For a complete RP overhaul.
- Built-in Tupper Proxying, set by admins. No prefix needed.
- Fully dynamic map making of the RP world through Slash Commands.
- Prevent metagaming. Players only hear what their character hears.
- Players have a presence. You
/lookand you see nearby people. - Players only see one channel, their personal one. Neat and tidy.
- Someone leaves? You see which way they went.
- That person also sees (and is seen by) everyone they pass by.
- Eavesdrop on people talking in nearby locations, discretely.
- Helpful
/help. Tutorials and guides for players and hosts. - Tons of QoL commands for managing the game.
- Players have a dedicated RP channel where their messages are automatically proxied as their character. All RP is done through there.
- Effortlessly make, review, and delete locations in your RP world through slash commands, and set whitelists and define paths.
- Players "hear" messages sent by characters who are near the same location as them. Character wouldn't have heard? Neither does the player. No honor system and no conflict of interest.
- Players are only ever "inside" one location at a time. They can be noticed by anyone else in the same location, online or offline.
- Admins can follow from the POV of any given player or from the POV of any location, while players can enjoy minimal channel clutter.
- Instead of teleporting from place to place by just switching what channel you're talking in, your character actually moves. They see people along the way and get seen, themselves.
- The "paths" between locations are just as important as the places themselves. You can control how people get there, not just where they can go.
- Players can hear conversations in locations nearby and can overhear what's being said, word for word.
- The
/helpcommand contains a command list, player guide, server setup guide, and a glossary, all itemized in a menu you can flip through. /tpplayers,/findthem, and/reviewthem without hassle. The bot does as much as possible for you.
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When you register a player, the bot automatically creates a player channel exclusive to them and the admins. All RP is routed through that-- the bot has a sort of Tupper-like "proxying" of messages where other player's messages are repeated in that channel, while messages sent in this channel are repeated by the bot in their respective channels.
Besides neater organization and a clear delineation of what's IC and what's OOC, it also means that the players and the admins can follow their own POV to a T, regardless of their hopping between locations-- just scroll through that channel.
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This bot uses Graph Theory to establish locations as places. Each location is (or at least should be) connected to other locations that are canonically adjacent, like a kitchen being connected to a dining room. Players can move along these connections to travel around the RP world. Everything is automatic and with minimal input needed from the admins. Let the bot do the work for you.
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Metagaming is a significant problem in the world of roleplay, especially when attempting to facilitate a mystery of some kind. To combat this, messages are not sent in a channel to be viewed by every player. Attempting to manage a level of discretion for who "should" see that is downright impossible.
Instead, messages are sent in the Player Channel so that they never reach other players to begin with, not directly. The bot "hears" the player's message, knows internally what other players should hear that player, based on their locations and whether they're eavesdropping on the player's location. Then, it selectively repeats the message only to those who ought to have heard it.
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Because players can only really be cognizant of what's happening in one location, secrecy and scheming and plotting can occur if you verify nobody is nearby to hear.
It also means you have a solid alibi: players are sent a message in their Player Channel the moment that they notice someone entering or leaving their vicinity, which ensures that you can truly assure someone could not have been able to kill another player/ steal a certain item/ sabotage a certain vehicle/ etc. if they have witnesses to testify that they were elsewhere while the crime transpired.
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Location Channels (a.k.a. Node Channels) keep a record of all that is said and done within their own location. That means that all messages sent by players are actually repeated a number of times:
- The original message, sent by the player in their Player Channel.
- The message (proxied under the character username and profile picture) logged in the Node Channel that the player was located in when they sent that message.
- The Player Channel(s) (also proxied) of other players who are occupants in the same location, if any.
- The Player Channels(s) (proxied) of other players in an adjacent location, who are eavesdropping on the speakers location.
- Indirectly, it is also repeated somewhat to the Player Channels of players in nearby locations who are not eavesdropping on the speaker's location. For these players, they only hear that the speaker is saying something, from what direction they hear the speaker, and whose voice it is.
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Players call /move when they want to go someplace: this displays a map generated by the bot itself that shows all the locations they can reach, and a dropdown that they can choose from for where they want to go to as their destination. It computes the fastest way to that place and they travel along that path.
That said, people who are in any of the locations along that path (including the origin and destination) can see where the player entered from and exited to, alerted in their Player Channels by a text from the bot.
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Each location, as well as each path between locations, can have a whitelist for who's allowed to access it. You can set which people, which roles, or some combination where any of the people as well as any of the members who hold that role, can access it.
This allows for the unique ability to restrict certain doorways, roads, bridges, elevators, hidden passageways, or any other connections between locations where only certain people can pass through it: however, there's no limitation on who can simply exist on either side. Consider a club: one door at the front that only VIPs can walk into, and one backdoor that anyone can sneak into.
Needless to say, this greatly impacts the number of roleplay opportunities beyond the the standard "restrict location to certain members" method of access management that's that status quo without this bot.
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Since players will instantly notice if/when other people come into the same location as them, it seems impossible to hear what is being said by someone without them knowing that you're listening. However, this is circumvented by players who eavesdrop: by listening closely, you can hear if other people are in locations adjacent to you. From there, you can pick a location to eavesdrop on.
Anything said by other players in that location are repeated to you, word for word, without their awareness. However, they may still themselves hear/see things from their perspective that you as an eavesdropper don't hear from yours.
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The /help command has an immensely simplified "what" of the bot's functions for players to understand, as well as a more in-depth "how" for the admins; a tutorial for setup of a server, complete with a server template, annotated screenshots for what settings to edit in the server, and how to set up the bot for their roleplay.
Throughout the two sides of this /help command, certain words are underlined. If you call /help (underlined word here), you can see a glossary definition of that word in the context of the bot, with that definition also having its own underlining if you need to get a deeper understanding of that defintion (and so on).