Skip to main content
Main Content

of wolves and writers

of wolves and writers
Posted 2024-01-14 20:42:53

for the discussion of a roleplay



I put it in "writing and poetry" for now! I'll move it if necessary!

thesacredorchard
#10528

Posted 2024-01-16 12:13:35
For those who stumbled across this neat thread, we are planning a wolf pack roleplay with elements from the Warrior Cat fandom. In this roleplay, users can use wolves and lore from their in-game pack to connect with other players with similar interests. Within the scope of the plot, we intend to include border patrols and skirmishes, prophecies, quests, gatherings, medicine wolf meetings, battles, forbidden affairs, and so much more. We may even utilize in-game functions such as traveling wolves to add an extra layer of meaning to the roleplay. The roleplay will occur in a private group onsite. We are still looking for a few more packs to join the fun, so if you're interested, please send me a message!

With that out of the way, let's jump into planning this roleplay. One of the biggest concerns we have so far is the number of wolves per pack that can participate in the roleplay without suffering from overcrowding. When we last left off, Thesacredorchard mentioned that a realistic pack is composed of no more than 20 wolves. When I talked to Midnight, she agreed that the pack should have no more than 25 members. Which do you all want to stick with? I'd also like to propose the idea of not having a limit for elders as these wolves aren't able to participate in most of these activities. Thesacredorchard mentioned creating a "faraway place" to send wolves when you reach the maximum capacity and wish to add a new wolf to the roleplay. I think it's a great idea. Midnight also mentioned that we could "kill" the wolf in battle or from natural causes such as hunger or illness without removing them from our in-game packs. Basically, if they died in the roleplay, they just can't return to the roleplay later. I think we can actually implement both ideas. Some wolves may decide to become rogues and some may perish quietly in the night for a new wolf to take its place. What do you all think?
River 🏳️‍⚧️
#119120

Posted 2024-01-16 12:50:30
When I talked to Midnight, she agreed that the pack should have no more than 25 members. Which do you all want to stick with?


Now that I think about it, I do agree with 25 being the limit on characters, with no limit on elders because they cannot participate in many activities younger wolves can (provided that elders do not make up the majority of the roster). It is enough for creativity without being too overbearing or outrageously unrealistic, and I do not think many would play all 25 wolves regularly; even in the old WCFC group, many stuck to 2-3 main characters more often than not if my memory serves. I also suppose players would know how many MCs they can or cannot handle, so I propose we do not set a specific limit on that.

[...]mentioned creating a "faraway place" to send wolves when you reach the maximum capacity and wish to add a new wolf to the roleplay. I think it's a great idea. Midnight also mentioned that we could "kill" the wolf in battle or from natural causes such as hunger or illness without removing them from our in-game packs [...].


Indeed. Killing a wolf in roleplay doesn't mean the wolf has to be removed from the game permanently. The original idea of "a faraway place" was to support the idea of young adult wolves dispersing and forming packs of their own as wolves do in reality. It would not only keep the roleplay semi-accurate, but also give the idea that rogues could exist and perhaps in some plotlines in the canon story, we could even draw from the pool of faraway wolves to return for one purpose or another. Maybe as traveling merchants or even antagonists.

What are your thoughts, though?

thesacredorchard
#10528

Posted 2024-01-16 23:05:23
I think no limit on elders is a good idea. Elders can just be a fun part of the story, especially when they're grumpy. It would be a bit sad if you already had the limit of wolves reached and couldn't be having two or three elders because of this.
About the basic pack member limit, I'm not sure. But I think the most would also be okay with 20 wolves, though 25 is also okay I think. I would be okay with both options.

I really love the idea with the far away land! If you need space for a new wolf, you can just send away a side character; or even a main character. This would definetely add tension ot the Rp, especially when they would be seen again near the territorry, etc.
I'm not 100% sure, but I've also heard that if a wolf in real life leaves his pack, he's never welcomed again. I think this would also make it interesting if a wolf would want to return because maybe okd family members would welcome the wolf back, but the majority of the pack wouldn't, be suspicious or wouldn't allow him to.
In the past, I had a lot of wolves I couldn't imagine old. I bet I'll have sich wolves again. Killing wolves in the Rp off is also a good way to give the character and interesting ending, fitting to their character and don't let it be forgotten so easily.

Also: How are we going to handle the Rp? At a gathering, it's quiet obvious. All packs meet and every player can write something.
But what if a player is currently just playing his own wolves, without and outside-contact?
For example, if I would let two of my wolves talk, without any interactions with any other players. I think if we did this in one big chat, it would sometimes be really confusing.

Midnight
#116791

Posted 2024-01-16 23:48:54
I'm not 100% sure, but I've also heard that if a wolf in real life leaves his pack, he's never welcomed again.


This definitely needs to be investigated, and would hence make the above comments of "faraway wolves returning as enemies" and themes of rather realistic pack loyalty. My one Google search says (so don't quote me) that an unsuccessful pairbond can result in a wolf going back to their birth pack. The article says that she-wolves are more likely to return to their birth pack than males are, but studies aren't conclusive on any particular pattern of this.

But what if a player is currently just playing his own wolves, without and outside-contact?


I would consider this more so under the category of "pack lore" rather than a roleplay response, but from previous PMs between me and River, every pack would get their own thread or two, including a camp thread. Couldn't they roleplay their own wolves within their own pack's territory?

thesacredorchard
#10528

Posted 2024-01-17 00:13:56
Thank you for the reasearch! I've also heard that females are less likely to dispers in the first place.

Yep, extra threads would be a cool idea! Players can then look in other packs' threads and learn about them if they want to :D

Midnight
#116791

Posted 2024-01-17 00:17:47
I've already started on mine, if I'm being honest! Not sure what else to put down right now.

thesacredorchard
#10528

Posted 2024-01-17 00:21:20
I haven't started, but already thought of some things :D
Same.

Midnight
#116791

Posted 2024-01-17 00:32:37
I also offered the idea of merchants being a thing - it would allow clan raffles and perhaps access to the clan hoard to be more narratively interesting, even if it isn't the particular focus of the group.

thesacredorchard
#10528

Posted 2024-01-17 00:41:23
I think that's a good idea! Maybe this will make more people interested in the Rp.
I also thought that maybe we could make a map with the biomes our packs live in because I think it'd be more realistic. Because I can't imagine that a pack from for example the Glaciers just walk to the gathering because this would probably be far away from the Glaciers, in an averaged-tempered biome like Grasslands or Deciduous Forest.
And people could do drawings of their wolves and their camps and post it in an extra thread; maybe every pack could have it's own Rp and it's own art thread?

Midnight
#116791

Search Topic