EOO – Character System Concept

Keeping everything in character

The game world is the most central focus of the entire RP, however a game is filled with real people with real reactions to a game that is lead by the experiences they came to the game with.  This means that while there will be very little roleplay done “offline” (in the campaign world), the ongoing events that occur there can still shape the story, define the roleplay, and present the gamer’s basic capabilities in gaming.  The FIVR Engine also expands on this further, as the gamer is thrown into the game world (also known as “online”) with an avatar modelled after their real self.  This means that all of the description of the gamer’s physical qualities are rendered visually in game, although with new equipment, making both physical and mental qualities meaningful to the gaming experience.  However, such gamer qualities do not affect game statistics, the gamer might be physically weak, and this might mean that the avatar would look physically weak, yet the statistics for the avatar may be considerably strong.  This is also accurate for other statistics, with the in game AI making compensations for reflexes (causing the body to react faster when it should statistically even if the gamer is too slow to react) as well as intellect (the FIVR system’s nervous connection system has options from HUD UI displays drawing focus to things that should be seen more, or blurring what is seen less, as well as including the potential to trigger ideas in the mind by sending subconscious images using the nerve system, similar to an instant dream).  In general, following the image of a hero, avatars are above human limitations in general, meaning things such as they feel much less pain even when critically injured, but leaving the gamer with a sense of immersion that they really are their own character.

Like players (hopefully), even if it isn’t role played in much detail, gamers still have lives (at least, they do here).  The Beta Selection process for selecting gamers was designed to fill a certain quota of participation, meaning all gamers were accepted into the beta because they have said that they are available for gaming every evening, from 6pm to 11pm.  In reverse, on business days, every gamer is not available to game until this time.  Weekends and holidays should be common for availability across all player’s gamers.  This offers considerations for the player in their role play, such as “does the gamer have enough time to run this dungeon before bed?”  This is also notably useful in the event a player is absent during a session, obviously their gamer is also busy with their own life and can not be present.  Offline events can also impact the setting of the game, a horrible day offline can lead to a grumpy gamer online.  The final impact on gaming that the offline world has is one the gamers will find unexpected, the AI is calibrating their experience so that certain discoveries and character growth options of their avatar are modelled on their own events while offline, both with events occurring between gaming hours as well as their background before EOO begun.

The player might seem to have two characters to worry about, but instead this system draws out the gamer character to shape the avatar, resulting in one overarching character.  This is drawn out further by the steps of character creation vs character documentation.  While the player only has a single document for their combined character, the character creation process occurs in multiple phases.  Before the campaign can begin, all gamer concept details should be documented, which then covers everything about the gamer before they join the game.  The game will begin with no avatar created yet, but the first session with take the gamer concept details and will be handled in the campaign as a beta web registration.  Then, the players will role play their gamer’s avatar generation at an ION Office, which includes collecting further information on the gamers themselves (such as a physical scan to import how they look into the game), with all player gamers present at the same time.  Once this meeting ends, and the gamers go home, the next event played out is the online avatar creation process, which occurs while connected in game as part of a tutorial process.  As the gamer makes choices regarding their avatar’s initial details, such details are also mapped to related parts of the character creation process.  Once the tutorial is completed, all character creation is also complete and the adventure begins.

The talents of a hero

One of the most core portions of an avatar is their collection of talents.  At the start of the tutorial, an avatar has a single talent slot available for their first level talent relating to their weapon type of choice (which does not relate to weapon style, Light/Magic/Heavy, but instead describes the basic type, such as if it is a [Sword 1.1] or a [Spear 1.1]).  The next talent learned is called [Potential 1], the 1 meaning that it is of first level, which allows the owner to have another talent slot.  This talent is acquired once they learn the basics of how their first talent works, and then allows them to discover their second talent in the tutorial area.  Once the second talent is discovered and training is completed for it, the avatar advances to [Potential 2], giving yet another talent slot.  This repeats until the avatar has both [Potential 9] and 10 active talents, which ends the tutorial.  Once the tutorial is completed, the avatar is capable of leveling their other talents, [Potential 9] will never grow stronger.

After the tutorial is completed, the Avatar is capable of still discovering new talents, but those talents are added to their Inactive Talent List.  The Avatar must be in a Rest Area to swap Inactive Talents with Active Talents, while making sure that they always have exactly 10 Active Talents.  Talent Swapping is done through the Game Menu.  Talent Learning itself requires the Avatar to discover the talent in game, often through Books or AI characters, sometimes from other items, and even from other more obscure sources.  Talents will be introduced either because another gamer recommended the talent, or because the AI determines that it should introduce the talent.  The AI then in that regard makes this determination because of either the active will of the gamer (expressing that they want a talent that does something like an action expressed either verbally or mentally), or because of offline events.  All new talents will always be learned at first level.

Talents grow in levels, offering a new Attribute every 5 levels.  The first Attribute then itself is at level 1 (but only after {Potential 9} is gained), then new ones at levels 6, 11, 16, 21, and 26.  A talent gains exp by using the Attributes given by the Talent.  At level 30, the Talent hits maximum level.  Once at maximum level, the talent is capable of undergoing Talent Advancement, which is like learning a new talent in that it also requires discovery.  There is three kinds of Advancements; Progression, Combination, and Specialization.  Progression is when the talent grows to a new talent that simply expands on the definition of the current talent to yield even greater effect, which is also the simplest to qualify for.  Combination requires two or more Talents with enough synergy in nature to be at the same circle, which then creates a single talent which has the combined effect of both.  Specialization is similar to both, it is an advancement that expands on the talent similar to progression, but works in a way opposite to Combination.  An example of Specialization is the advancement of [Sky 1.30] to [Lightning 2.1], which then no longer progresses into more powerful sky magic but instead offers progress in lightning-related magic (which still counts as a sky elemental).  This example also demonstrates how the numbers of the talent grow, and what each number means, where after the name is both the “Circle Rank” and “Talent Level”, in that order.  [Potential] is the only talent with no Circles.  When a talent reaches 3.30, it will never grow again.  It is possible to re-learn a talent, the only rule is that an avatar can not have the same circle of talent twice.  Without the proper “level cap” patch, Circle 2 will not be possible, with another patch being required for the final Circle 3.  Keep in mind that, once a Talent has Advanced, the Attributes given from the Talent will remain, but using them no longer offers any exp for the new Talent.

Talents relate to the level cap because talents themselves determine the avatar’s level. To calculate level, first convert each talent to its level equivalent, meaning 2-10 is level 40 (30+10).  Then, add all values together and remove the final digit (235 then becoming 23), and then add the current value of [Potential].  This formula means that the tutorial ends at level 10, the default level cap is 39, the second level cap is 69, and the final level cap is 99.  It also means that a character levels down if they talent swap to a lower level talent.  A few gamers grab 10 talents and never learn other talents, doing Progression for every talent, so that they hit the level cap as quickly as possible.  Most gamers however understand that leveling down is the most effective way at becoming the strongest in the end, with each their own method of managing talent diversity vs level progression.  After all, the higher the level of the Avatar, the harder it is to gain exp for all Talents (Talents also have higher exp required to level the more they level up), which also plays a consideration for while leveling.

Sample Talent List
The following is a list of talents to consider as benchmark for what kind of talents can be found.  It is not a completed list, as well as every talent on this list remains unknown to the gamer until it has been discovered.  Talents may not yield the same attributes on different avatars:

  • Weapon Types (which includes weapons in brackets as part of its type): Sword (Dagger/Axe), Mace (Hammer/Rod/Wand), Bow (Crossbow), Polearm (Staff/Spear), Claw (Wrist Blade/Knuckle), Whip (Chain Sickle/Flail), ect.
  • Survival Skills: Resist Poison, Night Vision, Meditation, Fishing, ect.
  • Elemental Magic (All complete base elementals): Fire, Water, Sky, Earth, Aether, Void.
  • Support Skills: Shield, Recovery, Enchant, Curse, Traps, ect.
  • Alerts (see Frenzy System in 2.3): SP Usage Alert, Status Effect Alert, ect.
  • Crafting Skills: Cooking, Smithing, Embroidery, Needlework, Alchemy, Synthesis.
  • Exploration: Climbing, Swimming, Jumping, Balance, Stealth, ect.
  • Social Skills: Literacy, Taming, Aggression, Leadership, ect.

The arte of talent progression

One type of Attribute gained from a Talent is called an Arte.  Artes are special abilities gained from the Talent with often notable effect.  While most active special abilities are Commands, which need to be executed from the Game Menu, Artes do not require any use of the Game Menu.  An Arte is executed by calling out the Arte while executing the related movement.  This also means that ailments can affect performance of Artes.  The ailment, which blocks access to most of the Game Menu (disabling menu commands that aren’t system commands), has no effect on Artes, yet ailments such as and , which block speech and movement, do impact Artes.  Artes also always cost SP to use, and may have other requirements to meet before they can be used, such as other Talents or Equipment, so {Arrow Rain} requiring a Bow equipped before it can be used.  Artes yield more exp for a talent than other Attributes that can be used without cost.

One consideration for using an Arte that may not be expected is the length of the name.  Because the name must be spoken for each Arte, it is generally considered slower to use longer named Artes compared to shorter ones, which especially is valued in combat against intelligent enemies that can react to the name being spoken.  While it might be powerful when used, {Littiny of a Thousand Blades} just can’t compare to the execution speed of {Flurry}.

Making combat stylish

All weapons not only have a specific type, but also a specific style.  This style determines much of how combat is handled with the given character, even more than the weapon type, because it affects much more than the weapon and its related talent.  There is three styles of weapons, Light, Mystic, and Heavy, and using any of them determines your fighting style, Speed, Magic, or Power.  This style then determines the type of defensive maneuver they can use.  Unless the one being attacked decides to simply Endure the attack, they are capable of using one of three defensive maneuvers depending on their style when they are attacked.  Speed’s Def-M is Dodge, Magic’s is Guard, and Power’s is Block.  Meanwhile, Dodge is vulnerable to Accuracy, Guard vulnerable to Force, and Block is vulnerable to Piercing.  Then consider that Light Weapons have a lot of Force and Accuracy, Magic yields potential with Accuracy and Piercing, and Heavy Weapons deliver considerable Force and Piercing.  This means that Dodging is effective against Heavy Weapons, Guarding is effective against Magic Weapons, and Blocking is effective against Light Weapons.

An Effective Def-M can minimize the damage taken because it negates the Weakpoint Damage (WPD) of the weapon, while a Weakpoint Def-M occurs the added WPD.  If a weapon has a bonus to Accuracy, Force, or Piercing, that bonus is applied as added damage against the respective Def-M.  However, unless the attack is simply Endured, the attack does not affect the target’s HP.  Taking Damage during a Def-M results in the applied damage draining the target’s SP.  Since HP is generally considerably lower than SP, and usually a lot harder to restore, this can make an Effective Def-M much more preferable to simply Enduring the damage.  However, WPD can make this decision much more difficult in situations with high SP usage.  Not only is SP consumed for the usage of Artes, but receiving damage that brings SP to 0 results in the ailment.  This ailment, while not itself the final ailment that occurs at 0 HP, is the next closest thing to death.  While suffering , HP drains rapidly every turn, and the avatar is incapable of any action that is not a game menu command (including their Def-M).  While bleeding, most AI enemies will not directly target the affected individual, but if they take any damage they must Endure the damage with the WPD added to it (which is fatal in most cases).  The First Aid Command can be used on anyone suffering , which is even possible by the one suffering it, in fact it can not be used by others until the one has used it first.  While First Aid is being used, the target of First Aid can be again targeted by any AI enemy, so often it is good to move the one before giving First Aid.  Three uses of First Aid is enough to remove the status by default.  While using First Aid, the user is unable to use their Def-M and must Endure all damage, with the Bleeding individual still taking WPD when attacked.  The effects of is changed during PVP, which uses “First Blood” rules.  This means that running out of SP instead results in a PVP loss instead of the ailment.

One of the most notable tricks in combat is to use a turn of action by using the Command “Style Change”.  This command allows the Avatar to swap their current weapon with another in their inventory.  While Talents remain the same, this could allow the Avatar to switch to another Style when their current style isn’t proving efficient in the battle.  AI itself also makes use of the same styles, with some bosses capable of using more than one style at a time, although often with a predictable pattern.  However, even in the worst cases, a boss that reacts to any attack with the proper Def-M is then still vulnerable to bonuses from Accuracy, Force, and Piercing.  Keep in mind that Style Change is also used to Draw and Sheath weapons, and that having no weapon equip means that no style is assigned, which then also means that they are vulnerable.  A surprise attack while weapons are not drawn can lead to a horrible start to combat, but having weapons at the ready is not only considered hostile, but some situations require the hands to be available for things other than weapons.

Wielding with style

Weapon styles exist for all weapon types, including all basic weapon wields.  A Twin Wield means having a single handed weapon in each hand of the same type, which can impact attack rate.  A Focus Wield means having a single handed weapon with an empty hand, which improves Reflexes.  A Mighty Wield means using a two handed weapon for greater damage.  A Shield Wield means using a single handed weapon with a shield for a better Def-M.  Regardless of the weapon wield chosen, any weapon style is suitable.  Twin Wielding Heavy Swords to skillfully block with either weapon.  Mighty Wielding a Light Staff that is artistically used to great agility.  Shield Wielding a Mystic Rod, so that your Guard is even more substantial (and correct, a Light Shield does improve dodge).  Keep in mind that while all styles are available, they might not be available with every weapon in a type.  Only Crossbows can be used with a single hand, and Longbows are always Might Wielded.  Daggers and all Claw Types never come in a two handed variety, so can never be Might Wielded, while Daggers and Knuckles are too short for a shield (Knuckles are usually Twin Wielded as this combination includes a lot of kicks too, working as if it was some sort of Quad Wielding).

Clothes beyond the bounds of style

Weapon Style determines the type of defense available to the Avatar, but this is not a factor that limits the appearance of the character without their weapon.  Clothing and armor is not affected by weapon style, although many style their looks based upon their own vision of avatar build.  This means one can wear heavy plate mail and use a Magic Style, or garb themeselves with a wizard robe and use a Speed Style, or waltz around in a basic leather tunic and use a Power Style.  While this is possible, even if it’s more effective than it would be in reality, a lot of armor will have bonuses applied to it designed for specific styles, so they would not be as efficient in other styles.  However, since the main gain from Armor is increased max SP, ending up with the wrong armor for the situation is not as much a disaster as it would be in reality.  This tolerance for any armor is useful, because while weapon can be changed with the command “Style Change”, changing armor requires a rest area.  Accessories fit in middle grounds between the two, as changing Accessories from the game menu simply requires a non-combat state (also called NCS).  Other minor items such as consumables are usually available in the quick select menu (QSM), which is available during combat while using other actions.

When style meets arte

Even though the first Talent gained proves how much Weapon Type can impact Talents and Artes, Style can also be a major limiting factor for certain artes, which can heavily impact potential from talents.  Any Mystic Casting Arte (MCA) requires the Magic Style, although Light Casting Artes (LCA) and Heavy Casting Artes (HCA) are spells that can also be used by the respective physical weapon style.  Any Light Strike Arte (LSA) needs the Speed Style, while any Heavy Strike Arte (HSA) needs the Power Style, while anything simply called a Basic Strike Arte (BSA) can be used by any non-Magic Style.  No spells can be used by both Speed and Power Styles, as well as Magic Styles can never use Strike Artes, but some Artes do not qualify as a strike or spell and thus are not limited by weapons (such then even being usable when no weapon is drawn).  Support roles usually require Artes dedicated to a single style and wield, such as MCA, LSA, or HSA, which includes options for tanking (mostly requires Shield Wield, which then is efficient at minimizing enemy numbers) and sustain (mostly requires Focus Wield, which is then good at improving party performance).  Attack roles may not require the same styles, but will still find the most potential from MCA, LAS, and HSA options, regardless if they are intent on maximizing damage (best results achieved with Mighty Wields, which then pursuit trying to drain an enemy’s SP/HP as fast as possible), or maximizing control (best results with Twin Wields, which excel at area and multitarget options).  All Spells and Strike Artes fit into one of these four roles, artes which do not fit these roles then do not qualify as Spell Artes or Strike Artes (which includes Artes with magic-like effects that are not designed for combat), and are then called Utility Artes (UAs).

Conflict beyond simply battle

There is effectively three states of tension for an avatar; Rest (Green Avatar Name), Normal (Yellow), and Conflict (Red).  In each of these states, certain options are available.  Being at Rest in a Rest Area allows for changing major character options such as clothing changes, as well as is required for some major tasks such as cooking.  However, being at Conflict due to a combat situation limits some options for the avatar, such as preventing any crafting arte or even changing accessories.  Normal is the default state when no other effect on tension exists, when there is no rest area present, but the avatar is in a NCS (Non-Combat State).  Keep in mind, combat includes more than battles.  Challenges against environments such as climbing a difficult mountain counts as a combat situation, and sometimes even diplomatic tension can prevent NCS.  Any form of conflict, by demanding the attention of the avatar, prevents NCS (even if the gamer is potentially not paying attention).  Commands which require Rest or NCS are shown to the gamer faded out, with “Rest” or “NCS” written over them, and Utility Artes can be tagged to require Rest or NCS.  Keep in mind, since combat is not always a battle, it is sometimes important to not appear hostile (by equipping a weapon) even while in combat.  Hostility can break attempts at diplomacy, and some environmental challenges require the use of both hands for other tasks.
Rest areas are always established areas that enforce NCS.  You see this with things such as some taverns, where if an avatar risks NCS, it will result in the avatar suddenly finding themself outside.  It is very common for most of a Guild Hall to be a Rest area (although some rooms can be built with exceptions for training or pvp purposes).  Very rarely would a Rest Area be cancelled (which can be caused by a system event from ION or the AI, but not from any gamer or monster).  Being in a Rest Area gives you the ailment, preventing the usage of weapons.  Doorways leading to Rest Areas are marked with a giant hourglass (the doorway being impassable for anyone wielding a weapon), which can even float in the space of the doorway when there is a lack of a door in that space or while the door is opened.  This hourglass is visible both entering a Rest Space, and leaving it, and is additionally special in that it can be detected even while or in a dark area if it could be seen otherwise in normal light (additionally, enhanced vision does not improve visibility of Rest Areas beyond normal vision either).

Living in the frenzy of the moment

Viable in any state of tension, there is often the need to raise the quality of actions to yield a greater output by repeating a pattern of actions in a chain.  When an avatar sets up an action chain either by defining a chain directly or by using the same actions many times in a row, the avatar is given the option of entering a state.  This will result in the character repeatedly performing the same actions constantly in a row, with much greater results.  For example, the {Restore} Arte normally will not recover much more SP than it costs to use.  However, if used in a , the resulting SP recovery becomes a lot more effective, with both the cost reduced and results increased while in , as well as potentially the arte execution speed (useful for longer named Artes) if the chain only includes the single Arte.

While efficient at executing the given action chain, entering a state has the offset issue at having that avatar lost in their combo.  While in , the given Avatar will be focused on their single combo, and thus neglect the details of everything else.  Entering a with the goal of killing 12 enemies could result in 18 being dead before the avatar notices, even to the point of neglecting how much SP was lost in combat due to both Arte usage and damage taken.  The process which ends is called Interruption, which occurs when the avatar eventually notices change.  Anything which suddenly prevents the repeated use of the current action chain will always cause Interruption, such as no longer having a target for the action, running out of SP, or suffering a status effect that makes the action impossible.  Allies can also attempt to cause an Interruption by shouting at the given avatar (although shouts from friends causes the ailment, which prevents their Def-M for a turn).  Otherwise it is up to the Avatar to have the capability to notice changes that should prompt an Interruption.  The best source of such capacity is found in Attributes of Alert Talents, such as the [SP Usage Alert] Talent being helpful for noticing SP usage from Artes during , but can also be found with other tools such as items (both temporary effects and effects while equip).


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EOO – Introduction

Not Just another MMO

EOO represents both a Pen & Paper styled role play (best designed for online use), and the game within this RP, Eidolon’s Oasis Online. This puts three levels of perspective for a campaign, the perspective of the Player in the real world, the perspective of the Gamer in the campaign world, and the perspective of the Gamer’s Character in the game world, often called an Avatar by the people of the campaign world, and an Eidolon by the game itself. The structure of such worlds puts a lot of similarity between the campaign world and the real world, with most of the elements of the campaign world being realistic and almost non-fiction, but the existence of the game world gives the campaign world a feeling of sci-fi. This is because the campaign world exists in a world that runs mostly like our own, with the same known technology. The locations and major events might often have a comically twisted element of following the concept of “the names of people, places, and such being changed”, which gives the purpose of fulfilling a sort of alternate reality. For example, some might feel this sort of setting would be perfect in Japan (especially due to its small size), and some might want it to occur in their own homeland (because things follow the english design), so for the benefit of mixed perspectives it would simply occur in a place that doesn’t actually exist, while being capable of taking from the benefits of both (so think technological superpower small island that runs on english, which still isn’t automatically England).
The campaign world however is not simply an alternate modern real world. While all people in the world will treat it as such otherwise (making background knowledge for players very easy), it is the game world’s existence that molds sci-fi into the campaign world. Eidolon’s Oasis Online is a Full Immersion Virtual Reality Fantasy MMORPG. While the real world is capable of VR itself, the qualities of FIVR is entirely impossible in reality as it is currently, as FIVR includes a fully realistic immersion effect of the gamer in the game, where they not only feel as if everything is there with a surprising degree of realism, but the game itself has an AI engine that is beyond anything that could be produced in reality (with a few traits of MMOs still kept in tact for “legacy reasons”). Keep in mind too, this FIVR Engine (online slang used is “Fever”, which also is why the headset used for this process got the name “Fever Gear”) is thought to have been impossible in the campaign world as well, but Project Oasis was formed on the discovery of how to achieve this. Project Oasis (Oasis for short) is also the name of the company developing the MMO, while the main publisher is called ION, both new companies created while the game starts on it’s early steps in a public beta.
The additional feature of the game world is that Oasis keeps sending patches to ION for the game, causing not only new content to explore, but also new mechanics to work with, as well as the sort of content adjustment expected of a game patch. This also means that some options might be overpowered at creation, but might suddenly become nerfed on patch day. The servers undergo regular maintenance wednesday morning every week, which is also when any new patches are applied. While normal for an MMO, this feature can cause the rules of the RP itself to flux according to a new patch, although in this same way it means that all mechanics and rules are constant while the same patch is in effect, and only features of the game itself change by patches.

Understanding the threat of online gaming

Stories based upon this concept of a virual mmorpg are becoming more and more common with the growing development of real world VR, leading to a lot of forward-thinking vision of the kind of promise possible from this kind of technology. This can be seen some video games, as well as more than a few anime and manga. However, there isn’t a single model for this concept in the pen & paper role play system, even though pen & paper is entirely ready for online and could itself gain a lot from VR. EOO was designed to fill in this gap of theme (leaving virtual tabletop software for someone else to address). In connection to the online theme, it is recommended to run this style of campaign online over a Voice Chat tool that can still type messages, as this best builds the atmosphere for EOO.
One thing very common in current media on this subject is the whole theme of having a VR threat threaten the real lives of people. While there has been quite a few good stories made from this concept, it also builds a bad atmosphere behind the real growth of VR in reality (and this is why there was people too afraid to participate in the beta in Japan for Sword Art Online when it was released for VR). Impossible is a great draw for a story, but there are other ways to fill this. EOO offers two different “impossibles” that throw it into an obvious Sci-Fi story. First off, in touch with the fiction behind it, more than just visual virtual reality, the Fever Gear is capable of complex messages through the nervous system (which is part of the original fiction as is) as well as the sub-consious dream-like visions into the mind that inspire the reflex response system of the Fever Gear (which is even more fictional than most fiction for VR gear). Secondly, the FIVR AI draws upon fictions of unnaturally intelligent AI, which while it does not affect the gamer’s reality or physical well being while in reality, is then almost god-like within the game for it’s exceptional power, doing things that are even unexpected of the development and publishing staff, such as drawing events from the gamer’s reality. The themes behind this draw from themes of ambitions behind AI (also very common), but does so in a model that is designed to represent the power a person’s dreams can have over them while they are sleeping, which is also the big key behind everything. The entire MMO is like a giant dream engine, with multiple people participating, and an AI that feels like the god of the entire dream.
This sets the stage for the challenge of the entire campaign. While the game itself can throw standard encounters at the gamers as minor challenges to address, the major antagonists of the entire campaign come from certain other sources. First off, the developers will apply patches frequently to either offer new content or change current content, and the gamer (as well as player) need to prepare as best as possible for new patches. On top of this, when ION releases a server Event (usually because Project Oasis told them to), gamers might want to be ready as Events are always temporary objectives with a significant benefit to those who accomplish them. This establishes the Devs as an unseen antagonist, trying to outwit the gamers with sudden changes, similar to the Campaign Master doing the same thing for the players (although the Campaign Master may actually in fact be doing this explicitly). In a very similar manner, the FIVR AI is also a monarch to try and outwit (in its own universe), which is trying to toy with the ‘mortal lives’ within its own domain. However, both these entities work entirely behind the scenes, there is no way to directly confront the Devs or the AI itself. The third antagonist however is not anything close to being out of the reach of the gamers. In any MMO, the game itself isn’t real, but every gamer within it is, and in an MMO every gamer has to also work around the lives of other gamers. With two antagonists well beyond the reach of the gamers, it is quite often another gamer (or group of gamers usually) that is built up to be a direct rival to deal with. Sure, there may also be the story of the MMO itself which presents an antagonist to deal with, but the game is designed so that this antagonist is simply dealt with by beating the appropriate quests and dungeons. However, when it comes to other gamers as rivals, success is in no way guaranteed. Also, if a gamer rival is suddenly removed as an antagonist, there is always other gamers that might take their place. And any MMO gamer knows, trying to out perform “one of those no-life 24/7 hardcore gamers” can be very difficult when you don’t have as much time to play.
When it comes to forging allies, everything remains quite similar in contrast to the mentioned antagonists. Patches might require a lot of preparation to counter, but many patches are simply good for the gamers and offer new promise, making both the Devs and the AI a sort of double agent to the gamers. While in game (or in social media or on the game’s forum, both which can be accessed while in game from the game menu’s Browser Command), ION will have a Community Manager (CM) present watching over things (who ends up very promising for building a good reputation with), as well as the associated Game Masters (GMs) who work for the CM. While the Gamers controlled by the Players form the entire in game Party, a Party is capable of joining a Raid Team for larger dungeons, as well as having the guild feature as promising for forging allies. Even other guilds can form unofficial alliances with the player’s guild (which can be useful once the Fortress Siege Patch is released). In game friends are one of the best counters for in game rivals. AI Characters however can be surprising allies as well, as such characters are controlled by the FIVR AI, so some may help with things that are not related to the in game story (which itself can be bad as well).


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EOO – Portal

Eidolon’s Oasis Online RP

This role play system comes from a friend who gave up on the idea after only coming up with the basic principle.  From that principle, after talking over all the details in depth, Lumi came up the rest of the concept.  This system leaves a lot of influence from a web novel called “Only Sense Online”, although it was not the only influence.  Readers may find a lot of insight on what is being projected by this system by reviewing the story.

This system is still only in a concept form, which means further details will be needed to make it a completed system.  However, that would take a lot of time to complete.  Motivation on completing the system will be based on community interest presented for EOO.


  1. Introduction – Not just another MMO & Understanding the threat of online gaming.
  2. Character System Concept – The multi-level character concept of EOO.