TITLE! Are we still going with Blood of the Moon? ** Murder mystery vampire roleplay in a kind of rural/abandoned village, 1600's or 1700's? (*1). Scientifically-minded vampire and magic-centered humans (*0) Vampires have a heavy correlation to the moon. This, additionally, could arouse suspicions or folklore among humans around the moon. "new moon makes them more feral and powerful, as its darker out so they slip through the shadows more easily, whereas a full moon makes them feel a bit drowsy or drained as its the full strength of the sun’s reflected light" (*2) Vampires are able to shapeshift into bats/swarm of bats (*3) Vampire strengths/weaknesses: S: Generally enhanced senses, night vision, shapeshifting, healing factor (so long as they're fed), and potentially they can blend in more with humans during earlier stages/levels if you guys are okay with leveling. W: Garlic burns, silver burns+repells, the sun is spicy and burns + generally weakens, cannot enter a house without the occupant's permission (house is defined as any enclosed living space. 4 walls, a floor, and a roof traditionally), can't cross running water, cannot enter holy grounds, repelled + burned by holy items and holy water, can only be killed by a silver weapon or stake through the heart. No reflection. Kill-able via fire. (*4) In their fangs, vampires have a type or two types of venom that act as paralytics + anti-coagulants to keep blood flowing. Vampire/human ratio relatively small (*9) Blood moon events potentially. Weekly or bi-monthly. Combat system? Considering how PVP is going to be so important to turning humans or killing vampires, I think a combat system is going to be PIVOTAL. (*5) Magic system so that humans aren't helpless!! (*6) Journal pages (lore)? (*7) Vampire social structures! Older vampires > younger vampires when it comes to feeding (for the most part), older > younger hierarchy. (*8) "a hierarchical society with the vampires could implement a lot of choice, as lower vampires would look to a higher for support; and the higher could ask favours in turn for granting protection. or, on the other side: lower vampires could group together as higher vampires hogged all the best resources* for themselves, and create internal conflicts, whilst still undergoing threat from vampire-hunters." - @cr-ow Vampire thirst system (*10) Comically large walls bar off anyone from entering or leaving the settlement. (*11)
*0 The three of us are the original 3 vampires to start out the roleplay, so that we can easier control the amount of vampires in the roleplay. ADDITIONALLY, vampire slots could potentially be won through monthly or bi-monthly raffles (IF we want to do blood moons bi-monthly, we could time MONTHLY raffles and blood moons so that there's only one week of the month where there's nothing going on? Or, with BI-MONTHLY raffles we could have something going on every single week.) *1 Abandoned or just rural? What century sounds the best? I was thinking 17th or 18th but I'm not particularly attached to them. *2 @cr-ow 9/19 *3 I was pretty sure we confirmed that this was going to be an ability/power for vampires but we just need to draft up the leveling system to actually make it canon. That is, assuming, we still want to do the leveling system. *4 we briefly discussed water bane/not being able to cross running water. Is that still a no? We can also just forget about it until we start writing the leveling systems. *5 My idea for a combat system, so that the roleplaying of the combat isn't bogged down like it is in DND, is that damage is rolled/decided BEFORE the combat starts or right when it starts, and kind of plans out how the combat is going to go hp-wise. I also feel like it fixes the issue with each character's owner not consenting to their character being injured or hurt or turned/killed. Just an idea! Lmk what you think. I can also hopefully do a better way of explaining it if you want a better explanation too. *6 Should the magic system be material- or knowledge-based? Material-based would grant magic via tomes and scrolls etc., and could additionally require a material component like, for example, a rabbit's foot, to cast the related spell. Magic would be casted verbally, by reading out the written words, or only have to be thought about if the caster memorizes the words. Which kind of leads into a knowledge-based system. This system would let people start off the roleplay with magic-oriented character, like have a background in magic to start off, and COULD introduce a spell crafting aspect where you can combine two spells and sometimes get an unexpected result. But of course there's a LOT of ways to approach magic systems, and we don't have to do either of these two. These were just the ideas I had right off the bat. <-- EVERYONE has access to start magic whenever their character wants to. NO ONE is barred from using magic. *7 Just to touch on lore again, what do you guys think about including random journal pages as a part of whatever loot catalog we make for structures? The pages could be entries from a vampire hunter, depicting just how to kill vampires (this would knock out having to make a project explaining vampire strengths/weaknesses and I feel like it would help with immersion). OR the pages could explain the magic system, like the tattered spellbook pages of a long-gone (or not-so-long-gone) scholar with ramblings in the margins. O R, we don't have to include these at all. I just thought it would be a good way to introduce the lore of the world to the players. *8 but the social structures would be shaped by the players as the roleplay goes on. *9 1/4 or 1/5 vampire/human ratio? Should it be smaller like 1/3? Just to start out, I don't want vampires to outnumber humans in the beginning so that vampires don't just automatically win. *10 I think the best way to do the thirst system, after thinking it over, is to have players log down each full thread, or incomplete thread, that they do, and they loose a certain amount of thirst per thread (for context, each thread is 50 messages in a studio). ADDITIONALLY, for vampires who aren't very active, they can loose a certain % of thirst every 24 hours. Since this system is very dependent on whoever's running them, I don't mind running this system. It just means I get to make spreadsheets. ++ I also think it would be nice, after we finish all the systems and such, to get play testers to mess around with the systems for a few days just to make sure everything's balanced (and from my experience with these video game-esque systems, they're going to NEED rebalancing.) *11 I know we kind of agreed on the walls, but considering that more people are going to randomly sign up, I think it'd be a better idea to have the forcefield. With a forcefield it can let people IN, but not let them out. lmk what you think. SYSTEMS THAT NEED TO BE WRITTEN: -Thirst system -Vampire leveling system -Magic system (maybe we want to include leveling, but I just think that instead of leveling, the best spells are located the furthest out from the village [depending on how we chose to make magic acquire-able]) -Exploration system (of which I can definitely finish writing + run) -Monthly/bi-monthly raffles (I'd be willing to run these if you guys can help compile a list of rewards.) -Weekly/bi-monthly/monthly blood moon events? -uhhh I think that's it? Correct me if I'm wrong.