FOR THOSE COMING HERE FROM THE 2012 RP AWARDS, EXCLUDE WEAVERS, LUX AETERNA, HALO AND THE SINGULARITY FROM YOUR CONSIDERATION. WHILE THEY HAVE DEVELOPED FURTHER SINCE THEY WERE MADE, THEY 'BEGAN' IN 2011 AND THUS DO NOT COUNT FOR THESE AWARDS.
You decide! With a bunch of ideas going about in my head all of roughly equal importance to myself, I'm finding myself unable to prioritise one over the other and to really focus on one and make progress on it.
SO, without further ado - what I'm currently working on in some form or another. I currently feel they are all about as developed as they can be without having been prioritised over others, and since I intend to make them into roleplays, it's worth getting people's opinions on them.
The background and mechanics for this roleplay are all worked out, but a narrative and overall plot need to be established. Setting is similar to the early twentieth century, as technology is starting to move beyond machinery and into advanced circuitry, for one thing.
Lux Aeterna - Boreas
A science-fantasy roleplay, inspired by Avatar. Roleplayers participate as the local altered human species of the subject planet, defending it against (or in some cases losing it to) invading forces of the human empire. As it says, the first planet this roleplay would be taking place on is the storm-ravaged Boreas, followed by others roughly in order of popularity.
Halo : The Greatest Journey
A reworking of the first two TGJ roleplays into the framework of a roleplay taking place during - and intermingling with - the events of the new Halo Reclaimer Trilogy. Rampant Forerunner machines, Precursors twisted beyond recognition and awesome augmented super-soldier action are to be expected.
Mind Over Matter
A roleplay all about self-determination. 'Gods' of old pass on their knowledge to a new generation, having grown tired of living a life empty of worship or recognition. This power grants people the ability to physically alter themselves in any way possible, allowing them to achieve beyond-natural and supernatural attributes and abilities. The catch is, the person must be absolutely convinced - to a level akin to religious extremism - of the attributes they give to themselves. To kill an immortal, you must first undermine their sense of immortality, through driving them insane, or hitting them with psychological attacks. This is but one example of what the roleplay entails - it's all about mind games, really.
Set in a future roughly in the same vein as Deus Ex: Human Revolution. All manner of emerging technologies are giving rise to new forms of being and intelligence that force people to question their very ideas of life, sentience, morality and more. Embedded in the corporate and military espionage such technological developments entail, the motley crew of protagonists - all the products of these differing technologies - ultimately become a symbol, a testament (both good and bad) to the capabilities of augmented, forged and cloned people in turning point in humanity's evolution.
Roleplayers take on the mantle of mythological figures (though not gods themselves) in an amalgamated world of gods, monsters and heroes made real and powerful. As the barrier between the real and mythical begins to fade for unknown reasons, the roleplayers must discover the reason and ultimately decided the fate of both worlds - leave the normal realm totally seperated from all the things that could enrich and empowr it, or let the two merge together once more and risk the entire of humanity being enslaved or eradicated by those of the mythos.
An idea I had when I was trying to construct The People's Roleplay - one night, in the early twentieth century, all the people of Earth fall asleep. Waking up, they realise they can see clear over the horizon to other nations and continents. Even more, the horizon itself sloped upwards, showing the Earth to have now been transposed onto the inside of a sphere, with other 'planets' visible, flattened at other locations around the sphere and seperated by ocean. In tandem with this event - and usually attributed to it - all those with a lack of even an inkling of the quantum (a field of science just developing at the time) go insane. Children born into this strange new world, as well as those who were physicists before the big shift, find themselves gradually gaining the ability to visualise and realise matter, energy and forces from the infinite probabilities offered in the quantum world. The roleplay is about endeavouring to reach the other worlds, while also trying to unravel the mystery of what happened on that day, and why.
Untitled token-oriented roleplay
Every dozen generations or so, a game takes place to determine the ultimate 'collector' of planet Earth, though the objects being gathered are far more arcane than you might initially expect. Each character begins with a totem of some kind, which holds powers specifically related to its direct usage and connotations. A person with a stopwatch can rewind through their own history and alter events, but only back up until the point they obtained the watch. The tossing of dice or the flipping of a coin can alter fate and probability. The game is won when a single character has all the totems, though those that have had theirs taken away still retain some minor residual powers.