In a cataclysm known as the Nightfall, the worlds were almost completely destroyed by a harrowing surge of darkness.
In the shadows of the ensuing chaos a new group has taken shape. Led by an Aegyl named Kalos, the 11th Hour touts an esoteric knowledge of how to combat the darkness and restore the worlds. They might be the worlds’ best chance at survival; but nobody really knows enough about them to confirm or deny their claims.
On the brink of collapse, the universe holds its breath in anticipation. Of restoration? Of destruction? It is up to individuals like yourself to decide.
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Post by Ellie who has 0% on Mar 1, 2009 12:07:22 GMT -4
The thing is..I don't know which is the reason for the lack of action...being Ansem-less or lack of active members, personally I would say both, but with an Ansem...it's like a no choice, but to act just with small numbers.
With the thought of find a way to make the plot smoother...other updates need to be done.
update members- delete all of the one lacking atleast a post. truly the number is ridiculous
update canon character list it is very misleading of who is taken/not taken versus active/inactive. true we had an activity check, which they all were saved...but they never returned afterwards
update staff
(rook if you did do that then kuddos for! Actually a plot related event can happen with the return of Ansem like..A dark mission to kidnap Riku to restore Ansem completely (since Ansem only existed using Riku's body) while inflicting more damage on the keyblade wielder with more darkness to consume his light, (almost similar to the Organization manipulation on Sora in Castle Oblivion and Diz restoring Sora's memories). Which such movement and course of action like that, it can't be ignored with it's direct influence on a canon while advertising the future universal danger of the rise of Ansem)
Elaeus, don't forget how much havoc just Ansem alone caused. Now then, if we had even some of the members of the Dark XII screwing up the affairs of the various worlds, then that would be of tremendous benefit to the plot so long as they're working towards a goal. Ansem's was Kindom Hearts, so I'd image it's gonna be something similar. Only this time, you multiply Ansem's threat and power by twelve (or by however many members y'all have at the moment). The attacks won't be purely random -- as y'all are the strongest of the heartless, you're able to extend your control over them and direct them towards your ultimate goal.
Also, as Marluxia proved in Chain of Memories... you don't HAVE to be loyal to your organization. So you and the members present could actually be acting on your own. What's more, as you're not as organized as the organization, as you're heartless rather than nobodies and have a different nature, you can probably get away with your mini-plot and then continue towards the main plot for the Dark XII.
So, although I don't think you should be blowing up Twilight Town with the goal of breakfast in mind, you should be causing havoc in some kind of noticeable way, most likely with your ultimate goals in mind. It's not like the heartless to NOT make their presence known.
Oh, if you'd like an idea, here's one: The Dark XII is trying to turn entire worlds into heartless in order to wage war on and take over the Organization XIII's world. What do you think?
It's entirely possible Ansem could be a hidden enemy, maybe something like an NPC, until someone takes him up. Seeing things done in the name of an enemy but never seeing him adds an aire about him, as if to say that when he does show his face, you know things are bad. As for the Marluxia comment, loyalty is actually a large part of what has been announced so far for the Org.XIII plot. Stay tuned for more.
Also, the plot you mentioned is similar in some ways as to what is "going on" now, but if it's made to be a conflict between the two groups, we base a plot around two incomplete groupings which takes place in The World That Never Was, which disables normal neutral and light sided characters the chance to be involved. As a side plot between the two sides, it might work.
I wouldn't say that, Rook. The CULMINATION of their plans -- the battle -- would take place in the World that Never Was, but right now they're gaining -- And TRAINING -- their troops in other worlds, with the ultimate goal of having the hearts of the worlds themselves to turn to darkness. Of course, both the Light and Neutral characters, as well as the Organization, aren't going to take that laying down. The Org will probably try to stop them, and even convince quite a large number of people that they're "the good guys" as a result, thus gaining a large group of devoted followers they can use as pawns.
In the mean time, Mickey's Army and Sora's Buddies know better, and act against both the darkness and the nothing, whilst trying to convince the new Organization Fans of the true ways of the Organization.
Of course, the culmination won't be as the Dark XII planned, nor will it be of the Organization XIII's. In the end, they'll both have to retreat as the Light gains more allies, and then make an eventual strike on the The World that Never Was, a site-wide final-battle type event that would probably be years in the making.
Actual plot plans aside, I believe that a more active GM is needed, specifically, a more active Mickey and Roxas. I know Bluey is busy with life and all, but...
Also, an activity check would be nice, followed by redoing the Canon/world lists.
Role: It sounds good and all, but like you said, that would take years to do, after we got it off the ground. But saying the Light would take more ground at the final battle is something that shouldn't be left to plot, it should be left to the actions of those involved, no matter which way the battle swings.
Locue: I agree. Even a more active one-or-the-other would help out tremendously. With all due respect to Bluey and her personal life, we need one of them around on a more-constant basis.
I also agree on the Activity Check. It's been a while since the last one, and some key characters are absent by now, I'm sure. And by "redoing" the World lists, are you talking adding or subtracting?
Rook: Well, that'd be the overall plot. Those are the long running ones that the whole story is based on. In the mean time, we'll have a ton of sub and world plots. And I just mentioned on possibility anyways, the final outcome could be one of many things, but that's the basis we'd be going on. As a GM, you have to be prepared for things not going as planned, and be able to go with it. Who knows? Though the original idea may have been a Good beats Evil kinda thing, the heartless may actually win out in the end.
Locue: Everyone pretty much agrees with you there. A game without a GM is doomed to death. The GM, after all, is the driving force of the story, the storyteller, so to speak. They create and push the plot forward work with the key players, and are the ones generally in charge of keeping things running. If there's no GM, or they're not active, it can only be a bad thing.
As for the world lists, I think it's something similar to what I mentioned earlier. The worlds need plots, and those whom's plots have been exhausted, such as Wonderland and Halloween Town, need to be replaced with other worlds. So it'd probably be a combination of the two.
Woo! Discussion! Sorry I haven't been on here to read, but I'm trying to catch up.
"As for the world lists, I think it's something similar to what I mentioned earlier. The worlds need plots, and those whom's plots have been exhausted, such as Wonderland and Halloween Town, need to be replaced with other worlds. So it'd probably be a combination of the two."
I agree. I also think this could easily be taken care of by organized GMs and Historians.
It sounds like the most bottom, bottom lines is: we need a GM or two or three.
So, why don't we start discussing the following.
1) How many GM's we want. 2) Who we want as GMs
a) We nominate who we want individually. b) Two nominations gets them in the running. c) Person nominated either accepts nomination or denies nomination. d) Person nominated should discuss what kind of direction he/she would go with their position and what kind of plot ideas he/she feels inspired to write about, and generally try to convince us. e) We'll vote on it.
2) The specifics of their job in list form. 3) What kind of checks and balances we want to set up to ensure safety and non-bias.
As far as plot goes...I read this this morning in a fan fic and thought of WD's attempts.
"Some would even call that two year battle a war. Those some would be mistaken. That fight had been no war. This hell torn world, strewn with bodies and stained with blood, this was war. Where everything that moved snapped another nerve. Where the person to the left could be dead in the next three seconds from an attack no one saw coming. Where dreams never happened during sleep, only a replay of the nightmares from the day before. Where a turned back was an invitation of death. The Crossroads was war."
I do believe that if the central problem for everyone was the most massive, terrible Heartless and Nobody invasions anyone had ever seen, we could really go places. GMs could stage Heartless attacks and perhaps delegate so they don't have to be around for every single attack. Personally, I still REALLY want to stay away from the idea of dictating the creation of armies. The GMs can't narrate Organizations.
My vote is we have THIS as our central conflict and allow all other characters to revolve and react around it. Does anyone agree/disagree? Logically, this would be the only indication for most of our characters that anything was going on at all. The second step is making sure there is a central solution or at least the potential for one. Can we agree on this point? Just think of it as finding the plot backwards...we have the cause. Let's develop the effect.
New staff position suggestion example. (as well as what I want to see.)
Title: Keeper of the Keys
Duties: Evaluate potential keyblade wielders, and hand out keyblades/perform deep dives to those who are deemed worthy and want them. Must be able to put up with whiny n00bs new members, and must be able to make judgments while remaining unbiased. Must be active and at least glances at every thread.
Needed because: Keyblades are an essential part of the plot, and we have already handed them out to non-cannons. We need a good way to get them out, and having one person in charge of that and nothing else, so they don't get bogged down with more important things (like life).
Hey hey, looks like we're finally getting somewhere with this! The issue now, rather than to have discussions, is to start taking action. We can talk all we want, but if nothing gets done, then we won't get anywhere.
Another thing we should have is a system transition -- We need to change from the RP Sample mindset to the RP Test mindset. Kingdom Hearts seems perfect to do this with, because of the Destati Dream Sequences/Station of Awakening Sequences present within the games. I think it's a good idea to have them apply with their characters as usual, but then to require an RP test to make sure they're up to standards. This RP test should include: Interactions with other characters, battle samples, test of storytelling skills, as well as other things that the people in charge are able to think up.
For the character interaction bit, what should probably be done is that each of the instructors in charge of testing the characters have a dream-specific character, possibly something reminiscent of KH1's class creation items - Dream Warrior, Dream Mystic, and Dream Defender for example. They would act as a spiritual guide of sorts for the character as they progress from station to station. They would be unable to help the characters in their battles, but they will help guide them.
Battles should be handled similarly, as the instructor posts, they should also be the ones in charge of having the heartless and nobodies show up, as well as the boss in the Final Station. I do believe we should create a selection of original boss types - Examples I used in the past include the Darkness Beast and Nothing Beast, a duo of armored beasts that required the player to find a way around their thick hide (usually done by jumping out of the way when the two charge at the character from opposing spots on the platform. It would crack the hide, and when repeated twice more the think hide would be so broken it'd fall off, leaving the enemy open to attack). These bosses need to be made to make the players THINK. They can't just hack away at it, there's gonna need to be something that requires them to use some kind of strategy.
What's more, characters that cannot figure it out must also be able to roleplay defeat. The boss of the dream sequence needs to challenge them, and as a result what it will do is show whether or not the player can show that they won't powerplay - that they are prone to taking damage and even defeat, if they cannot figure it out. They don't have to be victorious in this battle, after all. It's a test and a dream.
Also, about the Keeper of the Keys, we need to have a backup in case life does get in the way, or they abandon the RP.
Biggest problem I see with your idea regarding the Dive to the Heart, as stated: what if your character doesn't fight? I mean, look at my character Nella, as an example. He has daggers to fend off Shadows, but that's about all he can manage. If you pitted him against a boss heartless, he'd be dead meat! Some characters just aren't looking for a fight.
EDIT: That's also a much higher strain on the RP Instructors. They now have to essentially send not just the lower end players, but /all/ the players through the Academy? I don't see that working well.
Dead meat? That's what thinking on your feet is for! My character, Fleta, is pretty much in the same boat as yours. Another way to approach this I suppose is to make sure you match the right boss with the right character. I mean, look at Sora and Roxas: They took down their bosses and had NO skills to do it with. No magic, no special skills, not even guard. Just attack and run the hell away. Of course, Roxas did have his reaction commands, but the characters in the RP must use their own version of that. For example, you could say that when the two Beasts I mentioned earlier charge at your character, the reaction command "Avoid" could be said to have been used. Also, you're right, some characters AREN'T looking for a fight, but when they get caught in the middle of it, they have to. And in that case, they need to be able to roleplay it well. I also believe I mentioned that in cases where characters cannot finish off the boss, they must be able to RP DEFEAT, which is something an RPer must be willing to accept if their character is overwhelmed.. Wouldn't you be able to do that with Nella?
As for the instructors... strain? No no no... you forget, in order to qualify as a GM or someone with a lot of duties, you must NOT have a life. Kinda like me, only I don't wanna be a GM here or have any duties. Or at least, not at the moment. Joking aside, though, I do believe that people whom have these important positions need to have the time to preform their duties. If they start to get too busy in real life, they need to be able to relinquish their position to someone who can take their place.
...Strain? Seriously? I do RP tests all the time over at RPoL. Not much strain involved, you just need patience and the willingness to say "Get the hell out of my game" when it is necessary.
Edit: Oh, by the way, do we have a thread yet for boss ideas (not necessarily for the RP Test, I mean bosses in general)? If not, where would we post it?
Bosses would be controlled by GMs/Mods, and would be one-time only characters. Examples include preexisting bosses, like the Clock Tower Phantom, Dark Thorn, and Twilight Thorn, as well as original bosses.
In regards to this whole GM thing: we already have a staff position that pretty much covers all that. We're called Historians.
And don't get snipey with us because we're doing nothing: we've just recently got our job description. Many things are still being discussed, behind the scenes. >.> (Seesh, have a little patience.)