Post by Shen Ha on Nov 7, 2011 4:23:58 GMT
So i've had a couple of fun ideas for a fantasy site, but I don't think I have the ability to completely run it on my own.
I'm stressed for time often, but I'd help you however I could in exchange for sexual favors
Plot points;
Large continent that is most of the known world; couple of islands and distant lands that are borderline myth/legend
Game takes place within a single city and the surrounding country side, thereby restricting the problem of having "too much space" that a lot of Rot3k games tend to have.
Large continent that is most of the known world; couple of islands and distant lands that are borderline myth/legend
Game takes place within a single city and the surrounding country side, thereby restricting the problem of having "too much space" that a lot of Rot3k games tend to have.
I like the idea about a main continent that holds all the culture/history, with other lands being known, but mostly wondered about. What I don't like is the single city idea. I think I know what direction you're going with this idea (Westeros) and I think that a Westerosi setting would be ideal. 4-5 primary families that govern chunks of land. We can make a circular map so that they're all close to each other, so inter-house relations happens often. When they aren't, interaction between the primary houses and their sworn houses can be played.
4-5 Major houses
Indefinite Minor houses
multiple Clans/Societies/guilds/leagues - specifics already outlined in my notes
Indefinite Minor houses
multiple Clans/Societies/guilds/leagues - specifics already outlined in my notes
Yeah, love this. The major houses are the 'Wu/Shu/Wei's while the usual officers would be the lords of the minor houses. They would be sworn to the noble lords, but politically maneuver to the benefit of their house. What is best for the small house? Aiding a falling noble house, or turning on them to aid the richer winning house?
Point of game would be to be the most powerful house for any given 'turn'
- Turns would last 2-4 weeks, depending on how deep political game goes (More on that)
- Acquiring power would come from a multitude of factors, all of which are determined per turn by a GM/Admin
- Possible political moves would be making/breaking alliances with other houses, entreating foreign dignitaries, associating with heroes, gaining favor of one of the societies, military might, political might, populist movements, dealing with the peasantry, etc etc
- Possible military moves would be the standard invasion (Difficult due to the knife edge that is politics), spec ops moves, rebellion quashing, villain killing, society quashing, etc etc.
- No set list of possible "Plots", not plots in the NE sense but plots in the secret decision sense. The backbone of the game (Inspired by the Game of Houses in A Wheel of Time by Robert Jordan) is competing with the other houses for favor.
Game begins with the Admin ruling for the first two-three turns. In this time, the first plot is began, an outside NPC force attempting to control the city through the killing of the current king (Also admin controlled). Would serve to help the players learn what is possible in the realm of plots.
- From there, the most current king's house and whatever is killed off. Thus begins the Game of Houses.
- NPC Minor houses will routinely work to help and hinder players, based on their in game actions. All major houses are NPC til taken over by a player character, but these beginning Major houses all have set plot characters that will be expected to be played a certain way.
- Nothing but time and diligence stands in the way of a minor house becoming a major house. That said, the same things could end up making a major house a minor house, or worse yet, a minor house a deceased house.
Rewards for good roleplaying is success in the meta-game; who gets to be crowned king. Becoming King does not permanently solidify your rule; without a good established network of assistants in other houses it will not take long for a stary-eyed hero to come and remove your head.
All actions have repercussions with the peasantry that support the city and the guilds that dot its many street. Different guilds offer different bonuses that are earned through painstaking diplomacy and plotting. Overt actions that displease the populace will lower your houses ranking; every house hires and uses the populace to do it's more menial tasks, and if the populace is too afraid to work for you, the foundation of many houses will crumble.
Gold is the currency, and it's standardized throughout the city. Foreign currency flows into the city and can be obtained as well; however, it may not hold as much value as you hope.
Now, for some mechanics...
Players are able to play either Minor or Major houses. As stated above, Major houses will play a direct part in the opening plot as well as within the grander scope of the game. However, major houses have set roles, and their characters are expected to act in certain ways. This gives a chance for greedy people to get right into the game without much exposition; however they are hamstrung into a character that may be more difficult to play. Minor houses allow the option of growing, while also allowing for created characters and families that behave however the player wants them to.
Guilds can be played, but their presidents, their leaders, their clergy are all NPC at the beginning of the game. Players who intend to make their mark through these guilds will have an easier meta-game, but also a much longer ascension to power. However, sometimes having a puppet in charge that is the face of an establishment is easier than ruling in direct power...
Game time progresses forward at all times. Multiple threads per character are allowed, but they must be denoted along a timeline; you can not play a new thread if your character is embroiled in an attempt at their life, but placing it previously in your timeline may help. Any ongoing threads that would resolve in a change of character are not applied until they are done, and can not effect any threads that are still ongoing (Say you get a sword in a thread that started after your more "recent in timeline" thread. That sword can not be used by the most recent thread due to it's existence not confirmed until a later in real world thread. An excuse may be used to bring it to you if you can justify it, however).
All plots are run simultaneously, unless the nature of the plot dictates it (If you plot to have someone's food poisoned at a feast, and another person plans to have that same person assassinated after the feast, and the target doesn't have a food taster, obviously he can not be killed twice, and the poisoner will win). All plots are written out, and a person who takes the time to craft an air-tight plot will have a greater chance at success. Also, plotting something that has an ability to be seen through will also give a higher chance of success. Plotting to kill the king on the first day will more than likely see you killed.
The life of a character hangs in the balance at any moment; one slip-up in your guards duties will see a possible exposure in your defense that an enemy could exploit; spying on fellow characters through spy networks will be invaluable in the long bloody road to ruling the great city of Telios.
Will update as I think fo more shit. Tell me if anyone's interested in running this together.
- Turns would last 2-4 weeks, depending on how deep political game goes (More on that)
- Acquiring power would come from a multitude of factors, all of which are determined per turn by a GM/Admin
- Possible political moves would be making/breaking alliances with other houses, entreating foreign dignitaries, associating with heroes, gaining favor of one of the societies, military might, political might, populist movements, dealing with the peasantry, etc etc
- Possible military moves would be the standard invasion (Difficult due to the knife edge that is politics), spec ops moves, rebellion quashing, villain killing, society quashing, etc etc.
- No set list of possible "Plots", not plots in the NE sense but plots in the secret decision sense. The backbone of the game (Inspired by the Game of Houses in A Wheel of Time by Robert Jordan) is competing with the other houses for favor.
Game begins with the Admin ruling for the first two-three turns. In this time, the first plot is began, an outside NPC force attempting to control the city through the killing of the current king (Also admin controlled). Would serve to help the players learn what is possible in the realm of plots.
- From there, the most current king's house and whatever is killed off. Thus begins the Game of Houses.
- NPC Minor houses will routinely work to help and hinder players, based on their in game actions. All major houses are NPC til taken over by a player character, but these beginning Major houses all have set plot characters that will be expected to be played a certain way.
- Nothing but time and diligence stands in the way of a minor house becoming a major house. That said, the same things could end up making a major house a minor house, or worse yet, a minor house a deceased house.
Rewards for good roleplaying is success in the meta-game; who gets to be crowned king. Becoming King does not permanently solidify your rule; without a good established network of assistants in other houses it will not take long for a stary-eyed hero to come and remove your head.
All actions have repercussions with the peasantry that support the city and the guilds that dot its many street. Different guilds offer different bonuses that are earned through painstaking diplomacy and plotting. Overt actions that displease the populace will lower your houses ranking; every house hires and uses the populace to do it's more menial tasks, and if the populace is too afraid to work for you, the foundation of many houses will crumble.
Gold is the currency, and it's standardized throughout the city. Foreign currency flows into the city and can be obtained as well; however, it may not hold as much value as you hope.
Now, for some mechanics...
Players are able to play either Minor or Major houses. As stated above, Major houses will play a direct part in the opening plot as well as within the grander scope of the game. However, major houses have set roles, and their characters are expected to act in certain ways. This gives a chance for greedy people to get right into the game without much exposition; however they are hamstrung into a character that may be more difficult to play. Minor houses allow the option of growing, while also allowing for created characters and families that behave however the player wants them to.
Guilds can be played, but their presidents, their leaders, their clergy are all NPC at the beginning of the game. Players who intend to make their mark through these guilds will have an easier meta-game, but also a much longer ascension to power. However, sometimes having a puppet in charge that is the face of an establishment is easier than ruling in direct power...
Game time progresses forward at all times. Multiple threads per character are allowed, but they must be denoted along a timeline; you can not play a new thread if your character is embroiled in an attempt at their life, but placing it previously in your timeline may help. Any ongoing threads that would resolve in a change of character are not applied until they are done, and can not effect any threads that are still ongoing (Say you get a sword in a thread that started after your more "recent in timeline" thread. That sword can not be used by the most recent thread due to it's existence not confirmed until a later in real world thread. An excuse may be used to bring it to you if you can justify it, however).
All plots are run simultaneously, unless the nature of the plot dictates it (If you plot to have someone's food poisoned at a feast, and another person plans to have that same person assassinated after the feast, and the target doesn't have a food taster, obviously he can not be killed twice, and the poisoner will win). All plots are written out, and a person who takes the time to craft an air-tight plot will have a greater chance at success. Also, plotting something that has an ability to be seen through will also give a higher chance of success. Plotting to kill the king on the first day will more than likely see you killed.
The life of a character hangs in the balance at any moment; one slip-up in your guards duties will see a possible exposure in your defense that an enemy could exploit; spying on fellow characters through spy networks will be invaluable in the long bloody road to ruling the great city of Telios.
Will update as I think fo more shit. Tell me if anyone's interested in running this together.
I like most/all of this and it sounds exactly like the kind of RP I could get back into. Considering I love the way plots drove the early seasons in this RP, and I love the books this site would be more or less based on, I'd jump on board and do what I can.
I'd break it up more and give more insight, but that got boring so I'll tell you the next time I talk to you on MSN or something.