Long story short, I'ma make a new gtdrpg on the ijji forums.
Why? Everyone here died, and I feel there can be fresh blood over there (I wanna play it again *sigh*)
If you're interested, go ahead and start jottin ideas down. (BEFORE Y'all get in on me, I realize i was a brat in the rpg so I'm sorry ~.~)
(You should know me, I have good plot ideas, I just never had good execution til nao :P)!
So since I really enjoyed the last rpg, I want to get back into it guys. Simple right? :P Now, I don't want to rip off the last rpg, but I really liked how a bunch of things were run in it, so I want to implement that into my own.
Things I know for sure will be inside :
Artifacts (to be approved by me)
Dragons Based off the elements (when one is slain you get an EYE. For Later in the RPG)
2 Main factions (I don't believe in evil n good, so they BOTH think they're out for the holy order.)
Several Minor Factions (Something like clans. You'll gain an artifact when you join one, and you have to abide by rules)
Several Religions (Based off of christianity, buddhism, etc)
The world of Astra will be the playground (So references to major cities and countries will be heavy)
Magic will be available to an extent.
Goddmoddin won't be an issue hopefully, since I'll be the resident GM and supervise.
Monsters. There WILL be monsters. (Goblins and such are just the start <3)
These are the plots I've thought of so far..
1) The two main factions will be at war. Players will pick a side and fight. (I can see problems with this. Players need a general faction imo... But I will probably imbue one with a "Holy" and an "Unholy" aura with these, but both will be in the mind of being holy...)
2) The two main factions will be at war, but a third faction (Monsters) will rise and attack.
3) The elements (Enia, Canopus, ETC) have suddenly begun shifting and colliding with each other. The world has been thrust into a state of conflict, as the elements have been reincarnated as dragons, and side with various nations. What will become of this conflict? Our adventurers set forth to discover the root of the problem.