This is a read-only archive of the Gateway Roleplay forums as they were on Oct 22, 2026. Posting, reactions and logins are disabled.

≫ WHAT'S UP WITH GATEWAY ROLEPLAY? ≪

  • We've been radio silent for a long time now. We posted an announcement in our Discord server back in April of 2025, but never updated the forums. So what's up with Gateway Roleplay?

    After 5 long years, we've decided to place the development of Ties That Bind on an indefinite hold.

    This doesn't mean it's cancelled. We fully intend to run Ties That Bind: What Lies Beneath and Ties That Bind: City of Angels eventually. But to do so, we need to take a step back. In the meantime, we'll be working on smaller, invite-only projects.

    Thank you to everyone who has stuck with us this long! MindGate and I (Pika) have been working on this server for over a decade now. It truly is a passion project for us.

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FiveHourSleep

FiveHourSleep

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1. On a scale of 1 to 10, how satisfied are you with the current combat system as a whole?
7

2. What are some strengths and weaknesses of the current combat system?
Strengths: It's a more organized way to do combat than mechanical combat, and is a great prompt for storytelling scenarios that tie together with the rest of the rp, and go much beyond "gets hit by bullet". The opportunity to use special weapons and unique character abilities adds a lot to the story and fun as well, and remains one of my favorite aspects of the previous lore.

Weaknesses: It's a slow kind of combat, and can be made slower by an abundance of enemies, several waves, and people taking a long time to respond. At the same time, the pressure to respond fast to speed things up can be very stressful. This is mostly present when combat is very complex with many entities on each side. The combat system has worked the best for me with smaller groups and in text chat, doing the rp and combat over the span of many irl days, responding when time allowed, and without the hassle of running PZ and being online at the same time.

3. On a scale of 1 to 10, how would you rate the accessibility of the current combat system?
7

4. What are some strengths and weaknesses of the accessibility of the current combat system?
There's a lot of ways to build your character and RP allows you to get unique abilities that make sense story-wise too. It feels great to use an ability you earned and which has a story behind it, and it makes it easier to remember since it really is part of your character.

The information on general weapons and combat abilities on the website is comprehensive, but to me there was a lot of things to memorize, and I never got the full hang of utilizing it. In the end I relied mostly on my character abilities, which served me fine. But I always forgot what I could do in combat, like crouching or going prone, though that's fairly standard and mostly on me. However, it was also hard to remember what everyone else was doing, despite Mind doing as good a job as can be expected keeping everyone in the loop. PZ's chat tool is lacking, and it's hard to go back and reference mid-combat. Might have helped if I took more notes, or had some way to visualize these things.

5. Are there any particular challenges or frustrations you commonly encounter with our current combat system that you would like to see addressed?
Waiting a long time for your turn can make you zone out, which lowers comprehension of what's going on further. I would take that with a grain of salt tho, as 90% of the combat I was very sleep deprived too.

6. On a scale of 1 to 10, how satisfied are you with the diversity of the current weapon selection?
5

7. What are some strengths and weaknesses of the current weapon selection?
I'm not really a weapon-type player. I like abilities better, and when I don't have abilities I just grab a generic handgun and tend to try and find ways to make use of the environment rather than the weapon at hand. I've been given a lot of awesome ways of making use of the environment in combat throughout the lore, so the DM's are very flexible in that regard if you have unconventional ideas.

8. On a scale of 1 to 10, how satisfied are you with our current armor system?
8

9. What are some strengths and weaknesses of the current armor system?
I never paid much attention to it, sorry. I think it's alright. Never noticed any problems with it.

10. On a scale of 1 to 10, how satisfied are you with the current damage output in combat scenarios?
6

11. What are some strengths and weaknesses of the current damage output in combat scenarios?
I think the dice should be allowed to decide in most cases, but maybe not all of them. If someone has a really good idea for a way to solve a combat situation or use an ability, I think they should automatically be allowed to deal high damages - not just get a bonus, as even these can flop, and make the whole thing anticlimactic. This should only be in special circumstances of course, so it doesn't get too easy/takes away the tension. But yeh...could be done on the fly, or maybe in the form of some kind of RP reward, where you get a token that lets you win an attempt at something without rolling? I've seen this implemented in other rp games.

12. On a scale of 1 to 10, how satisfied are you with the current character customization and personalization options within the combat system?
9

13. What are some strengths and weaknesses of the current character customization and personalization options within the combat system?
Was one of my favorite aspects of the old lore. There's a cool kind of pingpong happening between combat and regular rp when abilities are as tailor-made, even if some ended up working similarly to others. New abilities/evolutions affected rp, which in turn affected new abilities/evolutions. It made everything connect.

I think some abilities should be limited to how many you can use in one combat scenario, but not have a dice roll attached. So it always hits, because you're sacrificing a use of it, and all you roll is the damages. I don't know if that applies to new lore combat, since I'm mostly thinking magical abilities, but maybe it does?

14. On a scale of 1 to 10, how satisfied are you with the strategic elements of the current combat system?
10

15. What are some strengths and weaknesses of the strategic elements of the current combat system?
Traps gud. make fun combit. More excite.

16. On a scale of 1 to 10, how satisfied are you with the pacing of combat in the current combat system?
5

17. What are some strengths and weaknesses of the pacing of combat in the current combat system?
I mentioned it above, so I'll just refer to that again. I will say though, this is an overall assessment of the last lore, and the overall impression. Some combat ran smooth, some ran like molasses. It was equal parts slow players and planning, imo.

18. On a scale of 1 to 10, how satisfied are you with the current impact of player choices on combat outcomes?
8

19. What are some strengths and weaknesses of the current impact of player choices on combat outcomes?
The choices and impact of players in combat is part of what I loved, and relates to the thing I wrote above about being able to think outside the box and having the DM's go with it. The flexibility on what choices the players could follow to me was always a big strength.

I've not always agreed with the decisions made in combat by the DM, in regards to the outcome of a choice I or someone else made, but I think that's inevitable. There's always gonna be different opinions and the DM is the final decision maker in the end.

20. On a scale of 1 to 10, how satisfied are you with the current variety of enemy types?
9

21. Are there any particular enemy types that you find especially memorable or challenging? What elements contributed to these experiences?
Dogmen are scawy. I loved whenever they were involved in the rp and combat. Runty 5ever. They have an interesting backstory and hierarchy.

I pretty much loved all the monsters. They made sense to me, they were all affected by the same thing but in different ways, so they felt cohesive while still having a lot to discover. As part of the group that did a lot of research into the monsters specifically, it was very satisfying following these story threads and learning more at each turn. Always looked forward to it.

I liked the cultists a lot, but it was more than enough with the Millers. At one point we ran into signs of new cultists, and I don't know if we resolved that? I remember feeling a bit fatigued. I guess my takeaway is - better fewer, stronger (storytelling-wise, not combat wise) enemies than a lot which are not going to be fleshed out beyond the initial introduction. I don't think this was a big problem though. And I recognize that you sometimes, as a DM, don't know which path the players take and who will be the most relevant later on.

22. Are there types of enemies you’d like to see more of?
I'm sure whatever you come up with will be awesome. Keep doing what motivates you, and it'll motivate the players as well.

23. On a scale of 1 to 10, how satisfied are you with the current usage of sound effects and music cues in combat scenarios?
8

24. On a scale of 1 to 10, how would you rate the importance of audio elements in enhancing the overall atmosphere during combat scenarios?
8

25. Are there specific sound effects or music cues that you find particularly immersive or distracting in combat scenarios?
[INSERT BURBONIC PLAGUE TRACK]

also every scenario needs goo goo ga ga. Every. Single. One.

26. On a scale of 1 to 10, how satisfied are you with the current role of non-player characters (NPCs) in combat scenarios?
8

27. What are some strengths and weaknesses of the current role of NPCs in combat scenarios?
NPC's became fleshed out characters of their own right. Another one of my favorite aspects. The fact that we were allowed to use them as secondary characters wasn't just a great addition, it saved Monroe from being a ghost town to being a town capable of being run by a few players.

I wish there had been less NPC's overall though. There were so many NPC's at the end that I could tell were awesome but I had no real relation to, because I never really engaged with them before suddenly having them be my allies in combat. This wouldn't be a problem if it was 1-3 new faces, but when it's almost everyone around you, as in a few cases, it can feel a bit isolating.

28. On a scale of 1 to 10, how satisfied are you with the current resource management system in combat scenarios?
5

29. What are some strengths and weaknesses of the current resource management system in combat scenarios?
We had a resource managing system?

I remember counting shots and ammo, uh...sporadically. It didn't matter much though because I usually got to fire my fun waaaaay less than I had brought ammo for, hehe. Another reason I thought it was more fun to figure out creative ways of using the environment/scenario, rather than have my turn just be 'shoot gun, roll dice'. When you wait a while for your turn, you want it to count for something.

30. On a scale of 1 to 10, how satisfied are you with the current role of status effects in combat scenarios?
9

31. What are some strengths and weaknesses of the current role of status effects in combat scenarios?
Gib moar status effects. Especially like when they have lasting effects even after combat if they're not dealt with immediately. Again helps tie combat and rp together.

I don't recall a time when I had problems with status effects. Maybe a few times when I wish I had more time to flesh out the effect on my character/figure out what status effects were happening to others.

32. On a scale of 1 to 10, how satisfied are you with the current boss fight mechanics?
8

33. What are some strengths and weaknesses of the current boss fight mechanics?
I think it's fine. I don't really think of it as separate from the rest of the combat, so you can refer to what I wrote above.

34. What elements contribute to a memorable boss fight to you, personally?
Same as for abilities for players characters. Anything that is unique to the monster and fleshes it and its story out is a win in my book. Having to deal with a new ability a monster is throwing at you, and think on how to get past it, keeps it fresh and keeps you on your toes as a player. Always loved it.

35. Which scenario(s) did you participate in?
File #1: Extraction, File #2: Downfall, File #3: Descent, File #4: Manhunt, File #5: Redeemer

36. What was your role in the scenario(s) you participated in?
First corpse.

37. What aspects of the scenario(s) you participated in stood out the most?
The decomposition minigame.

38. Do you have any suggestions for improvements for future scenarios?
More decomposition, multiclass into skellington

39. Are there any other comments you’d like to share?
gator is a diaperman