For now, I'm only accepting the first six posters. I'll expand from there if we don't get too bogged down.
FIRST COME FIRST SERVE.
- Emotional Idiots. No drama kiddies, thanks.
- People who don't get it. I've had in past games, people who keep saying dumb shit that just doesn't work in the game.
(That's not to say I'm going to kick people who make mistakes - just the ones who don't learn from their mistakes/have no common sense).
- Inactive/Skipped folk. If you don't post and we are all waiting for you to post for a few days, I'll just skip you - no biggie, we all have lives. But if I keep skipping you for a few turns in a row, I'll have to drop you. </3
- Illiterates. It's hard enough running a forum game without having to decipher such lines as "i go2 the shop n b uy a nwe iron ssword".
Howdy folks. So I've decided to start up a new forum game.
Ideology- To make a game where player's actions affect the world, causing it to change for either better or worse.
- To make a game where the world will otherwise change, even without input.
- To make a game where players can personalise on a grand scale for a simple and easy output.
- To make a game where players can play their character's role - roleplay.
FeaturesOne turn = 3 months
Personal Undertakings
As a single person, you can have your character take on personal undertakings and decisions.
These can be things such as education, training your stats, exploring, researching, helping others to develop/further themselves. On the other hand, they could be larger actions, such as seizing/forming a government(country) or seizing/forming a town.
You can only do a limited amount of Personal Undertakings per month, depending on the undertaking. (Some may take more time than others, and you need to plan your actions for the 3 months ahead).
Military Undertakings
In real life, you can actually form an army. I'm not quite sure what the legal bindings on these are, but it's entirely possible - as seen in some science fiction films/games/books where a commercial superpower controls their own.
In The Patriot, this is also possible - but without the legal bindings. If you can afford to pay your soldiers' monthly wage, you have yourself a small army. You can have anything from a single personal guard to a huge nation-bashing battalion.
The player's army is split into two categories - Troops and Specialists. Troops are lowly-paid people who are trained to a certain style (ie, spearmen, swordsmen, hammermen, archers, etc). Specialists are higher-paid characters who can be sent on missions, such as sabotage, spying, diplomacy, assassination, etc.
By-order for the turn (3 months), your soldiers can be told to train, guard, patrol, explore, raid and attack - the difference between Raiding and Attacking is that raiding is when your soldiers attack caravans and villages, which in turn bring in a profit. Attacking is a larger-scale operation for a single permanent result (Capturing a fort, for example, or killing somebody important).
Shopping
Shopping is split into two categories also; single and batch. Single orders are for buying single units, such as a new sword for you, or some sexy new corset for your head Spy. Batch means you place an order with the store to churn out a larger number of a single unit at a lesser price, for your troops.
Politics
If you successfully worm your way into politics, you will be able to play your part in their shenanigans. Pay off personal guards and beggars to find out your enemy's routines then take action. Sway the noble mass of the government to power play your way up the ladder, make it so that your interests are met foremost before all others.
Each country's government is [mostly] different. In some countries, such as the Njetic Plutocracy, the rich few rule. As a result, this is not the best choice for you if you want to get into Politics as you'd need a powerful economic backing for this.
Find a list of governments at the last spoilers in this post.
Business [Commercial/Industry]
You can start businesses. This is a great way to establish a source of income for you, but also to benefit the nation that you reside in.
All operations of day-to-day life, commercially, can be cut into three categories (on occasion just the first and third); Source, Process and Supply.
Before starting a business, it is suggested that you spend a turn looking into local niches so you can see where you would best profit. After that, you can spend another turn gathering information on how much it would take to start the business and to prepare any early contracts.
Source + Food = Farming
Process + Food = Butchering
Supply + Food = Market
Source + Metal = Mining
Process + Metal = Smithy's
Supply + Metal = Market
Etc.
Note: As a supplier, you can start in the market, or if you are rich enough, dive straight in with the money to purchase a shop.
Business [Transport]
The transport side of business is a "bridge" business between the source, process and supply - or as a standalone for civilians. With a transport business all you need is a vehicle (land, sea or air), a small fund to pay for the registry and to choose what you wish to transport.
As a transport business, you can work for yourself. When your demand is higher than you can take on, then start recruiting people according to their abilities and personality, choosing the best for the job.
World EvolutionThe world will change each turn - either very small, or not at all. This could be the death/birth of a noble, the trading of power, the success or failure of an army, the rise or fall of a merchant - or an empire. What will be controlled/reported will depend on the players. If nobody is in the coal mining business, I'm not going to report an accident that happened in a mine, or how a mining company just turned into a commercial superpower.
The world will turn upon the blade of a knife and the chance of the dice.
Wait, so, how does this work?I'll split turn decisions into categories. You then have X amount of points to spend on that turn. Some actions may cost more points than other actions. You choose your actions, end your turn.
However, before ending your turn feel free to run around and roleplay with other players/automate NPCs. Please try not to make any large decisions for any important NPCs, though. If in doubt, PM me.
If in doubt on anything, actually, PM me.
I'll slap up an image in photoshop that you can put at the end of your end-turn post, so that I can find them quickly.
Durrp Durrp DURRRPP, Where Do I SIGN?To play, all you need to do is create a character. I'd suggest you think about what kind of gameplay you want to do, before choosing your stats. I'll spoiler what stats are relevent to what in-world at the end of this thread.
Name:
Country:
Main Interest*:
*This helps me to slap up your starting resources/situation to get you slightly situated in what you want to do in-game.StatisticsStrength
Accuracy
Speed
Intelligence
Charisma
Luck
Simply prioritise which stat you want your focuses on, in order. 1 being your most important, 6 being your least. They will then be randomised, but at a set threshold according to your priority settings.
ie, if you set Strength to 1 and Intelligence to 6, you'd most likely have relatively a much higher Strength than Intelligence.
RelationshipsGrandmother, Grandfather, Mother, Father, Siblings.
Best friend, Friends
Brilliant, Great, Good, Neutral, Bad, Distant, Feud, Deceased/Non-existent.
Choose from the above array to detail your relationship with a person. Feel free to add extended family and unrequainted loves/lovers/wife/children.
You can only have up to three "friends".
The World- "Control zones" are only what they consider their territory - some of it may not have been traversed for months, if not years.
- The dot is the Capital city.
- Land that is not forested is likely farmland, but may be considering unhabitable otherwise (eg, Beaches).
Njetic PlutocracyThe Njetic Plutocracy [Noun:Njet, Njets] are a trading peoples with connections with outlandish empires and tribes, their rich fertile lands, deep mines and bountiful lake giving much to trade with.
Republic of RiverdeThe Republic of Riverde [Noun:Riverden, Riverdens] are an intelligent and peaceful people who are often overlooked by the looming ~Recht Knightdoms to the east. They rely heavily on the fish of their winding rivers for food and export beautiful crafts of bone as a result.
Recht Knightdom(s)The once-glorious political, economical and military superpower, The Recht Knightdom, was split into two over unethical decisions that led to a massive civil war. As a result, the Hi and Lo ~Recht knightdom was formed.
The Hirecht Knightdom [Noun:Hirechtite, Hirechtites] is the more powerful of the two. Their great citadel guards the pass to the west, with thick forests guarding their south.
They craft superior weapons and armour that they trade to an empire supposedly to the north-east in exchange for slaves. The Hirecht Knightdom is economically abandoned by the other nations in this region.
The Lorecht Knightdom [Noun:Lowrechtite, Lowrechtites] is a lesser power of the two, but holding still to their lineage and metal craftmens to be sure, often trading their weapons and armours to the Island Nations. They were able to hold on to a mining valley in the midst of the mountains on the borders of the Hirecht Knightdom that supplies many rich iron ores.
The Island NationsThe Island Nations (Officially the Island Nation Confederacy) [Slang Noun:Seafolk] are a naval superpower in the region that rely heavily on fishing for food and metal imports for metal crafting such as weapons and armour. The island nations often act as mediators in war and deter many naval wars.
The Republic of TenstarThe Republic of Tenstar [Noun: Starin, Starins] are an advanced people. Their farmlands stretch for miles to the horizon on roaming fields. Their cities are of towering stone and fire with winding streets and wide bazaars, great feats of architecture being their fountains. They are often at war with the Istas Empire who are similarly matched to their own greatness.
The Istas EmpireThe Istas Empire [Noun:Imperial, Imperials] are an advanced people. Their huntsmen and archers are far-reknown. The river-riddled lands bring promise of fertile farmlands and fishing exploits, sating easily their need to eat. Similar to the Starins, their cities are hefty and packed, yet have beautiful parks and bazarrs. They are often at war with the Repiblic of Tenstar who are similarly matched to their own greatness.
The Free Peoples of JowtThe Free Peoples of Jowt [Noun:Plainsmen, Plainsperson] are master huntsmen that live in brutal natural harmony with the creatures of the wide, flat savannahs of their land, often trading thick and hefty fur, salted meats and bone of the giant mammoths with the Imperials and Seafolk.
The Bruwdax DwarfdomThe Bruwdax Dwarfdom [Noun:Dwarf, Dwarves] are an ancient stagnant people. They came long before the humans began to build fires. In the elder days, the dwarves and elves were the major races but in a great war, the elves are widely considered to be extinct - not having been seen for a five centuries. The dwarves are master craftsmen of powerful, magical, beautiful weapons and armour that are far incredible compared to the simple iron and steel that humans use. However, they have grown stagnant and stubborn in their ways, rarely - if ever - making contact beyond their borders.
Their mines run deep into the ground where they are kept occupied with -
you guessed it - goblinkin, a small blind cave-adapted humanoid with pale skin and primitive technology.
Strength, Accuracy and Speed are Military statistics.
Intelligence, Charisma and Luck are Civilian statistics.
Strength affects how much damage you can do with a well-placed throw of the fist, or a hefty blade, axe or any other melee weapon.
Accuracy affects how sharp of an eye you have with tactile weapons, such as measuring the distance of a blow for your arrow and how well-placed it will be.
Speed affects how quickly you react... [I should probably call it ...Reaction... or something, then. Reflexes...] ... to incoming blows.
Intelligence affects how well-oiled your brain is, affecting decision-making, problem-solving, memory capabilities and so forth.
Charisma affects how smooth your tongue is, affecting your ability to tell a tale, a lie or people what to do.
Luck is how lucky you are. This is basically a small modifier on your rolls when it comes to chance.
If you want to be a...
Businessman: Intelligence + Luck.
Politician: Intelligence + Charisma
Soldier: Strength/Accuracy + Speed.
These are just examples; you can be anything you want to be!
Njetic Plutocracy
This government is ruled by the richest people in the country and are elected by the ruling government members.
The ruling government members then work as a closed senate, voting on proposals. Majority vote rules.
Recht Knightdoms
The Recht Knightdoms - both Hi and Lo - are ruled by a Feudal system of Knights. There is one "ruling" Knight, the Lord Knight, who acts and Judge and Jury. Below him are two "House Captains" so to speak, Master Knights. These rule two major parties of "Regal Knights".
The Regal Knights are honoured soldiers who win their position by successfully serving (and surviving...) many battles.
Regal Knights, with the presence of their ruling Master Knight, consider proposals brought forth by either party, seperate from each other. When a decision is agreed upon, the two Master Knights then argue their party's decision in the presence of the Lord Knight, not in the presence of the Regal Knights. Lord Knight's vote rules.
The Island Nations
The Island Nation Confederacy's government members are a collection of folk who represent their town, elected by their townsfolk every four years (16 turns). This confederacy then acts as a senate, speaking on their people's behalf and well-being. Majority vote rules.
The Republic of Tenstar
The Republic of Tenstar's government members are elected officials that represent regions of the country, often collections of villages or parts of the capital city. Any native to the Republic of Tenstar can ask for a person's vote to be on the senate.
Once on the senate, proposals can be brought forth personally or from the people, the source anonymous. Majority vote rules.
The Istas Empire
The Istas Empire has only a single government member, the Emperor/Empress. And (s)he listens to none.
The Free Peoples of Jowt
The Free Peoples of Jowt has no central governing body, and instead, have a single leader for each village or town. The person who rules is whoever is most favoured of that settlement, recognised by a yearly (4 turns) vote. They then alone handle any diplomatic, military or trading decisions.
The Brudax Dwarfdom
The Brudax Dwarfdom is run by a bureaucratic monarchy - a blend of both senate and king. The people vote for their representatives who bring forth any proposals, then the king decides with or against the majority vote and goes by his own decision. However, the senators can revoke the king's decision, by law, if it endangers the people or their tradition.
(As a result, the Brudax Dwarfdom's tradition of secret crafting has not been revealed outside of their borders, and diplomatic contact has been kept to a minimum due to the twisting of the "Endangerment Law", that any contact with non-dwarves can lead to war (This is an interesting challenge for anybody who wants to try and break the tradition to break the xenophobia of the Brudax Dwarfdom)).
You personally will need to live. How extravagant you live is up to you and will be adjustable.
You might be tight on money after an unlucky turn, and want to spend the next three months [turn] living on scraps and living on the street. However, the better you live, the more people will notice you.
Income will be available many ways. If you aren't a businessman, senator or otherwise employed, you can spend a few of your Personal Undertaking [sic; may move to another category] points on fishing, hunting, gathering, begging, etc. to bring in money.
(Yes, I think I'll create an Economic Undertaking Category...).
Magic is channeled through Magic Stones known as "Runes". These are embedding into the focal points on the body (left hand, right hand, forehead, chest) for their powers to be accessed. They are embedded or removed by a Runekeeper for a price, often found in sizable towns in a store - where they also buy and sell runes.
They can also be embedded into non-living things such as weapons, ships, armour and items.
The magic-side of the world is ruled by 27 True Runes, and then normal runes that are "chips" of the true runes.
True Runes are original runes that are fragments of the creation of the universe.
You do not need anything special to use them, but a higher intelligence will allow for access to greater invokable magics from the runes, as well as allowed slots.
The magic used in this world is basically STOLEN
OMGPIRATE from the Suikoden game series, though modified for greater effect in a roleplaying universe.
Note: Not all of the true runes have been revealed by the Suikoden Development Team [Konami] and I may add some myself.
True RunesAll Runes
TroopsStarting new TroopsWhen starting a new troop group, you will need to designate their equipment and buy it for them.
Different weapons have different stats, and you can choose from any range. Some are better for attacking with and some are better for damaging with. Some may disallow shields due to two-handedness.
You also need to take into account your troops' armour, if you want them to be lightly armoured for better dodging, or heavily armoured for better taking blows.
You can also choose to give them mounts at the cost of greater wages (to pay for horse care!).
Once you have their equipment set, you then need to group them.
# of Troops | Classification |
01-10 | Squad |
11-25 | Patrol |
26-50 | Platoon |
51-100 | Company |
101-200 | Battalion |
201-450 | Regiment |
451-1000 | Brigade |
1001-2250 | Army |
Making your soldiers betterTo improve the stats of your troops, you can shop or train them as such;"Sharper" weapons will increase damage but decrease attack.
"Lighter" weapons will increase attack but increase damage.
"Lighter" armour will increase dodge but decrease defence.
"Thicker" armour will increase defence but decrease dodge.
"Faster" mounts will increase their dodge.
"Heavier Armoured" mounts will increase their defence but decrease dodge.
Training your troops will benefit as such;"Physique" will increase their chance of surviving damage.
"<Weapon> Expertise" will increase their attack with that weapon.
SpecialistsA Specialist is a special soldier who is treated and commanded as an individual. He or She is able to take on missions such as Scouting, Spying, Assassinating, Sabotage, Propoganda-spreading and Diplomacy.
Gaining a new SpecialistYou can find new specialists simply by spending a turn point or two "Searching for Specialist". You will be given a number of choices, with a quick run-down of their abilities and behaviour, on the turn of your new turn.
Making your Specialists betterYou can equip them as if they were characters, and train them by-level in the above-listed specialities, but can also increase their skills faster by successful experiences.
Soldier LoyaltyIn most cases, you may simple be commanding a group of soldiers that belong to the country. If you can increase the group's loyalty enough, through won battles, respectable nature, upholding tenants and rumour-based propoganda, you can effectively sway the group to fight for you personally - either by your own orders, or against the ruling government itself.
Before you post your end-turn choices (that spend your turn points) feel free to roleplay and explore the area you are in to your heart's content. Meet and converse with the locals, do some shopping and any other actions that don't take longer than a day or two, except for certain occasions for long-drawn events that affect the world or multiple players (We don't want one guy going on a tangent of a short story for his own benefit, whilst everyone else sits on their hands, on their end-turn).
One Undertaking Turn Point is equal to one week. You can spend up to 12 across all Undertakings as a whole.
I simply cannot write a list of all possibilities and turn costs, so I will leave them to your approximation - type in your highest priority first, to see that it is met foremost, with the other undertakings in descending order.
Some undertakings may not cost points at all - such as giving orders or shopping. Remember, one undertaking point is equal to one week, and I'll try to keep them relative to how long an undertaking would actually take.
Some actions can be modified to take multiple turns, such as how long you want to help someone for, how long you want to research something, how long you want to fish for, etc.
If in doubt, PM me.
Personal Undertakings
Personal Undertakings are things that effect your skills, runes, stats, lifestyle, relationship, fame, etc.
Examples
Explore College possibilities
Help Friends
Help Strangers
Research into [X]
Train [Skill X]
Buy a new Home
Build a new Home
Military Undertakings
Military Undertakings are events or orders that effect your troops or specialists.
Examples
Hire Troop X, quantity X
Train Troop X
Order X for troop Y
Form a group [including X amount of troop Y]
Hire Specialist X
Train Specialist X
Order X for Specialist Y
"I want to form the Dragon Company that will including 30 Swordsmen and 21 Archers".
"I want Bob McExample the Assassin to Assassinate Lord Knowitall."
*Yes, you *can* attempt to assassinate other players. Send me this as a PM to keep anonymity*
"I want Dragon Company to patrol around my fort, Fort Bloodstone."
"I want Dragon Company to raid around the west of Lorecht Knightdom."
Business Undertakings
Business Undertakings are things that will effect your business, if you have one or intend to start one. These can be great incomes, but can cost a bit to start one.
Examples
Research market niches [leads to starting a business]
Purchase Stock
Purchase Market Stall
Rent Market Space
Purchase Store
Rent Store
Explore for resource X
Establish Contracts
Advertise Vacancy
Fire Employee
Financial Undertakings
Financial Undertakings are things that will effect your financial standing; such as shopping, purchasing, crafting/fishing/hunting/gathering (then selling the product), getting a loan, etc.
Examples
Go Single Shopping
Go Batch Shopping
Find a Job
Work at Job
Fish
Hunt
Gather
Craft X
Combat is automated in turn-rotation, and will be kicked out in a battle report.
Combat is simple.
When attacking, 1d20 +Attack VS 1d[speed] +Dodge. Higher roll = hit or miss.
When dodging, 1d[speed] +Dodge VS 1d20 +Attack. Higher roll = hit or miss.
When hitting, 1d[strength] is rolled, +Weapon Damage.
Maximum attack roll = 2 Damage rolls.
Maximum dodge roll = free counterattack.
When hurt, HP is damaged.
HP is healed at the end of the turn (3~ months later, and all).