Post by Wolfe on Feb 2, 2019 17:49:01 GMT -5
Welcome to the second update! These are probably going to be more 'conversational' in tone than most, but that's the style I'm going to go with for now because it's easier for me to write. There is no set schedule for these updates, by the way, they'll just kind of come out when I have some time to write and want to talk about some milestone or other.
After over a month of preparing, we've reached the stage where The Remnant Project is now in the public opening stage!
At this level there will still be some kinks that we need to sort through, and small additions will be made to the theme as we go along. Bug reports are really helpful at this stage, because while we've done our best to test things there are obviously actions we never thought of taking so please DM me with any that you find!
I'll be completely honest, I've been looking at a lot of these docs for so long I can't tell right from left. If there are any issues in terms of clarity that you find, please please please bring them to my attention so I can fix them. The Beginner's Guide stuff and information docs should be able to walk you through the process of getting your character accepted, and any issues you have regarding that please let me know so I can update it and make it better.
The site is not 'finished' in the sense that everything is perfect and all the finishing touches are completed. If I waited for things to be perfect, the site would never get shipped because there will always be something. There are some things (IE, Experience System and Progression) that will not be changed in order to maintain fairness. There are other things (Frequently Asked Questions, Theme) that will be tweaked quite often in the beginning stages as they move nearer and nearer to that arbitrary 'finished' marker as people find and report issues that are then solved. With new book releases and other RWBY material -- who knows, maybe we get an official map of Mistral and everything I put down is completely wrong. We'll cross that bridge when we get to it, and make adjustments where they make sense in terms of flavor.
What the public opening really signifies is that the site and the documentation is in the 'all necessary bits for the site to function are up'. We will start off with our first event that is largely an introduction to the combat system we will be using in TRP as well as an introduction to how we will be running events here. After the first month, the capital city will open up for play and students will be off to Haven Academy. This delay is done partially so that a large chunk of people would be familiar with the combat system early on, and partially because I want a decent group of people to be part of the 'first to Haven' group.
I'm not going to pretend like there won't be some growing pains, and talk more about that in Update 1, but my intent by writing these and arranging the intent behind the systems across the board is so that people see where I'm coming from and what I'm trying to accomplish. This also makes feedback much more actionable, because you don't have to guess what I'm trying to accomplish and what are intended/unintended effects.
Feedback like 'adding a semblance type line to the application would help people at a glance figure out what type of semblance someone has' is great. It fits in with what I want to do and the stated goals, and is an improvement to those goals because a clarity issue was found and remedied. Things like 'progression system takes too long, it takes over a year to get to huntsman level OOC time' is not helpful, because that's an intended feature of the site to facilitate long term play and is a core feature of the site. This is not meant to be a pure free form combat system especially, because I wanted progression to be one of the main pillars I looked to when building the site. This is not a secret, and is displayed in the Beginner's Guide material quite clearly. We want to offer a different type of experience in order to be unique and truly be able to say that we offer something different than others in the genre -- who have some really solid sites themselves. Seriously, if there's anything RWBY fans have in common it's a fantastic taste in aesthetics I swear to God every RWBY site is gorgeous.
So, then, what type of experience are we trying to build? I talk about general stuff in the first update, but the overview for the actual site rather than the social dynamic goal is I wanted a roleplay that was built to last a long time and had a setting that changed markedly over time with PC actions and site events that had lasting consequences. I want a setting where a year from now, we have PCs to thank about why certain things like 'freely walking out of the capital without being attacked by bandits' are possible. I want the PCs to feel like the badass Huntsmen/Huntresses in training that they are, and give them moments to go wild and have character defining moments when all the chips are down and things look bad. Some will rise to the occasion and become heroes, and others will falter in the face of adversity and risk and choose to fold rather than risk it. Some who try to rise to the occasion will die trying, and those characters will be aware of that risk and be forced to live with the consequences of how they react when the going gets tough.
We're going to do our best to deliver on that goal, and to deliver that fantasy in the best way that we know how to we have made some intentional design decisions throughout the site and its systems. If that fantasy appeals to you -- I'd like to see you around The Remnant Project and hope to see you create your own legend in our setting. (:
After over a month of preparing, we've reached the stage where The Remnant Project is now in the public opening stage!
At this level there will still be some kinks that we need to sort through, and small additions will be made to the theme as we go along. Bug reports are really helpful at this stage, because while we've done our best to test things there are obviously actions we never thought of taking so please DM me with any that you find!
I'll be completely honest, I've been looking at a lot of these docs for so long I can't tell right from left. If there are any issues in terms of clarity that you find, please please please bring them to my attention so I can fix them. The Beginner's Guide stuff and information docs should be able to walk you through the process of getting your character accepted, and any issues you have regarding that please let me know so I can update it and make it better.
The site is not 'finished' in the sense that everything is perfect and all the finishing touches are completed. If I waited for things to be perfect, the site would never get shipped because there will always be something. There are some things (IE, Experience System and Progression) that will not be changed in order to maintain fairness. There are other things (Frequently Asked Questions, Theme) that will be tweaked quite often in the beginning stages as they move nearer and nearer to that arbitrary 'finished' marker as people find and report issues that are then solved. With new book releases and other RWBY material -- who knows, maybe we get an official map of Mistral and everything I put down is completely wrong. We'll cross that bridge when we get to it, and make adjustments where they make sense in terms of flavor.
What the public opening really signifies is that the site and the documentation is in the 'all necessary bits for the site to function are up'. We will start off with our first event that is largely an introduction to the combat system we will be using in TRP as well as an introduction to how we will be running events here. After the first month, the capital city will open up for play and students will be off to Haven Academy. This delay is done partially so that a large chunk of people would be familiar with the combat system early on, and partially because I want a decent group of people to be part of the 'first to Haven' group.
I'm not going to pretend like there won't be some growing pains, and talk more about that in Update 1, but my intent by writing these and arranging the intent behind the systems across the board is so that people see where I'm coming from and what I'm trying to accomplish. This also makes feedback much more actionable, because you don't have to guess what I'm trying to accomplish and what are intended/unintended effects.
Feedback like 'adding a semblance type line to the application would help people at a glance figure out what type of semblance someone has' is great. It fits in with what I want to do and the stated goals, and is an improvement to those goals because a clarity issue was found and remedied. Things like 'progression system takes too long, it takes over a year to get to huntsman level OOC time' is not helpful, because that's an intended feature of the site to facilitate long term play and is a core feature of the site. This is not meant to be a pure free form combat system especially, because I wanted progression to be one of the main pillars I looked to when building the site. This is not a secret, and is displayed in the Beginner's Guide material quite clearly. We want to offer a different type of experience in order to be unique and truly be able to say that we offer something different than others in the genre -- who have some really solid sites themselves. Seriously, if there's anything RWBY fans have in common it's a fantastic taste in aesthetics I swear to God every RWBY site is gorgeous.
So, then, what type of experience are we trying to build? I talk about general stuff in the first update, but the overview for the actual site rather than the social dynamic goal is I wanted a roleplay that was built to last a long time and had a setting that changed markedly over time with PC actions and site events that had lasting consequences. I want a setting where a year from now, we have PCs to thank about why certain things like 'freely walking out of the capital without being attacked by bandits' are possible. I want the PCs to feel like the badass Huntsmen/Huntresses in training that they are, and give them moments to go wild and have character defining moments when all the chips are down and things look bad. Some will rise to the occasion and become heroes, and others will falter in the face of adversity and risk and choose to fold rather than risk it. Some who try to rise to the occasion will die trying, and those characters will be aware of that risk and be forced to live with the consequences of how they react when the going gets tough.
We're going to do our best to deliver on that goal, and to deliver that fantasy in the best way that we know how to we have made some intentional design decisions throughout the site and its systems. If that fantasy appeals to you -- I'd like to see you around The Remnant Project and hope to see you create your own legend in our setting. (: