Welcome to Kingdom Hearts: World Destiny! We are an AU Kingdom Hearts RP with no word count. World Destiny's story takes place post Dream Drop Distance, at which point we make considerable steps in our own story direction. Feel free to check out the Plot link to find out more!
All guests are welcome to drop in and say hi!
Nightfall: Chapter 2
Two years after the events of Dream Drop Distance, the Darkness became so great that it swallowed the worlds, locking them away within its merciless abyss.
Twilight Town, now covered in eternal night, stands as one of last Sanctuaries of Light. It is where players begin their journey.
Ever resourceful, the Moogles have created a safe place for refugees. They have charged the Denizens of Light with finding Castle Oblivion: it holds a key to the puzzle of the lost worlds.
But within the dark shadows of the sanctuary world a powerful dark force still looms, waiting to strike.
Each survivor must choose whether to go to Castle Oblivion or stay behind to protect the world from the dragon that lurks in the shadows.
Updates + Events
Last Update: May || Spring
* Affiliates section got an overhaul. * MP3 section now uses native browser controls.
Castle Oblivion The attempt to activate Castle Oblivion's Mognet teleport started! That's one step closer to reclaiming the lost worlds!
I don't know how many times I have to explain this. I'm starting to think I'm just saying it to amuse myself.
Rp consists of Given Circumstances, Objective, and Obstacle (and stakes but everyone ignores that too). THE HEROES ARE NOT DICTATED. In fact, NONE of the main characters are dictated. ANYONE can be a "main" character. ANY plot can unfold if we just follow these SIMPLE steps.
What do we need? Well, really all we, as a group need to decide on are Given Circumstances.
Overall we need:
One: A setting with rules. ex: This is the land of Faerie. If you eat or drink anything, you will lose your sense of self. To speak your name is to give away your power. If a creature asks you for help, it is in your best interest to help. The ruler of the Southern border is evil. There is a way in and out of Faerie.
Two: Characters with objectives. If a character has a goal and is acting on it, then SOMETHING MIGHT HAPPEN. Ex: A boy trying to find his sister in the land of Faerie. A girl trying to get back home.
Three: Obstacles. The ruler of the Southern border is keeping her captive.
If we want WD to have an epic plot rped out, there needs to be an established epic problem for someone to solve (an objective with an obstacle) and a solution. THAT'S IT. We, the rpers, provide the characters with objectives, which may or may not be epic.
The problem could be so simple. I mean, maybe Fate was miffed and created Heartless to terrorize the worlds and needs to appeased. A character willing and able to get to the bottom of this could be a hero.
The problem could be complex (but why when simplicity WORKS?). An evil Heartless got it in his head to create an army to destroy everything. Even this is simple though...as it rps out, who's to say that he will be successful? Maybe no one trusts him enough as a leader to follow him. Keep in mind that SOMEONE *cough STAFF* should be rping actual Heartless (OBSTACLE) killing people so that characters can REACT to it if Heartless are the problem.
Maybe the problem is even related to the Heartless. Maybe a devastating illness is attacking all Keyblade wielders and cure must be found. The possibilities are endless and could make some amazing rp if we just use a little logic.
You could break down all of Kingdom Hearts into its simplest elements and find it's EXACTLY THE SAME.
Why IS Sora a hero in the games? Because his objective was NOT "defeat all heartless in the area by hitting them with the Keyblade" His objective is "protect friends by defeating all heartless in the area." Why are the Nobodies more sophisticated than other bad guys? Because their objective is NOT "kill people" It's "regain hearts." From objectives and obstacles, tactics are formed, hence A STORY. The story is interesting because of the stakes and how the characters act on it. You'll notice all the KH objectives are very SIMPLE.
That's all. Really. Please tell me where this is confusing.
Because of the people the plot includes as a whole.
There may be laws you think pertain, sure. But without people acknowleding them or participating in them, things will tend to flow over one another, thus negating any real work and effort put into it. It isn't about people stepping up, it's really a matter of the idea being acknowledged and accepted, because as we wll know, there are many schisms in this site, and any individual attempt is just as likely to be swallowed whole by anothers, unless there is some sort of formula for us to examine first.
I do want to point out this, however:
Maybe a devastating illness is attacking all Keyblade wielders and cure must be found.
I do like this. Maybe some sort of targeted attack, or what amounts to terrorism or a holy war, CTU-style Maybe the Organization XIII and Dark XII begin an arms race, enslaving Keyblade wielders and holding them against their will in order to collect Hearts, or other devious means.
Of course everyone would have to play by the same rules. I figured that was given, however, given the history of the site, I suppose it isn't really. If everyone is playing by different rules, there's only chaos. Hence a title page on my end, where I can at least determine one set of rules for one single thread.
As for the Org. thinking up the idea of the disease...If one character thought up the idea, fine, but if we try to dictate an arms war, we'll be making the exact same mistakes as before. It needs to be freer on the end of the rper, and more rigid on the end of the rules.
We should be able to do whatever we want within the rules as long as we ALL agree to abide by them. Personally, I could care less what rules we settle on. I'll play by them. As of now, we have so many gaps and no agreement on even the basics.
Well, I've been a quite a few RP's that have had similar conversations. In the end, the ones that I found to be the most successful, are the ones that would establish the very bare bones plot, then, instead of having set times for events, they would "insert an event quite suddenly and without warning to the members, as things would happen in real life. Then the players would be a tad bit more surprised. In that situation the admins didn't ever disclose the plot however. So there's that, or the plot was completely thought out in the minds of the admins and they then tailor the story as they go along to the actions of the players, still keeping a clear end and beginning in mind, and focal points of the story would still remain more or less the same when it came to content.
That system does tend to work well. Thing is, and no offense meant, the Admins and Mods here are about as ADD as the rest of us. The Winter Ball thread was a fortnight late or so from the point they said a post was to be made for it, real life tends to leak over into backed up bios awaiting approval, and the last plot that went into production for over a month never came to pass in any capacity whatsoever. More focus seems to be put on the new layouts and color schemes. I tried getting this conversation to turn towards the plot about 3 times over the past 3 pages, but it still desenced into random conversations about little else.
I think the only way we could get anything going regarding plot would be if everyone banded together and started putting thought to it.
Well, we're having the conversation now and that means the planning should begin, should it not?
So let's have a slight recap of possible ideas. I saw discussion over some kind of bio-weapon or virus that specifically targeted Keybearers. That seems like it could be a good opportinity for story evolution.
Taking that plot into account, as was mentioned earlier by Aryn, we want a plot that more free for the player, and yet, more rigidly structured behind the scenes with the rules.
In making the rules more strict, we'd have to dictate what they are allowed and not allowed to do more plainly, but in making the plot more free, we're going to have to make a plot with a lot of open ends... *shrugs* What do you think Rook?
I do agree with the thought of a more open style of story. On boards in my past, having a general plotline everyone knows about but only a few members (though heavily involved and actively participating) know the full story and pull the plot strings this and that way only to keep the story moving. The beauty of it was, the whole board got involved, and the way it played out was that the entire thign circulated around one key member who had no idea it was all about him.
It was genius. The way it worked within the boundries we set, yet managed to enshroud one character as a focal point utterly and completely. it was like it was straight from a video game itself
Anyway, as for the plot, the virus/bio-weapon may be a bit too technologically advanced for the setting we're playing in. Sure space travel and virtual worlds are commonplace, but anthrax and nuke threats sure aren't (Warning, I just red-tagged this thread >.>). Maybe some kind of new threat aside from "We're manipulating a character(s) for our own ends." There is hardly any threat in that, only a problem to solve, or a fight to win.
We've tried to do the whole "war" scheme but it doesn't work as well as one would hope with so many people. Maybe instead of saying "we're gonna oppose you, oppose us back" we could have a plot that says something more like "we're looking to outright destroy you". Afterall, while Sora's story might have been solely about saving his friends as opposed to defeating Heartless, a lot of the other characters we're doing all they could just to survive and resist.
Well then that mean we could develop several plots rather than one. Then we can have them converge at a later date. It could involve all these different groups needing to collect something that is needed for the out come to happen, but their adventures all being separate until sometime later on in the story where they all come together and solve the problem, or fight over who succeeds at their objective etc.
I find that first idea brilliant though. The best thing we could do with a plot is make it so that the players, or at least most of the players can't easily see the outcome and the main character(s) unfold on their own. It also sounds like it would make the endings and plot progression events all the more epic since they are happening more or less surprisingly, and the members are like
"Whoa what a twist!" sort of thing.
As for the virus thing, it's quite true that that would be out of place in this type of story. Not a problem though. If we were to discuss a plot, we'd probably not be blathering it out in the middle of a public threat like this, or at least not in amazing detail.
I do have an idea for a plot though, and it could be pretty big, if we did it right...