Author Topic: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread
SephyCloneNo15 
Registered: Apr '05
8068_R5-D4
Date Posted: 3/20 8:34am Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread
Kalio_Dynkos posted:
But rememember this is supposed to be the most accessible game of the RPF.


That's almost the entirety of my reasoning behind multiple worlds/Nexus@start. If we set ourselves up a pretty broad scope to begin with, say, Steampunk, Supers, Sci-fi, we'll appeal to the broadest group possible, and I shouldn't have to say "if", so when we create our worlds with the utmost professionalism and creativity, that's how we'll keep that broad player base. From that start point, it'll be easier for people to accept additional worlds since we'd already have some of the greater extremes in time and believability.

 

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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 3/20 8:51am Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread
This seems pretty good to me. Personaly i don't care for the whole supers thing but thats just me. And as I realize we need to do what's best for those that will be playing I won't make a big fuss about it.

So have we decided to settle on a one world start, for at least the begginning?

 

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SephyCloneNo15 
Registered: Apr '05
8068_R5-D4
Date Posted: 3/20 9:03am Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread
We haven't. People have expressed their opinions, but we've definitely not come to a decision.

 

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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 3/20 9:26am Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread
ah

Should we do a poll then? Either way all these ideas make fascinating reading truth be told.

 

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CmdrMitthrawnuruodo 
Registered: Jul '00
44424_Roan Fel
Date Posted: 3/20 10:12am Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread - Date Edited: 3/20 10:15am (1 edits total) Edited By: CmdrMitthrawnuruodo
Please tell me that this flagship is not going to be a giant crossover game? Frankly, every crossover like that I've seen has flopped within the month. Why? Probably because it has too many franchises, many of which no one knows about or ever heard of before and honestly some of these franchises just dont mix well together. DragonballZ and Star Wars, ie. DBZ is just too powerful to mix with Star Wars.

 

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Kalio_Dynkos 
Registered: May '04
23523_Thrawn
Date Posted: 3/20 12:06pm Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread - Date Edited: 3/20 12:15pm (2 edits total) Edited By: Kalio_Dynkos
Think-Tanker's Agenda
1. List of Think-Tankers
2. Interested Parties for Flag-Master - COMPLETE
3. Update agenda - COMPLETE

4. Worlds vs. One World & Nexus vs. Time Travel
5. RPF Poll conducted
6. Set up sub-threads and work out all the details (at one point determining who all the GMs are)
7. Finalize game mechanics/rules/first posts
8. Late Items

I changed the skyblue from #1 only because I could barely see it with this background. We've effectively mowed through #2 and #3, hence the color is gone. We are still on the worlds discussion.

I hope I'm not taking too much liberty by saying I think we've covered and decided against gimmicky and IMO, frustrating, time-travel.

And we've seen some nice arguements for either multi-worlds or single-worlds. Mitthy, the most recent post, makes a point that began with the first idea in the "Transition" thread, that of separating the genres for that reason. Particularly when you start looking at what genres are most popular amongst the developers. We have Steampunk, Magic/Fantasy, Heros, Earth-type, Sci-Fi and historical. That's the broader range of genres. Some just won't meld well and I, for one, love the idea of multiple threads.

Moreso, though, because despite what the main storyline will be, we'll undoubtably also have player interaction that isn't related to the main action. We'll have some characters that are just going to do their own thing. We'll have some side-quests and adventures. Essentially, we're creating a world so we're going to have a lot of possibilities for our writers. Personally, that interests me from a standpoint of one following the game because this will generate interest by the players and make the game that much more realistic. People aside from the main characters are affected by in-game plots and actions. I love seeing how thing affect people more than just the generic action scenes.

Like what does Little Johnny do when he goes home seeing Neo kick butt against Agent Sims? How do people react when the coffee shop they had a business meeting planned at suddenly has a car next to the espresso machine? I love seeing how big things affect little people. Maybe that can't work here, but we want people to be excited about the game and people do that when they feel a connection to the world their characters are living in aside from just the adventure of getting from point A to point B. Character Development makes things work, because if the players don't start to breath on their own, it won't last long. It'll just be another game. This can't be that. Does that make sense?

So, what I'd like to see, whichever of these is going to work for the players is also the one that won't ostracize players but at the same not not try to grab everything.

That was the reason we discussed the poll in other thread because we're doing a lot of conjecturing here. What if? How so? But, then? When really, once we see what the RPF community wants most for genres to play in, we may find that the most popular ones could be molded well and some that can't.

I know that we all have our own idea of what would be cool and interesting and fun to play in, but we're going for the community game.

So, we're actually getting ahead of ourselves a little. Particularly in those worries that have been mentioned of characters essentially overpowering the other characters. Why not, see what the RPF wants and we go from there?

That said, I think we can decide on this pretty simply. I think we're pretty decided on the whole idea that we can find difficulties with either genre/planet/civiliziation. The arguements are all sound, but built around the big "what if" when it comes to who we're dealing with.

I motion, that we bring the RPF Poll up on the agenda and make that the first step before we conclude this discussion. The poll, as I've pitched to I_H, is something of a community census.

We list each genre with a few ideas as to what they could play and do. This has already been done very nicely with the Steampunk/Victorian Gothic genre. The Fantasy world has been laid out a bit. Heros and earth (dealing with our Earth-based fiction) are laid out as well. Somebody even mentioned the futuristic people. And I'm sure we can come up with more.

We list the poll in its own thread, set up someobody to receive the PMs and count the tally. I suggest, out of our list of possible genres we allow each RPFer to choose a few - I'd say four. The four most popular we can then take back to this discussion and balance it out with our Worlds vs. World discussion. Mesh where we mesh and let stand-alone that which doesn't.

We could give the poll what, three days time to run. I'm sure we can bother one of our two mods to ask for a banner or a sticky directing people to our poll. Maybe we should wait until after the RPF Awards are done so that we can make that change.

What say you?

Could we manuever conversation to the first post of the poll? Write up a quick synopsis of the game idea as it stands, coupled with the RPFer's choices - genre, characters, etc.

When we get this first post ready for the poll, we can vote on it - those Think-Tankers from the list being those eligible to vote. Approval of the group gets us onto our first poll and then we can come back to this entire discussion armed with definitive information.

If this works, Elu has worked out a nice beginning by melding our two ideas together. His arc continues far beyond the staging process, but I'd love to see that beginning get us our audience. Let them know what sort of world they'll be playing in. If you're up for that, Elu, and the rest, we could post the beginning up again so everyone can see it. Take it one step further, then, and write a quick synopsis of possibilites for each Genre to play in. Finally, put it all together into a post, vote on it via our PMs and if approved, make that first post and get our consensus.

EDIT: I repeated myself as much as possible in that post. tongue

The Point:
I suggest we pause on the world vs. worlds discussion to answer Mitthy's point.

Here, in this thread, can we start working on the poll by first looking at the genre we would like to offer and maybe even a few we wouldn't. Affix each genre with a description of possibilities.

Then, in this thread, look at the storyline and couple both into a mock-up of the first post. Vote on it to be sure we're agreed and then move the poll to its own thread.

K?

 

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SephyCloneNo15 
Registered: Apr '05
8068_R5-D4
Date Posted: 3/20 1:08pm Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread
I don't know if that's a good idea. As long as we've got time waiting for the RPF awards to be done, we might as well finish nailing down the World vs Worlds battle. Once that's nailed down, instead of just loose ideas of genres, we can submit the poll with more fleshed out ideas that relate back to the connecting thread, like my Steampunk post. Would you rather vote between five or six concrete plots, or between five or six bulleted lists of ideas? I'd go with the concrete.

 

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CmdrMitthrawnuruodo 
Registered: Jul '00
44424_Roan Fel
Date Posted: 3/20 2:44pm Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread
How exactly are you doing this "World vs World" idea? Is it where the players get to choose a character from different genres/franchises and they get stuck together as a group and travel to other worlds to save the day or is it something like "Sliders" where a group of everyday people or D&D like adventurers suddenly find themselves sliding from one world to the next fighting evil and doing good while at the same time trying to find their way back to their world?

I scimmed through the thread so i only know of the general idea but not the details. *is tired from researching Animal Abuse all day*

 

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Kalio_Dynkos 
Registered: May '04
23523_Thrawn
Date Posted: 3/20 3:33pm Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread
CmdrMitthrawnuruodo posted:
How exactly are you doing this "World vs World" idea? Is it where the players get to choose a character from different genres/franchises and they get stuck together as a group and travel to other worlds to save the day or is it something like "Sliders" where a group of everyday people or D&D like adventurers suddenly find themselves sliding from one world to the next fighting evil and doing good while at the same time trying to find their way back to their world?

I scimmed through the thread so i only know of the general idea but not the details. *is tired from researching Animal Abuse all day*


A good question Mitthy. I'm not sure how it started over at the DreamWrighs (an off-sight place where Elu started an idea) but here in the "Tranisition" Thread, I was looking a world inspired by Terry Prachett's DiscWorld. The main question that was being discussed was what you bring up, multiple characters from multiple genre = boring or too hard. So, I thrust in a idea that a super race of aliens, The Preservers had ripped from fiction groups or genres of people that would co-exist, but only those that were of a certain genre-type isolated together. Thus, the one-planet idea, where on a single planet controlled by the Preservers (the race that traveled the galaxy through "saving" dying civilizations and in this case, the better parts of their imagination.) Each genre would be a culture unto themselves that woud be self-sustaining. The Fantasy-genre would encompass character-types such as, but not limited to, orgres, fairies, wizards, witches, hobbits, etc. They would have their own thread and their own storylines.

Another genre would make up a separate cililizaions - we suggested earth-fiction. Mobsters, mafia, detectives, etc. And so on and so forth, so that these people were not, at the beginning all thrust together. The Preservers would, later, be a "mysterious" element handled by the Flag-master exclusively until the fate of the one planet they were on was only to be decided by, what had been happening over time, the various civilizations finding each other. The Fantasy would meet the Gothic, the Miltiary the earth, the Horror and so and so forth - but not like that. Just that, by random happenings, in-game developmed plots and Co-Gm/RPer interaction the greater mystery of their existence would be understood until things started going haywire and the only way to survive was that these people, the differing civilizations would have to either work together or be destroyed - with either actually able to happen, leaving the fate of the game in the hands of the RPers.

Actually, in this way, the idea has no correlation to Terry Prachett, except that on Discworld - essentially - all the myths of the world co-exist and live like regular Joes.

However, then we found out that Elu and DreamWrights had been working on a somewhat similar idea but were working off a template of another story idea they were thinking of a multiple world system to do the same thing.

Since then, people have been talking about right-off-the-bat melding cultures together. Which really isn't going to work.

The actual game motive is something close to what you imagine, I suppose. What with characters working together and such.

So, long story short the "World vs. Worlds" is some people arguing wether the scope of the game should be regulated to just one planet or if we should include a multiple planet system, and both have their merits.

 

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CmdrMitthrawnuruodo 
Registered: Jul '00
44424_Roan Fel
Date Posted: 3/20 5:51pm Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread
0_o that sounds a little too complicated.

May I suggest something here? An idea that would still preserve the multi-verse idea but make it less complicated. In fact this is an idea that was used for a D&D Game I had participated in. Whole group loved it and were disappointed when the DM brought us back sad to the proper world.

The adventurers accidentally find themselves in a dark universe where the laws of physics do not exist. If a fire arrow is shot into the darkness, it never comes back down and seemingly reappears behind the group minutes later but with a duplicate arrow. Now the arrow becomes a threat to the group and they learn not to toss objects around.

They are on a stone bridge that extends into the darkness as far as the eye can see (or as far as your light source shows). On either side of this bridge is emptiness. There is no sky. There is no stars or sun or moon. It's pitch black. The adventurers walk for hours, possibly days following this bridge until they come to a staircase that leads up and down from the bridge. They take the down route. Things happen that separates the group, weird events, but eventually they all regroup at the bottom of this strange dark universe.

Now they stand on a mirror-like land and discover it is inhabited by a people they know as the Gods. The Gods deem them worthy to go through their tests of virtue. The adventurers, wishing to find a way back to their world, find themselves in a lush forest with a field of columns that have doors on them. They start opening the doors and discover each one leads to a different world. One is a desert. One is a ocean world, its water spilling out into the forest they are in. Another is a jungle. Curiosity gets the better of them and the one they take looks like a red, desert world (think Mars) with a crashed, rusted out starship. They encounter the villain of the story, think he's mad and decide to stop him from destroying their world. They foil the villains plot but in doing so the resulting explosion sends them to another world. But this world, the villain is good-aligned for some odd reason. Turns out when the explosion detonated, different alignments of themselves were created. Now the group has the villain to destroy and their evil counterparts too. Each world also has doorways leading to other worlds, some are hidden in caverns, others are in the middle of a library via mirrors. But they all have one thing in common. They are a hallway of doors.

I could go on and describe each of the worlds we went to but you get the idea. Anyway it was fun.

 

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Hammurabi 
Registered: Jan '07
44291_Han Solo
Date Posted: 3/20 6:27pm Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread - Date Edited: 3/20 7:25pm (2 edits total) Edited By: Hammurabi
Okay, first things first: this thread keeps getting messy, and I've got a solution. It's pretty easy, so I don't know why I didn't think of it before. Anyways, the idea is this: we use basic formatting (like in any RP) to make it easy to tell what we're talking about. Just put a boldface heading at the top of your post, and then again for every individual topic within your post. I'll be doing it for the rest of this post, just so everyone sees what I mean. I've even thrown in subsections, though I don't know whether or not we need them.



Single vs Multi:

A List - Where We Stand

I've updated our roster with four new names. I've also gone and tried to gauge everybody's viewpoint on the Single vs Multi issue. If anybody feels differently from what I've posted, please correct me; this is a quick rough list. A couple names I've had to list as neutral, because I honestly couldn't tell. And some folks just haven't commented on the issue, which is fine. But I've opted out of listing anything for them. But this is all a very rough and sketchy outline, so don't hold me to any standards. So out of sixteen total people, I'm seeing seven in favor of single world, two in favor of multiple worlds, and seven neutral/undefined so far. Here's where everybody seems to stand:

Saintheart: NEUTRAL
Kalio_Dynkos: NEUTRAL
darth-nemisis: SINGLE
Darth_Vaders_Cousin: MULTI
Darth_Elu
DarthXan318: NEUTRAL
Lightwarden: SINGLE
Yuul_Shamar: SINGLE
Hammurabi: SINGLE
MASTERPRENN
SephyCloneNo15: MULTI
Jango_10
Imperial_Hammer
Ktala: SINGLE
Winged_Jedi: SINGLE
CmdrMitthrawnuruodo: SINGLE


On Balancing a Single World
SephyCloneNo15 posted:
It's human nature. Look what the Greeks and Romans did once they could build ships: They claimed the entire Mediterranean. Look what the Europeans did once they figured out that there was land on the other side of the Atlantic instead of a bottomless pit. If everyone lives on the same planet, the most advanced race will want to conquer the others. Stopping them from doing so requires some GM intervention, whether it's big force fields separating regions, or border-patrolling monsters or who-knows-what-else, but it requires some contrived mechanic.


If that were true, we wouldn't have 193 nations on this planet. If anything, history favors entropy. Your best example is Rome, and even Rome was overcome by barbarians. The Greeks never held a substantial empire for any length of time, and the Europeans certainly had influence, but rarely did they sustain lasting colonies. Even in their most solid colonies, they generally faced strong insurgencies which often expelled the Europeans. Force fields didn't topple Rome or cast out Spain and England. It was barbarians and insurgents. Chaos prevails. And besides, even if one force gains advantage, we get to play out all that insurgency stuff. Which would be fun. And GM intervention isn't always as clunky as big force fields. How about sowing the seeds of an internal rift within the dominating faction? Split 'em up like Microsoft.




On the 'One Earth' Plan

Well, from the beginning I've been imagining our world in terms of how it relates to Earth. Let me restate one of my earlier world ideas:

Hammurabi posted:
The combination of Gothic horror/steampunk with the wild west complicates things a little. London is without a doubt the iconic Victorian city, and I think it should be the center of the Steampunk/Cowboy world. The problem this creates, or course, is that London isn't surrounded by the sort of Western landscape we would need. The easiest solution would simply be to put London in Texas and call it a fix, but that wouldn't be the cleanest way of handling things. So my proposal dates back to an idea that was mentioned, but dismissed: post-apocalyptic. I feel like the apocalypse should be at least a century in the past, which gives time for the steampunk recovery to occur but leaves some of the lasting effects. The timing would place us in the midst of a sort of steam-powered renaissance/golden age, a society that's somewhat prosperous despite the wounds of its past. And I feel like the remnants of the apocalypse do nothing but add to the setting. As I've already stated, the ecological damage means we get a more Western setting. We also get radioactivity and the possibility of mutants, which definitely adds to our horror mentality.


Mind you, that was back when we were looking at multiple-worlds, and a lot of the above proposal was designed with the 'dark' world in mind. But I stand by my idea, because (at least I think) it really corresponds with some of the thinking that's been going on lately in this thread. I'm going to use it as an example idea in this post, and I would like to propose its usage if we were to select one world to work with. The idea is this: we start with the Earth - Victorian England specifically. The biggest alterations are the addition of magical/fantastical elements and the century-old apocalypse event. For all intents and purposes, we'll say the apocalypse event occurs in 1840. Before 1840, we'll suppose the Earth was the exact duplicate of the real Earth in 1840. There's no magic yet, or at least, no significant magic. The Industrial Revolution is beginning in England, which is now at its height; the established European empires are losing steam; the United States remain a fledgling federation.

Then in 1840, a drastic, world-changing event occurs. We'll call it the Cataclysm. For this example, we'll suppose a mysterious international cult initiates some event which causes disaster all across Europe. The big civilizations all crumble into anarchy, but it isn't long before new governments arise. In England - the center of our story - the Industrial Revolution facilitates this recovery, and it isn't belong before a steam-powered London rises from the ashes. Our story begins in 1940.

The impact of the cataclysm remains huge. Continental Europe remains in chaos. For the most part, England keeps its distance from the continent, but there is some agitation for colonization into France (and possibly further). And even England has its fair share of dark secrets. The Cataclysm has had some strange and twisted manifestations. Vampires, werewolves, and other untold monstrosities haunt the country. Not all are necessarily evil - often enough, decent people find themselves bear terrible afflictions. There have even been zombie epidemics in parts of the world, most notably ain Ireland. Luckily, the outbreaks have mostly been controlled, and nothing has really spread to Britain or to the mainlands of any continents (however, there have been rumors of 'controlled' zombie populations in South America and the Caribbean). In any case, England doesn't have to deal with any epidemic horrors, though there certainly exist certain supernatural terrors. Of course, I imagine in some cases our Gothic Horror will intersect with Industrial/Steampunk as well as other genres (Frankenstein would be an obvious example, but it'll be interesting to see the sort of crosses we get. Personally, I think vampiric cowboy would be awesome).

So that's the core of our world, and I'd like to throw out every idea I've got for it, but I've gotta actually finish this post at one point. So: as I stated in my post on page one, the scarred, post-Cataclysmic countryside allows us the type of environment we'd look for in a Western (though I don't think the whole country should be scarred); the general lawlessness gives us the opportunity to play up frontier aspects, especially if we had a region of the country (for this example, we'll say Scotland - though we could potentially do an 'expanding into continental Europe' thing) that was less connected with the central government. I also imagine the oceans being similarly lawless, which thus opens up the possibility of pirates, if we so choose. I imagine they'd be operating on somewhat steampunk-style craft, in a lot of cases, though maybe not - maybe that'd be reserved for more official vessels, like corporate ships and the English navy.

And of course, I've yet to even speak of magic. We can actually go pretty far with the idea of magic, if we want. The Cataclysm was magic-driven, and since then, we've seen a lot more magic in the world. I've actually figured out a way to maintain the three-realm idea from earlier, even in keeping with a single world. The idea is this: after the Cataclysm, a splinter group of the magical cultists (who, if you remember, hypothetically caused the Cataclysm) breaks off, goes off to Iceland, and establishes a new nation, backed primarily by magic. The founders of the new nation are wizards, and they base their power off of magic. They expand into Greenland, using magic to shift the local climates and make large swaths of Greenland into farmable terrain. They establish a civilization based more on magic than on technology; this corresponds to our fantasy world. Most magic is concentrated here, though there are a few magic-users in other parts of the world.

Our third world arises in the United States. The United States was still developing at the time of the Cataclysm, and the attacks really didn't affect American growth that much. If anything, they bolstered it, as the growing nation was largely freed of international pressure that might otherwise stunt its growth. However, it was also less connected to the rise of magic, and thus, relies more on technology than magic. The starting year I proposed earlier was 1940; we could move that later, if we so desired. However, I'm not sure setting it in modern would be a good idea. I mean, our biggest ideas so far have been superheroes and mobsters. And in 1940, both were at a relative high. I was even considering setting our start date in 1930, but I decided against it. We could potentially do 1950, and dive a little bit into 50s sci-fi to give the Americans even more variety.

Our biggest issue in these realms is that they're geographically separate. The solution, however, is remarkably easy. I'm surprised it just occurred to me now. You see, we simply set up portals between the three realms, much like we would if they were on three separate planets. The Magic people use magic portals, the Americans use technological portals (the Cataclysm has changed the course of science, even if America is less affected by it), and the Steampunkers can use either one, or a combination.

Well, there it is. My big damn post. It's a bit rough, I haven't really edited it at all. But there it is. There's things I'd like to add - how we could even expand into other continents, if we so desired. But at this point, I'm going to open this one up to discussion. I rather like my example, but it's mostly rough. If we used it, I imagine we'd take some parts, leave others, and add a helluva lot of extra on. If we don't, at least I've provided an example of how I see this thread really working out in a single world.




EDIT: updated opinion list on single vs multi issue

 

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DarthXan318 
Title: Forum Feud Winner
Registered: Sep '02
13619_Padme
Date Posted: 3/20 6:36pm Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread - Date Edited: 3/20 7:00pm (1 edits total) Edited By: DarthXan318
Actually, I'm kind of on the fence now ... Both one world or many could work really well. So put me down as Neutral.

My main argument against one world was the limited factions, but that just means we have to think up more interesting ways of explaining the different factions. Say bring up Atlantis as the sci-fi faction, say, explaining it as a super-advanced group of humans who discovered alien technology or somesuch some millennia ago.

Let's put it to vote! Easier that way. tongue

edit - Wow, way to hit 5600 posts..

 

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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 3/20 7:21pm Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread
applause applause applause applause applause

Excellent job Hammurbai! I love it!

It lets us fit in the more in demand ideas and does it nicely, I don't think I can add much to that

 

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SephyCloneNo15 
Registered: Apr '05
8068_R5-D4
Date Posted: 3/20 8:52pm Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread
Hammurabi posted:
If that were true, we wouldn't have 193 nations on this planet. If anything, history favors entropy. Your best example is Rome, and even Rome was overcome by barbarians. The Greeks never held a substantial empire for any length of time, and the Europeans certainly had influence, but rarely did they sustain lasting colonies. Even in their most solid colonies, they generally faced strong insurgencies which often expelled the Europeans. Force fields didn't topple Rome or cast out Spain and England. It was barbarians and insurgents. Chaos prevails. And besides, even if one force gains advantage, we get to play out all that insurgency stuff. Which would be fun. And GM intervention isn't always as clunky as big force fields. How about sowing the seeds of an internal rift within the dominating faction? Split 'em up like Microsoft.


The Nation-state is a relatively new invention, and largely a product of non-mercantile economies and the Nuclear age. It's only very recently (roughly 300 years) that we came up with ways to get rich without conquering new lands, and it's only within the last hundred or so years that trying to conquer new lands for money got to be too suicidal to be worth it. Prior to that, the only reason not to expand was that your nation wasn't done exploiting its own resources or that you lost your colonies in a poorly fought war. I'm not saying every colony was happy to stay colonized. Keeping people conquered is never easy. If colonies never revolted, I'd be a happy citizen of the "Queen's Happy and Healthy Colonies in the New World" instead of the "United States of America".

Now, not that I'm done pushing for multiple worlds, but that was a very well-thought-out premise, Ham, better than anything else I've seen suggested by One-Worlders, but that may be largely because there's more meat than anyone else's, and I like the concept of 1950's America having supers, if only because I could be a gaudy, ridiculous Golden Age superhero...

Unfortunately, you're also the first to make the One World concept seem ridiculously cramped. You've essentially given us a continent (two if you count the possibility of Atlantis) and a few islands for the entire game, with the knowledge that the rest of the planet exists after a certain fashion. It's easy to imagine the Steampunkers players all being neighbors in cramped London tenements while the fantasiers have turned Greenland into a big feudal village where news travels by hearsay from one end of the island to the other in a matter of hours. Only the American section seems to have empty space, given its frontier nature, and that excludes their cities which are probably just as cramped as London's, but given the splits, probably just with NPCs with one piece of information per person ("The cave to the North is blocked by a thick sheet of ice. Use the FIRE ROD.")

That's why my vote is still for multi-worlds, because nothing will give the illusion of space like having your entire cosmos to yourself. ("Never compromise. Even in the face of Armageddon."~Rorschach)

 

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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 3/20 10:22pm Subject: RE: The Think-Tank: NSWRPF Flagship Planning and Discussion Thread
And nothing will kill your game faster than having a world to yourself and absolutely nothing to do. What are you guys aiming for in the game? Is this going to be another BoP "everyone attempts to wipe out everyone else" or is it going to be more of a cold war or even more neutral with people just running about and adventuring? A setting should be designed to provoke a specific style of play. It won't do you much good if you just slap together something aimlessly.

 

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