itself. I am a fan of realistic fantasy and /sci-fi so my worlds while fantastic do still need to make sense. So while I could pull the "I'm GM, so it happened cause I said so" card, I am looking for a better more fair solution. <br><br>Here is my set up. some time in the near future a&nbsp; pharmaceutical company discovered a formula that caused the rapid transformation of a human into an animal. Luckily the drug had a duration of only a few hours and the subject returned to his original state after 5 hours time. Thinking that they might be able to sell such a formula to the military as a short term bio-weapon they began extensive testing. There tests concluded that the formula was compatible with all animal DNA, not just Mammals as they had originally though but also Birds, Reptiles, and amphibians. the tests run on the possibility of insect transformations found that the mass versus exoskeleton weight capacity ratio involved in the process made such efforts impossible, crustaceans were similarly disastrous. They also found that by controlling the dosage amount they could control the level of the subjects transformation. A doseage of 6.25 CCs/2.5Mg merely enhance the subjects characteristics based on the animal used, such as speed, stamina, or agility. A dosage of 12.5 CCs/5Mg causes transformation of extremities and the growth of extra limbs such as the sprouting of tails and wings, ears and facial structures are also slightly affected. At a dosage of 18.75 CCs/7.5 Mgs the subject becomes truly anthromorpic taking on all characteristics of the animal but retaining an upright stance human intelligence and the ability to speak, Any dosage above the 18.75 CCs/7.5 Mgs in the 3 hour time frame results in the full transformation form human to animal. Seeing the varied possibilities of the new drug simply called, Batch TL-5, the company went into production on the new drug for a number of defense contractors. Through the efforts of a few loose moraled developers and a few nondiscrete military men the drug has hit the streets in the slightly more unstable form of a pill, nicknamed "Tails." Tails and its big brother TL-5 are becoming increasingly popular with athletes and the rich, as well, as the usual street kids, ravers, and petty crooks. Both forms have shown signs of being highly addictive, resulting in both permant mutation, and increased animalistic behavior when used repeatedly. How this new drug will effect the world as we know it is still to be seen......<br><br>My plan: Each character will be built using a simple point system, points to be added to their stats<br><br>Health: How much damage you can take before passing out and needing to be hospitalized.<br>Strength: how hard you hit, how much you can lift, how likely your are to smash in a door etc.<br>Constitution:How health you are, will determine how likely your are to suffer side effects, how resistant you are to the drug.<br>Intelligence: How smart your character is determines problem solving success<br>Will: How likely you are to be influenced by others and/or become addicted to the drug.<br>Agility: How fast the character is how well you dodge also effects certain tasks character preforms.<br>Charismia: how likely you are to influence others.<br><br>Now my issue is actually one of time....How with the difference in availability and posting speed do I fairly regulate the 5 hour time limit on the serum? Any ideas? 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>08-07-2010, 22:30:35</strong>
			</dt>
			<dd class="postbody">
				My tuppence...<br><br>I really think you have to play the game and judge each case on its postings. A player could (rather pointlessly) say they are taking the drug then going to sleep so in effect the 5 hours for them passes in a single post and almost zero real time. Another player could post for weeks or months in real time literally in great detail about what he gets up to and it could all fit within 5 hours.<br><br>I don't honestly think there is a rule you can apply, its a suck-it-and-see mechanic.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>09-07-2010, 00:12:22</strong>
			</dt>
			<dd class="postbody">
				Okay so let me give you the real reason i want a more concrete rulling on this I.e. So many action equal this long or at such a number of posts your done is because Part of the risk and fun here is in the "oh crap dont wear off now!" moments and the "gotta get some more fast" elements of the game. However I wanted something that seems more fair then "Your surrounded by cops and now because I'm GM the serum wears off" something that let the players know I'm not activily trying to screw them just because the fight was going badly for me. Also as thier resistence builds the duration will be shorter for the same dosage. Trying to figure out how to govern that. Those are my questions.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>09-07-2010, 00:18:56</strong>
			</dt>
			<dd class="postbody">
				How about keeping some sort of tally of what you think the elapsed time is, or perhaps some kind of tally of 'action points' as regards what the player does, where their character goes and so on.<br><br>It sounds like you need a fair system and those two methods are about all I can think of.<br><br>&nbsp;
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>10-07-2010, 18:20:17</strong>
			</dt>
			<dd class="postbody">
				that might work.....Anyone else have suggestions on this?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>10-07-2010, 19:45:18</strong>
			</dt>
			<dd class="postbody">
				I'd suggest ou ask this in a more public area too, somewhere in the on-topic section, lots more people will have good ideas there, I'm sure.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>11-07-2010, 05:33:59</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3271919#msg3271919">Quote from: NosCorventius on 10-07-2010, 18:20:17</a></div></div><blockquote class="bbc_standard_quote">that might work.....Anyone else have suggestions on this?<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>*nerd* <br><br>Instead of rolling dice off a uniform distribution, have the duration of the drug drawn as a random number from, say, a gamma distribution? That way there's a known average duration, but there's a possibility of the drug either lasting longer than expected (good) or shorter (bad), with ultra-long durations being fairly rare.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NosCorventius</strong> on <strong>11-07-2010, 16:27:53</strong>
			</dt>
			<dd class="postbody">
				ok while I understand what a gamma distrabution is the formula for figuring out such numbers just made my head explode. I am a proud geek but my nerd status is somewhat in question as my higher mathimatical functions do not exist. If you could break down what went where maybe this would be hepful but as a symbol filled formula it makes as much sense to me as wingdings does to everyone else. Sorry.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>12-07-2010, 01:40:41</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3275878#msg3275878">Quote from: NosCorventius on 11-07-2010, 16:27:53</a></div></div><blockquote class="bbc_standard_quote">ok while I understand what a gamma distrabution is the formula for figuring out such numbers just made my head explode. I am a proud geek but my nerd status is somewhat in question as my higher mathimatical functions do not exist. If you could break down what went where maybe this would be hepful but as a symbol filled formula it makes as much sense to me as wingdings does to everyone else. Sorry.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>So, I'm going to make this more approachable by essentially skipping the math entirely and going directly to a way (admittedly inefficient), to generate random numbers from an arbitrary distribution. Since its a game, you don't actually have to generate that many, so the fact that this is an utterly pants way to do this for, say, a few million random numbers doesn't matter. You need the following things:<br><br>1. A piece of graph paper. Graph paper is handy. Preferably the engineering stuff with the tiny squares.<br>2. A d100, or two d10 dice. Another die of some sort.<br>3. Time.<br><br>And we begin...<br><br>1. Draw yourself a square. A big one. Mark out as many values on both the X and Y axis that you can. The highest values on the Y axis is 1, the highest value on the X-axis is whatever you want to be rolling from. For this, lets say you have a d6. That means your buff duration can go between 0 and 5 hours (we're doing to treat a roll of 1 as 0, 2 as 1, etc.).<br><br>2. In said square, draw the distribution you want your buff durations to follow. This can literally be <em>any</em> valid distribution. My suggestion is you come up with a step function, as they're pretty easy. For example:<br><br>"Most of the time, the buff lasts three hours. Occasionally, it fizzles out almost immediately, and its extremely rare that it will last more than four hours."<br><br>So we get a step function like this:<br><br>0-1 hours: 0.20<br>1-2 hours: 0.05<br>2-3 hours: 0.20<br>3-4 hours: 0.50<br>4-5 hours: 0.05<br><br>Notice how they sum to 1.<br><br>That's not hard to draw out on your square. Draw the function, shade the part underneath the line you've drawn.<br><br>3. Roll them dice! Roll a d6 for the X axis, and (d100 or 2d10)/100 for the Y-axis, using the first dice as the tens digit and the 2nd as the ones digit.<br><br>You now have a pair of numbers. For your X roll, take the (Roll - 1) + tinytiny number. This is your "candidate roll". Essentially, its a possible buff duration. So if you rolled a 3, its in the 2-3 hour range.<br><br>Now your Y-axis roll is some number between 0 and 1. Plot the point on your graph. Is it in the shaded area? Then you accept your candidate roll, and this is your randomly generated buff duration. Is it not in the shaded area? Toss it and roll again.<br><br>And there you go. Randomly generated numbers from an arbitrary distribution. The rather clearly named "Accept-Reject" algorithm. A die with more numbers on the X-axis (d10, d20 etc.) allows for a greater degree of granularity in the step function you come up with.<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>12-07-2010, 01:46:12</strong>
			</dt>
			<dd class="postbody">
				In other news, Hunter's Club is still looking for people, especially Dominants. I'm stepping up essentially to help GM and shepherd it along. Is there anyone not currently on said thread who is interested?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Rhoswen</strong> on <strong>12-07-2010, 01:53:31</strong>
			</dt>
			<dd class="postbody">
				On my way to Hunters club was in a slump for a fresh character to use ....got her now. I hope she is appealing......I will post her tonight.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NileGoddess</strong> on <strong>12-07-2010, 06:38:19</strong>
			</dt>
			<dd class="postbody">
				That was an excellent profile Swanfeather! Dominant positions are still open in Hunters Club as well.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>12-07-2010, 11:48:38</strong>
			</dt>
			<dd class="postbody">
				I might return to Hunter's Club though I'm still unsure if its a game I will enjoy... and I'm also playing rather a lot of games right now and I hate delaying replies to my playing partners.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Rhoswen</strong> on <strong>13-07-2010, 05:43:58</strong>
			</dt>
			<dd class="postbody">
				We'll keep hope alive Haibane....chuckles... ;) 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Mercurial</strong> on <strong>13-07-2010, 08:28:51</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=72345.msg3285120#msg3285120">Quote from: Swanfeather on 13-07-2010, 05:43:58</a></div></div><blockquote class="bbc_standard_quote">We'll keep hope alive Haibane....chuckles... ;)<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>*lights candles*<br><br>We believe!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Aragem</strong> on <strong>15-07-2010, 18:44:11</strong>
			</dt>
			<dd class="postbody">
				SOrry I've been so silent.&nbsp; I've been very busy lately.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Michael Corvus</strong> on <strong>16-07-2010, 04:38:28</strong>
			</dt>
			<dd class="postbody">
				Zombie game is underway folks, just FYI. We could probably use a few more folks if anyone here is interested. UrbanZorro is our GM. Here's the OOC Thread (http://elliquiy.com/forums/index.php?topic=74467.0) and here's the IC Thread (http://elliquiy.com/forums/index.php?topic=75374.msg3301113#top)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>rick957</strong> on <strong>20-07-2010, 15:20:22</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(http://i279.photobucket.com/albums/kk137/HaibaneR/Haley_Alls.jpg)</div>Shameless plug dept.:&nbsp; Don't know how many folks are still watching this thread, but I thought I'd echo Corvus's reminder that the "Escape from Rockford" (http://elliquiy.com/forums/index.php?topic=75374.msg3301113#top) zombie (http://ui16.gamespot.com/1263/1wallpaper0216009_2.jpg) game is well under way and shaping up nicely.&nbsp; Haibane whipped up a handy summary (http://elliquiy.com/forums/index.php?topic=74467.msg3246642#msg3246642) so that anyone who wants to join doesn't need to go back and read the whole thread.&nbsp; Urbanzorro is the man to talk to about joining, but I believe there's room for a few more people.&nbsp; Plenty of gory fun to go around.&nbsp; :)&nbsp; Oh yeah, Urban's "system" is a piece of cake for the players, even a system-phobic type like me, so don't let that keep you away.<br><span style="font-size: 8pt;" class="bbc_size"><br>Nifty image courtesy Urban and Haibane.&nbsp; </span><br><br><span style="font-size: 7pt;" class="bbc_size">My ole' espionage/crime game's (http://elliquiy.com/forums/index.php?topic=75393.0) always recruitin', too ...</span>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>NileGoddess</strong> on <strong>21-07-2010, 19:37:04</strong>
			</dt>
			<dd class="postbody">
				Hunter's Club hasn't gotten off the ground yet, due to the fact that we lost our GM immediately, and we just haven't had the interest shown. This may be because it isn't everyone's cup of tea, which is why I am suggesting that we maybe revamp the concept, or come up with an entirely new BDSM game filled with smut like originally planned.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Group Game Discussion [OOC]</strong><br>
				Post by: <strong>Haibane</strong> on <strong>30-07-2010, 18:13:27</strong>
			</dt>
			<dd class="postbody">
				Hi everyone. I think this thread has run its course and there's been a small problem with people wanting to post game ideas up here which would be a little embarrassing since Hairy Heretic asked that we not do that, so I am locking the thread now. If anyone wants to talk here in the future - maybe we'd like to get together another time and discuss a new game? Then I will unlock the thread for anyone who asks me via a PM.<br><br>I am sorry that this discussion didn't really work anything like as well as I hoped - we got two games out of the talk here which was something but the big game I wanted you all to be a part of never happened, even though I know we all liked BDSM themed play... so that was surprising.<br><br>But anyway, thanks for taking part and for those of you who I didn't get to play with (again!) I hope that I do so at some future point.<br><br>*hugs*
			</dd>
		</dl>
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