New^3 Worlds
Posted: Fri Dec 03, 2010 9:03 am
<blockquote class='quote_blockquote'><dl><dt>Introduction:</dt><dd> </dd></dl><div>This is an old RP concept that has always been a particular favourite of mine, but with Blackstar gone unfortunately both 'New Worlds' and 'New New Worlds' have been lost. In a nutshell, you roleplay an entire world and everything within it. That's not a great explanation, but hopefully I've drawn you in with it
The idea is that you create a world and some life forms to go in it. Your world and all that dwells within it will change over time, either naturally if you are happy to simply document these changes for the rest of us to read or unnaturally if you roleplay a character in your world who is consciously choosing to make certain changes, and all of our worlds are simultaneously moving towards a certain goal. What makes this RP most unusual is that it is a multi-generational RP - unless you're roleplaying as a character that doesn't belong in your world, you can expect the inhabitants of your world to die... a lot! Evolution doesn't happen in a single generation, after all.
I think the goal in the original 'New Worlds' thread was to ultimately have whatever is living in your world discover and learn to use magic. We don't have to do that here though, and I'd rather that we didn't, as I recall having great difficulty figuring out just how magic was going to suddenly appear in my swamp world populated by tiny squidfolk without me doing something that seemed completely out of place. In addition to that it kind of made me feel a bit restricted in what I did, and I think it put some people off participating, which is a shame because it was a really great thread. I think that we changed this for 'New New Worlds' (correct me if I'm wrong on this Swix, as I'm sure you'll know it better than I do), so I don't think anybody will mind keeping the change for 'New New New Worlds'.
I'm quite open minded for what to do about these goals but for now so that we actually have something to work towards let's put our first goal at creating and learning how to use some kind of tool - in other words, we're trying to have at least one species reach the Paleolithic Age. Anthropologists have long held that tool use was a crucial step in human evolution, and it's what helped us to dominate the food chain (among other things), and I believe that this should allow everybody plenty of freedom in how their planets and the inhabitants change.
One more thing I'd like to alter in the old rules is to encourage more interaction between roleplayers. In 'New Worlds' and 'New New Worlds' we all talked about how we'd like to link up our worlds (by which I mean create some sort of method through which a creature could travel from one world to another) and have our primitive peoples interact with each other eventually, but we never got that far into it. I'm not saying that we have to force everybody to link their worlds up straight away, but I'd like to see our worlds receive a bit more influence from each other... whether we like it or not >:D
So what I propose is something a bit like the Celestial Winds (if I were to name it I'd call it the Capricious Breeze ), but a little more controlled. For your first post here, you'll get to specify one thing that must appear in everybody else's world. This can be whatever you like - animal, vegetable or mineral - and other roleplayers in this thread must fit it into their world somehow. They are free to alter it slightly if necessary to fit into their world (for example, if you specify 'mammal' a person with an aquatic world may create dolphins, while a person with a person with a world covered in dense jungle may create a monkey). If you have selected something that cannot exist in their world however (for example, a fish in a world with no water) then they are allowed to ignore it.
That's just for starters though. What I propose after this is an additional bonus, to encourage people to post regularly. Whoever gets the first post of a new page is allowed to do this again, but only to one specific roleplayer's world (not your own, obviously). This can be something that will help them (eg: a new source of food, a plant with medicinal properties, etc.) or hinder them (eg: a new predator, disease, etc.), but you cannot control it once it's in their world. Feel free to get detailed with this one, but try not to create some kind of gamebreaker.[/quote]
<blockquote class='quote_blockquote'><dl><dt>The Rules:</dt><dd> </dd></dl><div>How to start:
1. On your first post here you must introduce (a) your world, (b) some things to live in it and (c) "one thing" that is to occupy all worlds. This "one thing" can be whatever you like.
2. You must incorporate each roleplayer's "one thing" into your world, even if you don't want to. It does not have to play a major role in your world, and you can wipe it out if you play your cards cleverly, but it must exist in some way for some amount of time. If you find that this "one thing" cannot possibly exist in your world in any shape or form then, and only then, can you ignore this rule.
3. If your post is the first of a new page you may create "another thing" (as for the "one thing", this can be whatever you like) and tell one other roleplayer of your choice that they must introduce it into their world. You may not control it once it is in their world, and they must accept it as per the conditions laid out in the previous rule.
How to play:
4. Aside from the rules mentioned above you may not influence another roleplayer's world in any way yet, unless they have specifically given you permission to do so.
5. You must work all "one things" and "another things" that are applied to you into your world as soon as possible.
6. Keep in mind that the aim of this roleplay is to acheive certain goals. These are outlined in the section below.
7. Keep time skips reasonable. The idea is to gradually have your world grow, not to suddenly skip right through to the end.
8. You may have one or more of your characters interacting with your world on your behalf if you wish. For the purpose of this roleplay, your character/s can be immortal if you like (to prevent them from dying before they get to see a few generations of life). They can also leave and enter the world as they please.
9. All discussion for this thread is to be done here. If you feel that you must raise something in the RP thread itself please use spoiler tags.
Goals:
i. Creating and learning how to use some kind of tool - at least one species in your world must reach the Paleolithic Age.[/quote]
<blockquote class='quote_blockquote'><dl><dt>So far your world must include the following:</dt><dd> </dd></dl><div>All: An underground water source (from 3kul)
All: An Ancient Alien Artifact, of any size, that does things when activated by physical contact (from Tav)
All: A luminescent cave system (from Swix)
All: A large crystal jutting out from the ground (from Aequor)[/quote]
The thread itself is over here, discussion for it is right here! If you have any ideas that you'd like to share please feel free to
EDIT: I've altered rule 7 because I felt that, for some people (myself included ), it could be a little too restrictive.
The idea is that you create a world and some life forms to go in it. Your world and all that dwells within it will change over time, either naturally if you are happy to simply document these changes for the rest of us to read or unnaturally if you roleplay a character in your world who is consciously choosing to make certain changes, and all of our worlds are simultaneously moving towards a certain goal. What makes this RP most unusual is that it is a multi-generational RP - unless you're roleplaying as a character that doesn't belong in your world, you can expect the inhabitants of your world to die... a lot! Evolution doesn't happen in a single generation, after all.
I think the goal in the original 'New Worlds' thread was to ultimately have whatever is living in your world discover and learn to use magic. We don't have to do that here though, and I'd rather that we didn't, as I recall having great difficulty figuring out just how magic was going to suddenly appear in my swamp world populated by tiny squidfolk without me doing something that seemed completely out of place. In addition to that it kind of made me feel a bit restricted in what I did, and I think it put some people off participating, which is a shame because it was a really great thread. I think that we changed this for 'New New Worlds' (correct me if I'm wrong on this Swix, as I'm sure you'll know it better than I do), so I don't think anybody will mind keeping the change for 'New New New Worlds'.
I'm quite open minded for what to do about these goals but for now so that we actually have something to work towards let's put our first goal at creating and learning how to use some kind of tool - in other words, we're trying to have at least one species reach the Paleolithic Age. Anthropologists have long held that tool use was a crucial step in human evolution, and it's what helped us to dominate the food chain (among other things), and I believe that this should allow everybody plenty of freedom in how their planets and the inhabitants change.
One more thing I'd like to alter in the old rules is to encourage more interaction between roleplayers. In 'New Worlds' and 'New New Worlds' we all talked about how we'd like to link up our worlds (by which I mean create some sort of method through which a creature could travel from one world to another) and have our primitive peoples interact with each other eventually, but we never got that far into it. I'm not saying that we have to force everybody to link their worlds up straight away, but I'd like to see our worlds receive a bit more influence from each other... whether we like it or not >:D
So what I propose is something a bit like the Celestial Winds (if I were to name it I'd call it the Capricious Breeze ), but a little more controlled. For your first post here, you'll get to specify one thing that must appear in everybody else's world. This can be whatever you like - animal, vegetable or mineral - and other roleplayers in this thread must fit it into their world somehow. They are free to alter it slightly if necessary to fit into their world (for example, if you specify 'mammal' a person with an aquatic world may create dolphins, while a person with a person with a world covered in dense jungle may create a monkey). If you have selected something that cannot exist in their world however (for example, a fish in a world with no water) then they are allowed to ignore it.
That's just for starters though. What I propose after this is an additional bonus, to encourage people to post regularly. Whoever gets the first post of a new page is allowed to do this again, but only to one specific roleplayer's world (not your own, obviously). This can be something that will help them (eg: a new source of food, a plant with medicinal properties, etc.) or hinder them (eg: a new predator, disease, etc.), but you cannot control it once it's in their world. Feel free to get detailed with this one, but try not to create some kind of gamebreaker.[/quote]
<blockquote class='quote_blockquote'><dl><dt>The Rules:</dt><dd> </dd></dl><div>How to start:
1. On your first post here you must introduce (a) your world, (b) some things to live in it and (c) "one thing" that is to occupy all worlds. This "one thing" can be whatever you like.
2. You must incorporate each roleplayer's "one thing" into your world, even if you don't want to. It does not have to play a major role in your world, and you can wipe it out if you play your cards cleverly, but it must exist in some way for some amount of time. If you find that this "one thing" cannot possibly exist in your world in any shape or form then, and only then, can you ignore this rule.
3. If your post is the first of a new page you may create "another thing" (as for the "one thing", this can be whatever you like) and tell one other roleplayer of your choice that they must introduce it into their world. You may not control it once it is in their world, and they must accept it as per the conditions laid out in the previous rule.
How to play:
4. Aside from the rules mentioned above you may not influence another roleplayer's world in any way yet, unless they have specifically given you permission to do so.
5. You must work all "one things" and "another things" that are applied to you into your world as soon as possible.
6. Keep in mind that the aim of this roleplay is to acheive certain goals. These are outlined in the section below.
7. Keep time skips reasonable. The idea is to gradually have your world grow, not to suddenly skip right through to the end.
8. You may have one or more of your characters interacting with your world on your behalf if you wish. For the purpose of this roleplay, your character/s can be immortal if you like (to prevent them from dying before they get to see a few generations of life). They can also leave and enter the world as they please.
9. All discussion for this thread is to be done here. If you feel that you must raise something in the RP thread itself please use spoiler tags.
Goals:
i. Creating and learning how to use some kind of tool - at least one species in your world must reach the Paleolithic Age.[/quote]
<blockquote class='quote_blockquote'><dl><dt>So far your world must include the following:</dt><dd> </dd></dl><div>All: An underground water source (from 3kul)
All: An Ancient Alien Artifact, of any size, that does things when activated by physical contact (from Tav)
All: A luminescent cave system (from Swix)
All: A large crystal jutting out from the ground (from Aequor)[/quote]
The thread itself is over here, discussion for it is right here! If you have any ideas that you'd like to share please feel free to
EDIT: I've altered rule 7 because I felt that, for some people (myself included ), it could be a little too restrictive.