Reclamation Colonization
FOG: Footsteps of Ghosts :: In Character :: Advanced Role-Playing :: Advanced Interest Checks :: Archived Advanced Interest Check Topics
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Reclamation Colonization
"If you can dream - and not make dreams your master;
If you can think - and not make thoughts your aim;
If you can meet with Triumph and Disaster
And treat those two impostors just the same;
Then Lets Do This!"
-Rudyard Kipling
Welcome to Reclamation Colonization, the first colony RP on FoG (to my knowledge)! I'm going to be absolutely clear on a few things. One, godmoding of even the slightest degree will be sternly dealt with. Secondly, I will be the game master of this RP (in addition to several NPC roles), and this will require a decent amount of interference on my part. So if your wondering why your getting a lot of bad things happening to you, it's probably because you're making a habit of being on the borderline of godmoding-- Small enough that I don't want to bother PMing you about it, but notable enough that I feel it shouldn't be made a habit of. Now, a few quick points.
-What IS a colony RP?
Well, I'm sure there's some jerk somewhere on the internet who would define this differently, but I'm going with a simple definition. This RP will revolve around a group of players (You!) getting dumped in a hostile environment (because life is a bitch!) and having to survive there. Building homes, workplaces, walls, and other goodies will be needed simply to insure survival. As your little colony expands, more and more people will begin immigrating (all NPCs). If you're important enough, you might get to manage some of these peons, otherwise the cycle continues ad infinitum. Noblemen, hostile armies, and acts of god will start arriving before long, and that's when the REAL fun begins...
-Why a colony RP?
My experience in running Roll to Dodge the Alien Threat (LIIIIINK MEEEE HEEEEREEEE!) has shown me quite conclusively that people enjoy mucking about collaboratively in an effort to survive against outrageous and/or horrifyingly unfair situations that I throw at them. I see this as an experiment at implementing the elements that make RtDs so addictive into an RP while still conserving everything awesome about RPing.
-So you're saying this is just another Roll to Dodge?
Yes and no. Dice will be rolled, but this RP is intended to be much more structured, giving you all time to, you know, not get killed by an undead invasion within the first three turns. I consider this more of a hybrid-style RP-- there's some roll-to-dodge involved, but there's definitely a solid amount of role-play to it, but I'll elaborate on that in the mechanics section.
-Mechanics?
FOR THE LOVE OF GOD JUST SCROLL DOWN!
GAMEPLAY MECHANICS-
Each gameplay "cycle" will consist of an opening, body, and ending. I know, my originality is awesome. In the opening, I'd give an update on the colony status, like population, total wealth, etc, along with any announcements or global events that have occurred. In the body, you'd give an RP post showing what your character did that cycle, and then briefly summarize the action(s) taken. Keep your actions reasonable for the length of time that is going to pass in the cycle (I'll announce this in the opening for that cycle). If I feel you're pushing the bounds of what is feasible, I'll be making additional rolls to decide how effective you are at multitasking. In addition to your action(s), you'll probably be doing some socializing, which would be completely free. So your post would be something like this:
[Insert shiny RP paragraph here, showing Nirad the Pansy prancing about idly in the forest after chopping down a few trees. While he's chopping trees and looking manly, he makes a pass on Julia the Wench.]
Action- Nirad chops down a few trees, then prances about idly in the forest like the pansy he is!
Once everyone (or most everyone) has replied with their actions, I'll run down the list filling in specifics. In the case of Norad the Pansy, he'd get something like this:
Norad-
Norad chops down eight trees!
He then spends the rest of the day relaxing!
Status Acquired: [Chill- Your actions the next cycle are less likely to produce negative results.]
At the end of the conclusion post, I'd lead straight into the opening for the next round. Then the cycle would repeat. Note that I did nothing with social actions, those are (almost always) entirely between you and whoever your socializing with. I may intervene to provide benefits to the socializing (generally minor), but this would be exceedingly rare. Note that, while socializing is free, if you try to derive some sort of benefit from the activity than it becomes an action. In other words, chatting with a friend is free, chatting with a painter with the intent of increasing your artistic talent is not. Otherwise, people would be running about twelve different morale-building speeches a turn.
On a final note, you should know that all cycles will not be the same length. In the opening, I'll tell you the duration of that cycle, and you should judge your actions accordingly. For example, in the middle of combat, a cycle is going to be relatively short, simply because combat is fast paced. When the most exciting thing going on is that Lil' Jimmy wet the bed again, I'll probably start picking up the speed.
Edit: After you guys have established something of a fort, I might open up a IC tavern or something to allow for better character interaction. Also, just for your information, a year consists of four months, twenty days each. I just figured I'd clarify, for those of you who are horribly uneducated out there.
SETTING-
You are a colony task force being sent by the nation of Sylvassa, a steampunk civilization (like all of those in the Old World). A plague is spreading across the Old World in the aftermath of the Continental Crisis (Think: World War I). Everyone over there is getting all "Holy shit, supervirus killing everyone!" and so Sylvassa has decided to abandon ship and send dozens of colonial missions to Ruin, another continent across the sea. As you probably guessed, Ruin is filled to the absolute brim with the ruins of a fallen civilization, far before recorded history. And unfortunately for you, the land is highly inhospitable with wild animals and aggressive natives. While each team is getting sent with a few weapons, the colonists have received no training in their use, which will constitute a problem in such a hostile environment. In case you didn't pick up on it, this is a brute force attempt-- out of the dozens of colonies being founded, only a handful are expected to make it through the first half of a year. After that, the colonies will be deemed to have shown their worth, and will become eligible for more colonists to immigrate. Largely, this RP will revolve around relatively light-hearted day-to-day life, but I will not balk at throwing in challenges bordering on unfair.
Magic WILL be present in this RP, though not initially. Various magical artifacts can be discovered in Ruin, which will further magical studies as well as being significantly more potent versions of whatever they are a magical version of. I'll probably have you discover some kind of ritualistic shrine close to the colony, so you will be able to start your studies once you've discovered that.
So, are you in? Will you make this colony a success? Or will you falter, and crumble into dust under the weight of history?
PS: Woo! Another RP intchk from me! Hopefully this garners at least a bit of a response...
If you can think - and not make thoughts your aim;
If you can meet with Triumph and Disaster
And treat those two impostors just the same;
Then Lets Do This!"
-Rudyard Kipling
Welcome to Reclamation Colonization, the first colony RP on FoG (to my knowledge)! I'm going to be absolutely clear on a few things. One, godmoding of even the slightest degree will be sternly dealt with. Secondly, I will be the game master of this RP (in addition to several NPC roles), and this will require a decent amount of interference on my part. So if your wondering why your getting a lot of bad things happening to you, it's probably because you're making a habit of being on the borderline of godmoding-- Small enough that I don't want to bother PMing you about it, but notable enough that I feel it shouldn't be made a habit of. Now, a few quick points.
-What IS a colony RP?
Well, I'm sure there's some jerk somewhere on the internet who would define this differently, but I'm going with a simple definition. This RP will revolve around a group of players (You!) getting dumped in a hostile environment (because life is a bitch!) and having to survive there. Building homes, workplaces, walls, and other goodies will be needed simply to insure survival. As your little colony expands, more and more people will begin immigrating (all NPCs). If you're important enough, you might get to manage some of these peons, otherwise the cycle continues ad infinitum. Noblemen, hostile armies, and acts of god will start arriving before long, and that's when the REAL fun begins...
-Why a colony RP?
My experience in running Roll to Dodge the Alien Threat (LIIIIINK MEEEE HEEEEREEEE!) has shown me quite conclusively that people enjoy mucking about collaboratively in an effort to survive against outrageous and/or horrifyingly unfair situations that I throw at them. I see this as an experiment at implementing the elements that make RtDs so addictive into an RP while still conserving everything awesome about RPing.
-So you're saying this is just another Roll to Dodge?
Yes and no. Dice will be rolled, but this RP is intended to be much more structured, giving you all time to, you know, not get killed by an undead invasion within the first three turns. I consider this more of a hybrid-style RP-- there's some roll-to-dodge involved, but there's definitely a solid amount of role-play to it, but I'll elaborate on that in the mechanics section.
-Mechanics?
FOR THE LOVE OF GOD JUST SCROLL DOWN!
GAMEPLAY MECHANICS-
Each gameplay "cycle" will consist of an opening, body, and ending. I know, my originality is awesome. In the opening, I'd give an update on the colony status, like population, total wealth, etc, along with any announcements or global events that have occurred. In the body, you'd give an RP post showing what your character did that cycle, and then briefly summarize the action(s) taken. Keep your actions reasonable for the length of time that is going to pass in the cycle (I'll announce this in the opening for that cycle). If I feel you're pushing the bounds of what is feasible, I'll be making additional rolls to decide how effective you are at multitasking. In addition to your action(s), you'll probably be doing some socializing, which would be completely free. So your post would be something like this:
[Insert shiny RP paragraph here, showing Nirad the Pansy prancing about idly in the forest after chopping down a few trees. While he's chopping trees and looking manly, he makes a pass on Julia the Wench.]
Action- Nirad chops down a few trees, then prances about idly in the forest like the pansy he is!
Once everyone (or most everyone) has replied with their actions, I'll run down the list filling in specifics. In the case of Norad the Pansy, he'd get something like this:
Norad-
Norad chops down eight trees!
He then spends the rest of the day relaxing!
Status Acquired: [Chill- Your actions the next cycle are less likely to produce negative results.]
At the end of the conclusion post, I'd lead straight into the opening for the next round. Then the cycle would repeat. Note that I did nothing with social actions, those are (almost always) entirely between you and whoever your socializing with. I may intervene to provide benefits to the socializing (generally minor), but this would be exceedingly rare. Note that, while socializing is free, if you try to derive some sort of benefit from the activity than it becomes an action. In other words, chatting with a friend is free, chatting with a painter with the intent of increasing your artistic talent is not. Otherwise, people would be running about twelve different morale-building speeches a turn.
On a final note, you should know that all cycles will not be the same length. In the opening, I'll tell you the duration of that cycle, and you should judge your actions accordingly. For example, in the middle of combat, a cycle is going to be relatively short, simply because combat is fast paced. When the most exciting thing going on is that Lil' Jimmy wet the bed again, I'll probably start picking up the speed.
Edit: After you guys have established something of a fort, I might open up a IC tavern or something to allow for better character interaction. Also, just for your information, a year consists of four months, twenty days each. I just figured I'd clarify, for those of you who are horribly uneducated out there.
SETTING-
You are a colony task force being sent by the nation of Sylvassa, a steampunk civilization (like all of those in the Old World). A plague is spreading across the Old World in the aftermath of the Continental Crisis (Think: World War I). Everyone over there is getting all "Holy shit, supervirus killing everyone!" and so Sylvassa has decided to abandon ship and send dozens of colonial missions to Ruin, another continent across the sea. As you probably guessed, Ruin is filled to the absolute brim with the ruins of a fallen civilization, far before recorded history. And unfortunately for you, the land is highly inhospitable with wild animals and aggressive natives. While each team is getting sent with a few weapons, the colonists have received no training in their use, which will constitute a problem in such a hostile environment. In case you didn't pick up on it, this is a brute force attempt-- out of the dozens of colonies being founded, only a handful are expected to make it through the first half of a year. After that, the colonies will be deemed to have shown their worth, and will become eligible for more colonists to immigrate. Largely, this RP will revolve around relatively light-hearted day-to-day life, but I will not balk at throwing in challenges bordering on unfair.
Magic WILL be present in this RP, though not initially. Various magical artifacts can be discovered in Ruin, which will further magical studies as well as being significantly more potent versions of whatever they are a magical version of. I'll probably have you discover some kind of ritualistic shrine close to the colony, so you will be able to start your studies once you've discovered that.
So, are you in? Will you make this colony a success? Or will you falter, and crumble into dust under the weight of history?
PS: Woo! Another RP intchk from me! Hopefully this garners at least a bit of a response...
Chainlinc3- Apparition
- Join date : 2010-06-29
Posts : 561
Age : 32
FOG: Footsteps of Ghosts :: In Character :: Advanced Role-Playing :: Advanced Interest Checks :: Archived Advanced Interest Check Topics
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