CT RP perhaps?

Jan 16, 2009 22:22

Okay, this was brought up the other day in DC chat and since I promised I'd post my ideas, well, here goes.

Basically, ever since I've restarted played CT (thank you DS, 8D), I've been getting an idea of starting up a CT/CC based RP. I'm a bit clueless in running RPs and will need some help (have I mentionned I'd be a horrible mod?), but this is what I got so far. Of course, I'm not going to immidiately reveal any plot events I was already planning at the moment... you know, just in case this thing actually flies.


Base: Panfandom roleplaying game based on Chrono Trigger and Chrono Cross (less CC, but still important). Not AU, but this may be a plot point later on (hint: Home World, Another World). Not a crack based RP, but it’s still allowed within acceptable levels.

Premise: Character gets sucked into a time/dimension gate which sends him into the Chrono universe in ? (Specific time period? Darkness beyond time? End of Time? Somewhere else?)

I’ll tell you right now, while I have a small idea of the plot and how it will be played out, I’m mostly blank about it. Yep, go figure. At this point, the starting point and ending point have not been completely determined. I feel SMRT.

Limitations: Characters will get depowered but will retain the potential to regain them or something similar. May or may not be helped by Spekkio. Caused by Lavos/TD sucking them dry (à la Magus). Powers may be regained in DBT, but its access is severely limited. Will have to figure out if apping from CT/CC is acceptable or not. Apart from this, nothing else so far.

Death: Either none or sent to DBT

Posting type: Not determined as of yet. Priority, but will be based on game flow. Journal type, however, sounds impossible unless some device is used (New function in Records of FATE? New devices?), however, this could be easily implemented. As said, priority.

Game flow: In between plot events, characters are free to do what they want and make up their own plots, as long as it’s within acceptable range. There are two possible time travel options.

1 - Player decides: Certain time travels locations are available within the End of Time and the characters are allowed to choose in which time period they will go for the moment.
Pro - Allows more freedom, less changes for those who want a little bit of consistency, allow multiple plotting (across ages)
Cons - More difficult to manage, restrictions on player interactions, unless limits are applied, this may make the whole time travel aspect “too easy”

2 - Everyone goes at the same place: One big gate swallows all and sends all to the same place for X period of time.
Pro - Easier, allows more character interactions
Con - Could force out certain individual plot lines if it’s time period related, less freedom.

The way I originally saw it, number 1 was how the game would be played normally. There would probably be a limit to the number of times someone could time travel (or they had to access a special item or permission) or else it could just be chaotic. I don’t want people to just suddenly be 1000 years in the future just to have a friendly chat with a friend at random.

Number 2 was going to be used for in game events as to “force” characters to participate (the characters ultimately don’t HAVE to participate, but they cannot escape the situation). However, with the DC chat we had the other day, number 2 could be used as the standard game flow, since it’s easier to manage. This does bring up less possible ways to plot using different times periods. Example, something happens in the past that directly affect some characters stuck in the future. A middle ground could be reached where a type 2 would be used, but across multiple times via group division, maybe?

Time travel limitations: If type 1 is used, a form of limitation must be used. In all cases, limitations must be done in order to prevent excess: example, someone goes to the past to plant something to be used for when he goes back to the future. Mod regulated? What exactly are the limits to be applied?

Time travel will not be precise, unless mod accepted. Game example, no Lucca traveling back to save Mommy’s legs. Time travel deals more in periods.

Time periods will be set to after CT’s ending, usually. Example, the prehistoric age will be set to a few months/years after the end game: most villagers going to find warmer shelter after Lavos crashed. There will be some exceptions, but mostly used as events (Come on… everyone wants to end up on Zeal, and you know it 8D)

The CT aspect will mostly include time travel and the areas used in game. They may, or may not get expanded (New areas within time period? New time periods? Cross Canon?!?) Some important canon points may be revisited. (Needs more plot planning though) … no you cannot save Schala.

The CC aspect will be gradually inserted (or directly inserted, depending on the type of TT used). The “Present” era will be CC’s not CT’s. FATE will be present, as Chronopolis, and records of FATE for massive brainwashings! BWAHAHAHA-I mean, ahem, as save points. Yes…

Normal residents of the time periods are treated as NPCs. Need to find a good way to manage since the only examples I’m familiar with involve there being no other people except the players (Island), emotionless and barely there except for filler (Paixao, IIRC), or are almost inexistent and can only be interacted with mod approval (DC). Could change basic plot and make it that there’s no one left in the time periods, but… honestly, that sounds more like a cop out, unless it can be worked into the plot.

If type 1 is used, EoT would be some sort of temporal meeting ground. Gaspar would be mod directed if present.

The more I look at it however, the less I think I have planned out. I don't know anymore. And I'm starting to be afraid that playing in Island so long has affected my abilities to plot in a long term way o.0 Though I'd appreciate if everyone could tell me what they think? Like they say:

Comments? Suggestions? Whining?

ct/cc rp

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