I'd be happy to have your suggestions regardless.I like the theme, but all that dice rolling and calculating is too daunting for me.
Sort of the other way round, give us suggestions. I enjoy that sort of engagement. I've done some of that sort of reader-prompted writing in my other story When The Cat's Away.Would it be like you giving me a scenario and me writing it out? I could give it a shot.
More like that. If you find the mechanics annoying to write to, suggest some characters or scenes you'd like to see. Or choose one of the free-choice options so you don't have to deal with the mechanics, and can introduce interesting characters and settings that the main character can observe and learn about, and that other contributors can develop.Its just basic addition and subtraction.
But I think Zingiber is saying more "You suggest where the story should go, and one of the contributors write it out"
I'm more of the story telling vein than the rpg style, so it would be a shift for me.Its just basic addition and subtraction.
But I think Zingiber is saying more "You suggest where the story should go, and one of the contributors write it out"
Sure, if it floats your boat.Yeah, go for it!
You want win and lose scenarios for the game part of the story?
I was going to follow up on the late night summoning circle to start.Well if you already have plans, I'll just leave you to it.
Here's the first half of the summoning ritual stumbled into by Peregrine Poesy (currently in girl form, all clean after a bath and change).Yeah, go for it!
So, I had an idea to create an Academy based on the manga My Hero Academia; essentially, one day people started being born with powers, called Quirks, and over time it became commonplace. Now, with 80% of the population possessing some sort of superhuman power, both heroism and villainy have become industries in their own right, and schools have cropped up training people who want to use their Quirks for more than just everyday jobs; those who want to become Heroes.
Of course, this particular academy is known for a slightly more risque side to Quirks, and all sorts of shenanigans can happen. After all, there are quite a number of Quirks in the series that function at the expense of the Hero's costume. Maybe this school just has more of those than the norm...
I only have a basic outline of what I want at the moment, but the 4 'Houses' could be the different departments that exist in the setting.
- Heroics: Where those looking to become heroes are trained as such; sparring, Quirk endurance training, villain/danger scenario training, internships as sidekicks, etc.
- Support: The gadgeteers and geniuses that come up with the specially made costumes and gadgets invaluable to heroes in this age where ability and public opinion are equally valuable. For your aspiring Lucius Fox or Edna Mode
- Management: Heroes need managers, in much the same way that an actor or athlete might. The person who pulls strings to make sure their client ends up with the right gear, the right image, in the right agency, and so on.
- General Education: A school can't make enough money by just training a select few heroes-to-be. Some people with Quirks don't make the cut to be full time heroes, or don't want to risk their lives, and end up taking their education down a mundane path, while their tuition fuels the training that produces new heroes.
Yeah, competitiveness in this setting is usually between different Classes ("Some students in Class 1-B resent Class 1-A because Class A students have gotten more real-world experience", etc), but a lot of it just comes from competitiveness between classmates too. And there is definitely some conflict between students and the school itself- students who feel that they want to be heroes just for the fame and recognition going against the 'do good' creed of the school, for one. There's also some plot points involving people with really powerful Quirks vs people whose Quirks aren't immediately obvious as useful.
I think I'll use these stats for now, along with a basic moves for each stat:
I'm thinking for damage I could go off of a different variation on the Apocalypse World system that I've seen; taking damage damages one of your stats (your choice unless specifically stated otherwise), and trying to roll with a damaged stat means you need to roll 3d6 and use the lower two as your roll. You're only out when you take a hit and are out of stats to damage.
- Bold: (Charge In- Roll +Bold to rush into a scene and interrupt an opponents action, or make a flashy entrance)
- Analytical: (Strategize: Roll +Analytical to assess a situation or examine an object,
- Subtle:
- Flexible:
- Appealing: (Sell Yourself: Present yourself or your case as more appealing, more rational, or just generally better than an alternative. Good for arguments and public appearances alike)
In addition, I was thinking about having the Costume and Quirk each being able to take a point of damage. The Costume is mostly just a free hit you can take at the cost of some in-story embarrassment, while the Quirk is probably one of the last things you want to damage; almost every character in canon has some sort of penalty that keeps them from using their Quirk if they use it too much too quickly. IE, the girl who can make things weightless gets vertigo if she uses the effect on things above certain total weight, the guy who can run with rocket boosters in his legs has them stall and cramp up if he uses too much power at once, etc.
I'll try to come up with some example characters a little later, cause that sounds like it'd be good. A girl who can stretch, guy with x-ray eye powers, a girl with some tough rock-body thing going on, just a few ideas there.