Ten-hut!

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Which option do you prefer?

Historical Mode
8
67%
Alternate Mode
4
33%
 
Total votes: 12

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Fritz Ashlyn
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Ten-hut!

Post by Fritz Ashlyn » Sun Apr 01, 2012 12:10 am

After a period of discussion and reflection, the Trinary has decided what the next RPG will be in lieu of allowing the section members to vote. We did this for a number of reasons, including first and foremost the hope that this game will be as fun and engaging for all of you as we think it will! We're proud to announce:

Super Robot Wars: Greatest Generation

A SRW adventure set not in the future, but in an alternate history! With a remarkable energy breakthrough in the early 1920s, the world's technology was revolutionized. Walking tanks, jet fighters, and war mecha of all shapes and sizes. And in the late 30s, Europe is preparing for war...

Now, what we need from you guys is a vote. We're ready to proceed with the game in two possible ways: 1) "historical" setting, in which the real Axis and Allies are represented and some of the biggest events of the era occur (both good and evil), or 2) "alternate" setting, which makes things potentially unpredictable and mixes things up even more.

Please vote, AND THEN EXPLAIN YOUR VOTE HERE. We want as much feedback as we can get! Feel free to also give us any comments, suggestions, or ideas you have!
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Re: Ten-hut!

Post by Cardi Doorl » Sun Apr 01, 2012 7:51 am

Already explained my vote to Fritz and Red, but really, going the historical route would allow us to focus on our characters and whatever localized conflict we want to concentrate on. If we try for some kind of alternate history, then the altered global politics of it would intrude on our own story inevitably, and we'd lose focus.
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Re: Ten-hut!

Post by King Monkey » Mon Apr 02, 2012 11:29 am

I picked alternate mode because of 3 simple words: Republic...of...Texas.
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Re: Ten-hut!

Post by Arbiter GUNDAM » Mon Apr 02, 2012 5:52 pm

I see what you're saying Cardi but if we're really going to do World War II meets Giant Robots then I figure we might as well mix it up. Why? Well, it seems to me that if we go the historical route, then what we do might be fun but we already know who's going to win. With an alternate history the players might have to actually struggle against an unknown future.
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Re: Ten-hut!

Post by Inferno » Mon Apr 02, 2012 9:14 pm

Actually, I wish I could change my vote, if only for the chance to do a LoGH-style RPG where the behind-the-lines global politics and tactics take precedence over the mecha combat itself...

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Re: Ten-hut!

Post by blind_dead_mcjones » Mon Apr 02, 2012 10:47 pm

historical: for more or less the same reasons cardi outlined, if we try to do an alternate history or something where we have to do a lot of world building (like with the last three rpg's that were attempted) then the pacing of the story will get bogged down people will inevitably lose interest and so on and so forth

i do disagree with what arbiter gundam says about the ending being predetermined, while yes that may be true that who wins and who loses is already known for us i think that actually works in its favour for the following reasons

* for the characters themselves it won't be known and thus the desperation and hope that will be over soon will still be there (case in point: tftf)
* the purpose behind this is not to 'win' per se, but to tell a story
* with the beginning and end already done for us it will allow everyone to concentrate on the middle
* while the ending is important and can make or break a story (just look at mass effect 3 on how not to do an ending) it's also important to remember that its not the destinaton that matters but the journey to get there as well, if i've quoted that saying correctly

my only gripe is having it in a world war II setting, personally i'd much rather something more in the cold war era, paced across multiple stages, each one being a set number of chapters dedicated to the individual conflicts that occured during that era
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Re: Ten-hut!

Post by Fritz Ashlyn » Mon Apr 02, 2012 11:52 pm

blind_dead_mcjones wrote:my only gripe is having it in a world war II setting, personally i'd much rather something more in the cold war era, paced across multiple stages, each one being a set number of chapters dedicated to the individual conflicts that occured during that era
You know what, you're right. The Cold War is much more interesting as a setting, with global political intrigue and crazy spy agency antics, and also April Fools'.
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Re: Ten-hut!

Post by wonton bob » Tue Apr 03, 2012 12:37 am

lol, u suck. I always get suckered in these pretend rpg votes. Even if it's April 3rd.
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Re: Ten-hut!

Post by Rob DS Zeta » Tue Apr 03, 2012 12:19 pm

This was fake? Good thing I held off on voting and planning...
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Re: Ten-hut!

Post by Cardi Doorl » Thu Apr 05, 2012 11:21 pm

I guess these tend to work better when people post on the day of :S
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Re: Ten-hut!

Post by Sume Gai » Fri Apr 06, 2012 12:28 pm

One really should be prepared for this LOL. The Trinary do -something- every year. Last year's was a little more obvious (particularly since talk of a historical Mecha RPG has been heard round here) and I fell for it.

Nonetheless this is still an interesting topic for discussion. In a more general sense how important it is to stick to Cannon in an RP within an established universe. Considering I want to see PCs filling in the world bit by bit I personally consider adhering to pre-established Cannon a relatively minor concern I think it's more important to have a bit more creative freedom especially when your community may not be fully familiar with the Cannon of your subject matter (for example, I'm not a history buff in the least and know I would mess up if we tried to stick to real life events).
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