Hm, things seem to have zombified again. I noticed that all our pirate/ship-based RPs have failed, yet they almost always had immediate activity. I think I may have found out the source of role-plays failing: lack of adversity.
Even in my role-plays, enemies tend to be nameless, faceless, and at times even pointless. I feel that enemies--and friendly NPCs--should be more integral to user-characters, the plot, and the subplots. I feel that a ship-cased RP works perfectly, because ships are also like a prison--if it fails, everyone goes down.
Here's what I think. We need an adventurous role-play on the seas, one that blends dangers not only from enemies, but also nature and sea monsters. The protocol of such a quest would be like this: a limited set of starting power/help amidst a perilous quest, which upon beginning, that's all we get.
Of course, the enemy will also have limited resources. It'll be like a joint operation of which users work together to overcome preset difficulties by the gamemaster, plus with chance-based threats, benefits, rewards, and progression--once in a while. If the main quest fails, we would then need to retreat back to the mainland and either restart or await an empowered foe.
I could easily set up a fantasy RP about this, but I might as well talk about it first, just in case.
27-May-2020 04:54:48