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| Introduction to Threads and Roleplaying | |
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| Tweet Topic Started: Oct 12 2008, 02:57 PM (102 Views) | |
| Shaddox | Oct 12 2008, 02:57 PM Post #1 |
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Academy Student
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Threads Threads, topics, posts, whatever you might call them, they are the general unit on Ninja Legends used to progress through the game. Every time you press “New Topic”, you are joining in on this phenomenon. Within the roleplaying area of the site, there are actually specific types of threads that are generally used to progress a character. Below is where you can find an introduction to them. Roleplaying Within roleplaying threads, you do just that, roleplay. You type out the actions of the characters and what they are doing. That is how you play the game. Yes, it may seem very simple to some people, but some people have trouble with that concept. This is a roleplaying site. That means you roleplay. What kind of roleplaying? The roleplaying found within NL is that of a stat-referencing free form system. What do I mean? Well, I will take it part by part to explain it to you. Stat-Referencing As soon as you start making your character, you will notice something. We have different stats which represent different areas of a characters physical and spiritual development. How fast they move, how strong they are, how well they perform jutsu, these are all represented by statistics. You improve them by completing threads and as you grow, you can get new abilities and techniques once your strong enough. But what do I mean by referencing? Simply put, these stats are just that, references. We do not do complex Dungeons and Dragons calculations with stats. We are not a place where a single point can make all of the difference. We use stats as a way to compare strengths and weaknesses of characters. Two characters with speeds of 45 and 50 are not going to be all that different, however if one only had 10, there would be a very large difference. Stats are important in that they tell what your character is capable of. That being said, we do not do “A character with 50 speed moves 50 feet per turn while a character with 45 only moves 45, thus we have a 5 foot difference and I can etc, etc, etc.” That would be purely stat-based and that tends to be very little fun. Even attacks, which have set powers dictated by stats, are not totally limited by these stats. So, endpoint is that stats are used as a general reference but are not be-all end-all. Free form Free form is when your character is not limited by a system. We are not a true or complete free form. We are a free form that is limited by stats, but that is it. Beyond that, you’re free to do with your character what you want. This is actually the more interesting part of the two halves. Let’s say someone throws a kunai at you. In a purely stat based system, you would have to roll to dodge, etc. etc. Here? If it’s within reason, duck. If you have a creative idea, you aren’t limited by stats. If someone uses lightning and you put them in the middle of a lake and they zap themselves, good for you. Free form is about using your skills as a writer and a thinker to your advantage, not just relying on your stats. However, that being said, we still are stat-referencing. You won’t outrun someone with twice your speed. You won’t be able to stalemate someone in a punching match if they are much stronger than you. Since we are not a true free form, you cannot ignore stats and put yourself on par with someone who is well above your level in a match that uses purely stats. Free form means using more than just your stats to influence a battle or outcome. How you do that is up to you. So what is our limit? Due to being stat-referencing, to go beyond your stats is godmodding. You don’t have to feel like your stepping on glass. Someone with 45 speed, if they push themselves, can match someone with 50. Just don’t do something stupid. Godmodding is not only limited to doing things your character is not capable of (such as dodging every hit unless your opponent is a -real- novice) but by controlling your opponent’s character (-never- say an attack hits without the other person’s permission), knowing things they should not know (also known as metagaming), etc. All in all, if you play fair, use stats as a fair reference and don’t try to win every match, you should be fine. Remember, you won’t win every time you try. If you do, you’re doing something very wrong or are very lucky. And trust me, no one is that lucky. So why are there systems and damage? Those are just references too to get a general feel for how strong a move is. You are under no obligation to take out a calculator and follow each and every one of these damage calculations. However, if you want to, feel free to do so. There are plenty of ex-DnD people here who would love to do that with you. We are not going to force you to do so though. Do what is fun for you and if number crunching isn't fun, find someone on the board to RP with who doesn't like to number crunch. There are plenty of us. |
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| Shaddox | Oct 12 2008, 02:58 PM Post #2 |
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Academy Student
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Thread Basics Slots Slots are what we use to track how many threads we are in at one point in time. The only rule we have limiting it is that you can only be in five topics at any given time and can only have three ungraded topics in Finish Topics at any given time. How you want to split them up is entirely up to you. Types of Threads Solo Threads Solo threads are of course threads you do with yourself, and no one else. These can be done any time, we won’t limit someone to how much they can self train to become stronger, be it socially, mentally, or physically. We very much support Character Development, so the more story backing your character, the better. Self Trainings It is rather simple for your character to train him or herself. They simply decide which aspect they lack in, and try to better themselves in it. You decide what you want to train and then train it. It’s as simple as that. For more information on how it’s graded, look at the Finished Topics forum. Move trainings Move trainings are very similar to Self Trainings, but you are training to learn a move or ability rather than just to better yourself. There are lots of different kinds of things you can learn, and each jutsu has a requirement. Even those without requirements require 5 in whatever stat or element they specialize in. However all jutsu and abilities have a single requirement. You can only have 1 for every 3 Aptitude you have. So, 12 Aptitude means 4 techniques/abilities. The only special requirement for a move training is a minimum of ten paragraphs and that you actually learn the move in the thread. Jobs Doing a job is the most basic way of making money. There are two different ways to use your jobs, one is simple and easy, another is rather difficult and requires a lot of work. The first one is to just come up with a nice job that suits your Character. Something like a farm-boy, merchant, ramen chef or maybe a researcher. There are thousands of possibilities out there for Jobs. Now, the more difficult version of jobs is opening up a Shop selling items that you made. Yes, there are plenty of items, potions, poisons, pills weapons and other things that only players can make. You can do one of two things. Sell it to a shop for a percentage and get a set percentage of sales or sell them directly to other players. Do not that jobs have to be within reason. Yes, you can be an assassin, just remember that we do read your threads and that doing it leaves you open to having a bounty on your head. Also note that jobs gain you no stats, regardless of the type of job. Missions There are two kinds of Missions. There are player involved kinds and then there are the solo kinds. The Solo kind is like working a job, but with action, thus stat boosts, unlike a job. The other kind are missions actual players leave there with pay. Those missions can be anything. It can be you teaching them a technique, you stealing a scroll from another village for them, or they only need protection. You don’t have to request missions and missions are not limited to those who are in villages. Character Development These threads are simply for your character to develop him or herself. These can be used for recovery from poisons, injuries, watching other people fight, or whatever you want. Unlike before, these are not just simply for character development, as it is considered good RPing and deserves a reward as long as it is okay. Couple’s Threads A couple’s thread is for just twp people, no more, no less. Many of the self training thread rules apply here, and you do get some extra bonus's or handicaps in couple’s threads. They tend to be easier to write and more interesting, thus getting bigger boosts. Spar Unlike a fight, you are not going at each other ton to the best of your abilities. You guys sort of make it so you are both on the same level. That way, you are both just testing your ability to fight, not who is better. These are purely for a test of skill amongst friends, rarely do enemies spar one another without going all out. People usually turn out perfectly fine at the end of a spar. Stats are usually only briefly referenced in spars as it doesn’t really matter. Fight As soon as a player begins to go all out in a spar, it is no longer one. He has turned the entire thing into a Fight. It is when someone usually gets hurt at the end of it, hurt quite badly at that. This is when you start paying attention to stats. You just need to keep note of who is faster, stronger, better at something, etc. Death Match These are rather important fights, and are frowned upon by many ninja and villages. Chakra must be recorded, stats are used much more and a staff member must keep track of the thread and make sure that no rules are being broken and they must make sure you are within the limits of your chakra. If you do not notify a staff member that you are in a death match, it is possible that the end results could be completely different than what is posted depending on the staff member’s decisions. Character Development The very same as it would in solo, other than the fact that it has more than one person in it. This could be used for other characters to help remove a seal, heal you or whatever you two can imagine. Missions The same concept as the solo one, but the mission is meant for two people. The other kind of mission that would involve two people, is if two separate people were put on missions that conflict with one another. Like say two different Villages put up a mission that involved the ninja to do something that involves conflict. Like one is to Assassinate, the other is to protect. Dual Training, Jobs, Move Training This is when you and another person both do the same kind of training, take the same job, or learn the same move. This could also be when a player is your supervisor, teaching you something, or training you. Use your imagination. As for Move learning, each person must make their ten posts to learn their move. Three Person or more Threads These all have the same concept as a two person thread. All rules apply as they would there. There may be a few special conditions that apply in certain areas. Like when you and few players make a custom jutsu that require more than one person. However keep in mind that the more people there are in a thread, the more it takes to organize, so if you are in charge, be sure to have some sort of order before you go in lest it degrade in to chaos. |
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