Post by World Boss on Mar 21, 2020 11:29:48 GMT -8
TASKS-ARCS-CAMPAIGNS Tasks, Arcs, and Campaigns are a type of topics that exist outside of regular threads like socials or training. These are threads where characters are aiming to resolve a plotline.
The difference between the three is decided by their depth, difficulty, length, and the significance of the accomplishment that successfully completing the plotline would warrant.
Task: One shot plots that typically don't need to be revisited and are resolved in the span of one topic. The plots don't have many ups and downs, usually don't involve too big of a community, and are a straight drive to the conclusion. An example of a large and lengthy Task by our standards would be the Orange Town conflict with Buggy.
Arc: A situation where what's needed to accomplish the objective is commonly something more than what a single person could hope to have. Even if just temporary, it will usually take a cooperative effort to achieve victory. The substance that makes up the whys and hows of the plotline make it deeper than just finding and beating up a bad guy. Sometimes beating the bad guy doesn't actually solve the problem or there isn't even a bad guy. It requires preparation, wit, and tact. A great example is the Baroque Works/Alabasta Arc or Whole Cake Island.
Campaign: A long term commitment to a great cause. The plot tells a story that has to gradually be unpacked, because of its depth, length, and the amount of contents that it has. Because the goal is so grand, the circumstances it imposes upon the characters will sometimes lead to failure or constantly improvising for success by making heavy sacrifices. The endings they lead to aren't always what was intended or something that could be predicted when the journey began or as it progressed. An example of a Campaign is Luffy's journey from Amazon Lily through Impel Down, Marineford, and then back or Punk Hazard up to Wano.
WISHLIST The Wishlist is a player-made list of rewards they are aiming to get from their Task, Arc, or Campaign. The Wishlist has an unspecified number of slots that are shared between the Quest's participants. While the number of slots is unspecified, things like the difficulty, length, and impact of the thread in question are factors as to how many rewards you'll be able to quest for.
The contents on the Wishlist are completely up to the players and they can request anything, but it's their job to make a plot where these things are understandably attainable based on what will transpire within the topic. Coupled with this need of plot, there should also be an appropriate challenge to overcome that is as difficult as the rewards are valuable.
The only rewards that are a given freely are Doriki, Bounty, negative Relation changes, and Prestige. These are rewarded based on your character's actions and the quality of your rping. Everything else must be asked for through the Wishlist, then earned In Character. Should you fail to meet the mark, your rewards can be downgraded, for instance instead of a Great Class Katana you could instead get a Skillful one or not get one at all.
Examples Examples of objectives and actions that would result in earning the following rewards.
Great Class Rifle - You takedown a crime syndicate and one of their officer's has this weapon.
Fishmen Grunts - You head a jailbreak and formed ties with fishmen inmates who you broke out alongside you.
Beli - Loot, raid, rob, earn it as thanks, find it.
[/b] [li]NPC Coins - Perform well with NPCs.[/li] [li]Turf - Takeover pre-existing Turf in the area or build your own from scratch.[/li] [li]+Relations - Assist the NPC with their own goal in a topic. Do things that would rub them the right way, impress them, please them, etc.[/li] [li]Treasure - Earn yourself a Treasure Chest by stealing one, finding one, or perhaps you were searching for a specific Treasure, in that make finding it your objective.[/li] [li]Feat - Perform a Feat worthy act and it will be given a Rank. [/li] [li][Insert Trait Name] Upgrade or Unlock- Make great and apparent use of said Trait. [/li][/ul]
Last Edit: Jul 23, 2020 0:11:51 GMT -8 by World Boss
Post by World Boss on Mar 21, 2020 11:30:46 GMT -8
TEMPLATE BREAKDOWN OBJECTIVE Simply put, what are you trying to accomplish. Defeat Kaido, Rescue Sanji, Rescue Ace, Escape from Saboady, Defeat Moriah, etc.
Sub-Objective: Noteworthy things that would help accomplish the much bigger Objective. Capture Cesar, cut-off supply of SMILEs, gather allies on Wano for battle.
REQUESTEE Is there someone that is asking this of your character or issuing it to you as orders, PC or NPC.
PLOT We don't need a step by step of everything you're going to do, but you should communicate what the problem is that's creating the plotline and what needs to happen to resolve it.
Using these devices properly will help develop layered plots and create a clear distinction between what's an Task, Arc, or a Campaign. These are only to create a stronger foundation for the plot and don't go into what will happen ICly. We aren't looking for you to write a script, but to contemplate, organize, and verbalize the essence of your idea.
What's Happening: What's the ongoing problem that needs to be solved? This is the reason your character chooses to act, so it will usually be something that goes against their morals or exist within their interest.
Who: What person or group of people are involved with this problem? A single person, a group or people, hired forces, fulltime members, or sometimes even a puppet or a front.
Why: Usually a melding of the who and what, tell us why this is happening. Go a bit into the past and go into the actual heart of the problem. This sheds light on the specific interest of the antagonist, their relation with the parties involved, and how things got to where they are now. What mistakes were made or what fell short to allow this to happen?
How: What means are being used to cause the problem? Authority that comes with a title, brute force, a piece of technology or special power, manipulation of another, etc. This will lead into how you can defeat them and/or solve the problem.
Where: What settings does the plot unfold in. This can be made relevant to the story such as Crocodiles natural advantage in Alabasta or the Marine's homefield advantage at Marineford, but it also enhances the plot and story-telling if the players make use of the implications and the elements that a location is composed of. The high seas, a remote mansion, a moist scummy bar? How the players make use, capitalize, explore, and emphasize the location in their writing and with their character's actions are what can really elevate a topic.
Approach: What's your character's approach to fixing the problem? Are you just going to walk into the plot without a plan and let it unfold naturally, are you going to run in with guns blazing, is your character going to be sneaking around and hunting for information and avoid direct confrontation, etc.
Beginning, Middle and/or Climax, End: An easy way to lay out the stages of your plot to convey the pacing and set the tone that completion of objectives will have on the environment.
DIFFICULTY Difficulty measures the severity of the challenge players will be facing. Said challenges manifest themselves in the forms of things like adversaries that must be defeated, severe elements from weather and nature, non-tangible things like winning trust and loyalty, etc. The gauge of difficulty is scaled to the character who registers the Task, Arc, or Campaign. There are 3 levels of difficulty.
1: Challenging, but not something that would seem like the impossible, it just requires the right touch and set of skills and barely in-depth planning. e.g. Arlong Park.
2: A dangerous situation where a character has evidently bit off more than they can hope to chew. They'll have to gain some sort of new power or find an edge to overcome the odds, whether in allies, information, preparation, etc. Enies Lobby Arc
3: An impossible to conquer task where all odds seem stacked up against you. Whole Cake Island, Marineford, Wano.
SIGNIFICANCE The scale of the impact your actions will have on the world.
1: Local community phased. Baratie
2: Island scale. Alabasta. Skypiea
3: Directly effects a Zone or multiple islands. Dethroning Doflamingo
4: World changing. Defeating a Yonko.
CAST List all PC and NPC allies and a list of all PC and NPC enemies. You can fill out sheets for them if you wish, but unless they are the big bad they don't need too much information outside of their general capabilities, a sentence of personality, and their interest, motive, and reason they are involved.
Since Quest are mostly about story, the power of INPCs can be indicated simply by tagging them as Low, Mid, or High Difficulty. These tags give us information to assume their Attributes in relation to the player's.
LOCATIONS What islands and/or zones will topics occur in.