Post by Trailfoot on Apr 9, 2009 18:21:21 GMT -8
Okay... I've been looking at the game's flow so far, and realized it's got one big sticking point... me. I think I'm doing well enough with my writing and storytelling (feel free to correct me if I'm wrong or compliment me if I'm right!), but there's a whole bunch of you, one of me, and I've been pretty busy with non-forum stuff lately, so I'm stalling the posting pretty often. I've come up with a partial solution to that... the Player Villain System (PVS).
What does this do? It makes YOU GUYS into GMs if you want to be!
Basically... you can design villains and get them approved by me. They have minions and plots and are otherwise... well, D&D bad guys. There are, however, a few guidelines.
1. I get to approve the villain.
2. If the villain is part of a background arc or plot arc specifically written for one of your heroic characters, I won't approve it. This is to open up a posting bottleneck, not to have someone posting to themselves.
3. Villains lose. It takes a while and they often get to reach the crux of victory... but eventually, they go down and the heroes are left standing. Be ready for this. I reserve the right to call "time to lose" when it's needed.
4. Villains who are part of a plot or background arc specifically for someone else's character (if Ghostwheel wants to do Elia's long-lost genetically-engineered Firstborn great-aunt who's also a ninja and a necromancer, with ninja zombie minions), it requires approval of both the player of the character the villain is designed for and me.
5. Ask me before the villain's plans intersect another plotline that's happening in any significant way - especially the main (stickied) plot.
6. Plot coupons can be played against player villains. They cannot be played on behalf of them (but since, unless I overrule you, you're basically GMing the villain's plot, they shouldn't NEED plot coupons).
Suggestions for further guidelines?
What does this do? It makes YOU GUYS into GMs if you want to be!
Basically... you can design villains and get them approved by me. They have minions and plots and are otherwise... well, D&D bad guys. There are, however, a few guidelines.
1. I get to approve the villain.
2. If the villain is part of a background arc or plot arc specifically written for one of your heroic characters, I won't approve it. This is to open up a posting bottleneck, not to have someone posting to themselves.
3. Villains lose. It takes a while and they often get to reach the crux of victory... but eventually, they go down and the heroes are left standing. Be ready for this. I reserve the right to call "time to lose" when it's needed.
4. Villains who are part of a plot or background arc specifically for someone else's character (if Ghostwheel wants to do Elia's long-lost genetically-engineered Firstborn great-aunt who's also a ninja and a necromancer, with ninja zombie minions), it requires approval of both the player of the character the villain is designed for and me.
5. Ask me before the villain's plans intersect another plotline that's happening in any significant way - especially the main (stickied) plot.
6. Plot coupons can be played against player villains. They cannot be played on behalf of them (but since, unless I overrule you, you're basically GMing the villain's plot, they shouldn't NEED plot coupons).
Suggestions for further guidelines?