The Grand Magic Games
One of the greatest parts of any anime is that of the Tournament Arc, and Fairy Tail was no different with the introduction of the Grand Magic Games. The games were made as a way to find out who the top guild in all of Fiore was, or at least for the legal guilds but that’s neither here nor there. Of course, such a thing is certainly strange to have within a service such as FTRP, where you have a bunch of real people and their real lives and the pain and suffering of the dreaded writer’s block. So, how would one go about introducing such a feat? Well, I’ll certainly tell you with this handy-dandy suggestion!
Part 1: The Basics
So in canon, the GMG took place over the course of just one week. That’s...uh...kinda impossible to have, so we’re going to extend it to the course of three months. Different days will run concurrently, and it’s just a leisurely stroll through those three months. Given that I personally am in school and my future job will be that of a teacher, it makes the most sense for me as well as any other members of the server that are students to have this take place during the summer, specifically June, July, and August. In the future, once I or whatever gamesmasters that join in the administrative process find a way to streamline and improve the system, it would be nice to add a Winter GMG a la the Olympics for likes November, December, and January, but that could of course be changed though should it get to that point.
Let’s start with some preliminary things. Just as with the actual GMG, Guildmasters are not allowed. Not really any particular reason for that other than just fitting in with canon. Each guild will have two weeks prior to the GMG’s beginning to choose up to 7 members (number subject to change) but at least 5 for the “last day” squad strike. And when I say each guild, I mean EACH guild. Dark, Indie, and Legal are all permitted. Guildless mages are also able to join in on the festivities should they want to. As long as enough teams are made to make an even number of guildless, then it’s perfectly fine. There just need to be at least 5 guildless wizards who agree to join a team, they’re allowed. Also, one user can have multiple accounts present. For example, should the GM of Silver Wolf choose my main, Jin Auri-El / SlayerMathis_, that does not exclude the GM of Sabertooth from choosing my alt, Mai Stormschild. Oh, speaking of, GMs are choosing the teams. Obviously, the participants can deny the role, and that’s perfectly fine, but by the end of the two weeks, all participants must be DM to a gamesmaster either via Discord or on-site DMs.
Now the question is, why would people want to do this? Well, I’ll tell ya. This is a long post, I got a lot of explaining, so let me explain, ya dig? First things first, all members that participate in any event are given a free 1 000 experience. No ifs, ands, or buts. They’re the cream of the crop, and they deserve whatever they can. In addition, every point that someone earns translates into an additional 100 experience per point gained. This means that winning an event or battle gets you another free 100 experience, free of charge. Alternatively, this experience can be translated into Jewels, though I’m not sure what the transfer rate would be. Speaking of Jewels, however, that’s another thing. There’s a huge pot of Jewels at store for the winners. I was initially thinking 4Mil to the winner, 2Mil to Second, 1Mil to third, and each place down gets half the higher place’s prize. This is added directly to the Guild’s Coffers and can be distributed as needed. Guildless teams will automatically have their winning pot distributed evenly between each of the members. That number could obviously change, as a lot of this is super WIP.
Part 2: Battles & Threads
Of course, life happens, and some people might have to go on an unexpected hiatus. Don’t worry, I have a plan to get that covered. Essentially, for every event, I would like for the participants to discuss with each other who should win the event and send the result to a gamesmaster for commentary and scorekeeping purpose. “But wait,” you might say. “What about posts? If the decision is already made, what does it matter?” Ahahaha! Fear not! I gotchu too! GMG-Related Posts that are turned in during the three months (though could be extended to another month past the GMG’s close) are granted an additional 50% more experience and jewels as a normal job of that rank would be given. Because of the time constraints, this will automatically go to the closest level of multiple-person freeform rank and it rounds up. At the end of the period, all jobs not turned in will automatically be finished in terms of being turned in at the same rules.
In addition, I would like people to be reasonable about losing events. Yeah, it’s a blow to pride if you lose an event, but be reasonable about it. However, should the two not be able to come to a consensus, I still have thought something through. It’s very rudimentary at the moment, but essentially I’ll have a 0-100 random dice roll for battles. 50 is a draw, where both teams gain 5 points. Otherwise, one character is assigned numbers less than 50 while the other is more than 50. However, battles are not entirely about luck, there is skill involved as well. There are modifiers that effect the flow of battle. Each rank that a person is above their opponent is an additional 10 numbers. Rising Stars, Coming Storms, and Aces are given an additional 5 numbers. Warlords of Fiore and Wizard Saints are given another 10 numbers. Gods of Ishgar are given another 5 numbers on top of their 10 from status as a Wizard Saint. However, these modifiers cap at 95. As the source material proved, underdogs can win. Is it realistic for a B-Rank wizard to defeat a God of Ishgar? No. Is it realistic for Laxus to wipe the floor with Jura? No. 5 numbers as a minimum leaves room for change in the event that a consensus on victory cannot be met.
Moving on to tag team battles, same situation applies. Two combatants from each team are selected, and I would like the two to come to a consensus on the winners. Modifiers are still given based off of team strength, but that number caps at 90 instead of 95 due to multiple combatants. I’ll get to the Survival Battle later, ‘cuz that has some weird things to it.
Part 3: Events & Choosing Participants
Of course, the GMG are not just battles. There are Olympics-styled events as well. Again, I would like people to discuss who should win such events. Admittedly, I haven’t really determined how I will dig through a non-consensus victory, but I’m open to suggestions. This is WIP. If there are 10 or less teams, then the max points per event will be 10 for a victory. That number changes to 20 if there are...uh...10-20 teams. That will also apply to battles and their scores, by the way.
Now, choosing participants. I would like the member of your team that would be participating in the first event to be submitted by the end of the first week of the first month of action, and the second and third events follow likewise. Of course, they can be chosen beforehand, and the event will begin as soon as all participants have been chosen. Battles will follow much the same format, however the gamesmasters will announce which teams will combat who during the first week of the first month.
Part 4: Survival Battle
Finally, the last event: the survival battle. This is probably the strangest thing to work through. I haven’t done it yet, but essentially I was thinking that this would take place over the course of the entirety of the three months, and it’s gonna work a bit weird. I haven’t done this yet, but I was eventually going to make a grid-based map, and each day the users have up to 5 moves they can make. The turns will happen concurrently and movements finish at the end of each day. If, at any point during the movement, people from opposing teams collide, a battle will ensue. Same rules as other battles: either come to a consensus or leave it to fate. Because there are no ties, the dice goes from 1-100. In a case of three teams colliding, the numbers switch from 50/50 to 33 / 33 / 33 and so on and so forth. If two people of one team encounter another, it turns to 67 / 33, and other things like that. Because of the more amorphous nature of this, the rewards increase. Rather than a 50% increase in jewels and experience, it changes to 75% increase, and a point translates to 200 xp, not 100 xp during this run.
Obviously there are a LOT of things that need to be worked on with this, and I’m open to taking more suggestions for improvements or feedback or really anything. This was a brainchild I came up with at 2 in the morning, so there’s probably a lot of flaws and logistical shenanigans that can’t be deal with easily, but hey it’s an idea.
One of the greatest parts of any anime is that of the Tournament Arc, and Fairy Tail was no different with the introduction of the Grand Magic Games. The games were made as a way to find out who the top guild in all of Fiore was, or at least for the legal guilds but that’s neither here nor there. Of course, such a thing is certainly strange to have within a service such as FTRP, where you have a bunch of real people and their real lives and the pain and suffering of the dreaded writer’s block. So, how would one go about introducing such a feat? Well, I’ll certainly tell you with this handy-dandy suggestion!
Part 1: The Basics
So in canon, the GMG took place over the course of just one week. That’s...uh...kinda impossible to have, so we’re going to extend it to the course of three months. Different days will run concurrently, and it’s just a leisurely stroll through those three months. Given that I personally am in school and my future job will be that of a teacher, it makes the most sense for me as well as any other members of the server that are students to have this take place during the summer, specifically June, July, and August. In the future, once I or whatever gamesmasters that join in the administrative process find a way to streamline and improve the system, it would be nice to add a Winter GMG a la the Olympics for likes November, December, and January, but that could of course be changed though should it get to that point.
Let’s start with some preliminary things. Just as with the actual GMG, Guildmasters are not allowed. Not really any particular reason for that other than just fitting in with canon. Each guild will have two weeks prior to the GMG’s beginning to choose up to 7 members (number subject to change) but at least 5 for the “last day” squad strike. And when I say each guild, I mean EACH guild. Dark, Indie, and Legal are all permitted. Guildless mages are also able to join in on the festivities should they want to. As long as enough teams are made to make an even number of guildless, then it’s perfectly fine. There just need to be at least 5 guildless wizards who agree to join a team, they’re allowed. Also, one user can have multiple accounts present. For example, should the GM of Silver Wolf choose my main, Jin Auri-El / SlayerMathis_, that does not exclude the GM of Sabertooth from choosing my alt, Mai Stormschild. Oh, speaking of, GMs are choosing the teams. Obviously, the participants can deny the role, and that’s perfectly fine, but by the end of the two weeks, all participants must be DM to a gamesmaster either via Discord or on-site DMs.
Now the question is, why would people want to do this? Well, I’ll tell ya. This is a long post, I got a lot of explaining, so let me explain, ya dig? First things first, all members that participate in any event are given a free 1 000 experience. No ifs, ands, or buts. They’re the cream of the crop, and they deserve whatever they can. In addition, every point that someone earns translates into an additional 100 experience per point gained. This means that winning an event or battle gets you another free 100 experience, free of charge. Alternatively, this experience can be translated into Jewels, though I’m not sure what the transfer rate would be. Speaking of Jewels, however, that’s another thing. There’s a huge pot of Jewels at store for the winners. I was initially thinking 4Mil to the winner, 2Mil to Second, 1Mil to third, and each place down gets half the higher place’s prize. This is added directly to the Guild’s Coffers and can be distributed as needed. Guildless teams will automatically have their winning pot distributed evenly between each of the members. That number could obviously change, as a lot of this is super WIP.
Part 2: Battles & Threads
Of course, life happens, and some people might have to go on an unexpected hiatus. Don’t worry, I have a plan to get that covered. Essentially, for every event, I would like for the participants to discuss with each other who should win the event and send the result to a gamesmaster for commentary and scorekeeping purpose. “But wait,” you might say. “What about posts? If the decision is already made, what does it matter?” Ahahaha! Fear not! I gotchu too! GMG-Related Posts that are turned in during the three months (though could be extended to another month past the GMG’s close) are granted an additional 50% more experience and jewels as a normal job of that rank would be given. Because of the time constraints, this will automatically go to the closest level of multiple-person freeform rank and it rounds up. At the end of the period, all jobs not turned in will automatically be finished in terms of being turned in at the same rules.
In addition, I would like people to be reasonable about losing events. Yeah, it’s a blow to pride if you lose an event, but be reasonable about it. However, should the two not be able to come to a consensus, I still have thought something through. It’s very rudimentary at the moment, but essentially I’ll have a 0-100 random dice roll for battles. 50 is a draw, where both teams gain 5 points. Otherwise, one character is assigned numbers less than 50 while the other is more than 50. However, battles are not entirely about luck, there is skill involved as well. There are modifiers that effect the flow of battle. Each rank that a person is above their opponent is an additional 10 numbers. Rising Stars, Coming Storms, and Aces are given an additional 5 numbers. Warlords of Fiore and Wizard Saints are given another 10 numbers. Gods of Ishgar are given another 5 numbers on top of their 10 from status as a Wizard Saint. However, these modifiers cap at 95. As the source material proved, underdogs can win. Is it realistic for a B-Rank wizard to defeat a God of Ishgar? No. Is it realistic for Laxus to wipe the floor with Jura? No. 5 numbers as a minimum leaves room for change in the event that a consensus on victory cannot be met.
Moving on to tag team battles, same situation applies. Two combatants from each team are selected, and I would like the two to come to a consensus on the winners. Modifiers are still given based off of team strength, but that number caps at 90 instead of 95 due to multiple combatants. I’ll get to the Survival Battle later, ‘cuz that has some weird things to it.
Part 3: Events & Choosing Participants
Of course, the GMG are not just battles. There are Olympics-styled events as well. Again, I would like people to discuss who should win such events. Admittedly, I haven’t really determined how I will dig through a non-consensus victory, but I’m open to suggestions. This is WIP. If there are 10 or less teams, then the max points per event will be 10 for a victory. That number changes to 20 if there are...uh...10-20 teams. That will also apply to battles and their scores, by the way.
Now, choosing participants. I would like the member of your team that would be participating in the first event to be submitted by the end of the first week of the first month of action, and the second and third events follow likewise. Of course, they can be chosen beforehand, and the event will begin as soon as all participants have been chosen. Battles will follow much the same format, however the gamesmasters will announce which teams will combat who during the first week of the first month.
Part 4: Survival Battle
Finally, the last event: the survival battle. This is probably the strangest thing to work through. I haven’t done it yet, but essentially I was thinking that this would take place over the course of the entirety of the three months, and it’s gonna work a bit weird. I haven’t done this yet, but I was eventually going to make a grid-based map, and each day the users have up to 5 moves they can make. The turns will happen concurrently and movements finish at the end of each day. If, at any point during the movement, people from opposing teams collide, a battle will ensue. Same rules as other battles: either come to a consensus or leave it to fate. Because there are no ties, the dice goes from 1-100. In a case of three teams colliding, the numbers switch from 50/50 to 33 / 33 / 33 and so on and so forth. If two people of one team encounter another, it turns to 67 / 33, and other things like that. Because of the more amorphous nature of this, the rewards increase. Rather than a 50% increase in jewels and experience, it changes to 75% increase, and a point translates to 200 xp, not 100 xp during this run.
Obviously there are a LOT of things that need to be worked on with this, and I’m open to taking more suggestions for improvements or feedback or really anything. This was a brainchild I came up with at 2 in the morning, so there’s probably a lot of flaws and logistical shenanigans that can’t be deal with easily, but hey it’s an idea.