Well its just a thought but while at work I had an idea for a RP based around a more strict story line with third party usages of Player interaction.
This would involve the players to be ACTIVE at times of posting as well as keeping tract of a time line.
Ex:
[Time: 01:16pm GCT (Grand Cradle time)]
Post
[Time: 01:20pm GCT]
Now the thing about this is, if you make an action you can't put an ending time, all battles will happen with in the time time zone and time langht. At any time a battle has gone on for too long a GM will ask you to hurry along, battles should only last AT MOST twenty in game minutes. The reason for this is to give leeway for people and force you to make detailed posts.
Also along with time and time zone, you will need to add a location. As far as locations go I will make an update every time the depth change, which means you need to be moving if your in the clockworks other wise you take the risk of getting shifted into a different part of the clockworks, same depth but a different gate. Change times are not yet set but I would say every three ingame hours they change, again this is not set. Also the level names will be randomly generated and named by me. So don't worry about trying to think of a depth name and sub-name, I will be doing that for you so people will be on the same level and have the same advantage/disadvantage based on level. I will make a list on the OP of the current depths, they will change so pay attention!
Ex:
[Time: 01:13pm GCT. Location: Clockworks, Depth 20. {Clockworks Tunnel: Mechanized Mile}]
Standing tall the Guardian Held his blade at the ready, poised should the next blow come from on high or a low sweep. In his mind many thing rushed through like a freight train chugging along at full speed, yet one option seemed to be the most profound; attack first.
Taking the advantage the Guardian stepped forwards, making a strike at the midsection of his enemy with all intentions of ending the aggression with one blow. However the enemy had predicted this, having adjusted his stance in the moments leading to the blade smashing into it's own.
This might be the end of me if I don't act quickly enough!
Unrelenting in his movements the Guardian stepped forth letting the blade slide off the face of his enemies. Instead of trying to wined up for a second attack the man simply slid the blade back and poked at the Knights chest, if anything to make him back up to give him some breathing room.
Backing out the Knight gritted his teeth as he felt the burn of the blade pass between the lightly armored chest piece, if not for the armor the strike would have been able to slip between his ribs. Still in his blind rage the Knight threw caution to the wind and charge in. With his blade held high he charge striking down at the Guardian to stumble him.
His fatal mistake.
[No ending time waiting for player 2/GM For NPC action.]
Note something about this whole section. It was in detail for the players to pick and see actions. The characters themselves would see these actions and react/act accordingly. At no time should you God-mode it or try and possess another's Character unless given permission. What I mean by permission is that they wrote down in the Thread somewhere where everybody can see it and a GM can read and confirm it to be truth. Otherwise it will be considered a power-play and the post will either be redacted or removed/non-countable.
On a second note the story is as it stands:
The Knights have a way to get off Cradle, they have used it but instead of just saying goodbye to Cradle they use it as a HUB world or HQ. Other planets have opened up for the Knights to mine resources and build ships meaning deeper travel and better gear (GMs will disturbed information on that as it comes along.) for armor, weapons, natural living ETC.
Money: Crowns are now able to be produced thanks to Cradle now having a formal Government and settlements across Cradle, Crowns are the official money source and united money type. This means anything done for money is done with Crowns. (For plays to have a simple concept of money since we already use it.) Energy is the highest currency, however is still considered a fuel source for armor and the like meaning you can buy energy for a set price, Official Government workers Energy costs are rationed so they don't have to worry, Private Military Companies/Mercs. must by there own*. (On a special case to keep people in the now, you don't have unlimited crowns, every player starts with a Set 5000 Crowns, prices will be relevent to game prices so collecting will be key. GMs will RNG Crowns you fine/award crowns on a RNG base. This will be done so players can't just say they "Found 1000 Cr on the ground in the Clockworks". No if we are going to have a money system it will be done under close watch.)
Prices/rewards/income will be payed out as GMs say it should based on the type of job. At the end of the say the Head GM will set the price, once the required actions are met the price will be payed out in full upon successful return to the Garrison*. If a Company/PMC/Merc. is higher-ed for a job half will be payed up front, however the Company/PMC/Merc. May strike a deal with the person ingame, so you have to work with your mind and be frugal with your money! If you run out of crowns, be careful, this will put you at a disadvantage when it comes time for upgrades and equipment changes, however you will still be expected to shell out for food/living expenses/ETC.
Jobs: This is based on your class (Armor type) and ability's. Ability's will be watched and noted in the next section. Also if your part of a PMC your job is your skill set you bring to your work. Mercs. make money based off completion of missions, so having a contract could mean the difference of living the high life and being broke with useless gear. As far as jobs go, you are all assigned as military/PMC units. Titles and ranks are asked for in your app, but will be assigned should it be needed. Gear is up to YOU to maintain and take care of, so no crying if you don't have the funds for better gear.
Side-quests/personal missions: You can have them, but the moment it starts to derail the main story you will be asked to cut it out/hold off for later. There will be time for them and at some points I or a GM might ask you to do a side-Quest. HOWEVER: They are OPTIONAL, meaning if you do it or don't do will have an effect later on, or might not ;).
Abilities: Now, based on your armor your abilities will be related to just that, your class. However I will be doing something else, adding a playable race: Gremlin Outcasts (More in races). As a Gremlin outcast you can pic your class (More in classes) which will detemen your ability. Magic* AKA healing spells, summoning Friendly Minions, Better builder. There will be more but as it stands these are reserved for Gremlins only! (Yes I will allow up to 2 Characters per player NO MORE!)
Classes: The basic classes for Knights are related to the armor you use, everyone has there proto gear but by this point you will start with Three Star gear meaning you will already have your class in toe. Gremlins will have the ability to use Knight gear as well but they some Gear they can't use just like Knights can't use some Gremlin gear. AKA: insinorator's can't be Knights, Menders can't be Knights, Ghost Mane Stalkers Can't be Knights. Recon Ranger Can't be Gremlin, Warden Can't be Gremlin, Shadow Guardian Can't be Gremlin. I will have a full list later.
Races: Their will only be TWO races to pic from. Knight and Gremlin. The advantage of being a Knight is this;
Knights: Are durable, able to with stand heavy hits but lack any magic abilities. Able to use heavy armors and weapons with out the risk of hurting them selves.
Gremlins: Not a sturdy as a Knight, however being short and quick they are masters of running for long distances. Some of these creatures are blessed with Magic* abilities letting them heal team member's.
Now for something we will understand better then anything else, STATS!
Well I have been playing a little too much Dark Souls so lets start there:
Vitality: This will be related to how many hits you can take before either going down (DEAD: GAME OVER) per hit. Level will be capped at 10, 10 meaning you can take a rather large amount of damage.
Attunement: This is a special stat, it is related to how much Magic the Gremlins can use. Cap is 6. If this is capped, your Vitality suffers 1 point for every 2 points in Vitality.
Endurance: A stat designed to make you think. Capped at 12. With this stat it effects other stats. The point of this stat is how many long you can stay in a battle as well as the types of weapons you use. Low stats mean weaker weapons, higher stats mean stonger weapons. For Gremlins its like your mana pool in a sence this means the types of magic you can use. Higher means stong spells, weaker...you get it.
Resistance: Designed for Magic, elemental, Physical. It effects endurance, but slightly, by breaking it down to the basic types.
Sublevles:
::Piercing: Able to go through armor, to a point depending on Resistance. Caps at 5.
::Normal: A Basic type, able to resist all. Caps at 5
::Elemental: Able to inflict diffent effects depending on what it you. Fire; afterburn Higher Fire resistance gives birth to immune to after burn at max. Caps at 3. Poison; Makes you sick and weak till cured Maxs at 3. Lighting; stuns for a short time (Takes place of Stun it's self) Caps at 3. Sleep: Reduces all stats by 1 per stack, max stat 3 (At this point your out could). (All other types will be counted under basics). Shadow: THis will also count as Curse; with it your menatlly effected by your weapon usage. It will reduce other stats to extreme lows, so finding weapons that cause this status effect will be RARE.
This gives you some insight as to my plans, give me some comments and I will do my best to come up with more for this if people like the ideas. Just one last note, this RP will take commencement to do, and mental note taking: You have the ER, but are only given one Spark of Life. YOU CAN'T BUY THEM. If you USE it, you LOSE it.
I think the proposed system is a little too complicated for the SK Forum's slow, plodding post frequency and threading system. ChooseYourStory.com would benefit more from time restrictions. Even so, though, the inclusion of time control doesn't seem to add anything to the game. Now, if you had a time-travel system implemented, I think that would be freaking *amazing*, if you could find a way to pull it off.
Similarly, stat controls really only work best when there is a numerical combat system. Freeform combat doesn't mix well with stats. That's not to say they can't work together, as RtC2 and Winter Kingdom demonstrated, but they don't work very well. I think a more generalized system of strengths and weaknesses would be more useful in a freeform RP.
None of this matters, though, if you intend it to be a number-based RP.