Ghost wrote:
What are your recommendations of implementing a dice mod for random events and other mechanisms?
I'm also leaning towards Fantasy world for further flexibility and user created content. I love to see the creativity of other authors put into nations, races and cultures.
I have had my fair share of NRPs blowing up in our faces as well. I hate starting NRPs simply because they lean towards the catastrophic. Everyone wants to be Rome during the Rise, but never the Fall. We cannot all be the British Empire of the 15th to early 20th century or the United Sates of America after WWII. There must be more nations that either fall or remain stagnant. No one wants to take those routes.
I recall doing an RP one time where I had a very large nation, probably ranked about 15 in a field of 100. Yes, it was massive. One of the authors wanted to end his time in a blaze of glory. Since, my nation bordered his, he agreed to allow me to attack him. Although he had fewer than a dozen aircraft, he only had 7 infantry. I sent in a Corps+ sized force following Aircraft intended to suppress enemy air defense. He refused to roll over and die. It was disgusting. I'm talking an army of 50 or 60,000 v 7 and his immortals resisted immeasurably.
They were freakin' Gods!
I have two suggestions regarding random generation and technology levels. The first is review the Tech tree for
Sid Meier's Civiliaztion V. Obviously, that tree spans a 6,000 year time span of technological innovations, but it gives you an idea of where to begin. If you set up a tech tree and publish how nations can move up the ladders, what pre-requisites they need, what resources they need and what they must spend to get to the next tech level, it would keep the gameplay fair and even. But that might be a bit much. It really depends on what you put into it. But some form of a tech tree is a good place to start.
The second suggestion is setting up a point system and various conditions the author/player could choose from while using their points to build specific traits for the author's nation. The challenge here is that someone in the Thread Moderator "staff" should have the responsibility of holding authors accountable for those traits. A player/author can choose negative traits in order to offset buying a wonderful positive trait. But then during the In Character thread, the player chooses to ignore that negative trait. It should be treated as a handicap. The Thread Moderator would choose someone to do police this behavior or take that responsbility upon himself.
Fantasy is an excellent choice for a world. I would recommend that you also choose a tech level based on where mankind was at some point in history. Do you want gunpowder to be a significant element in your world or will edged and blunt weapons be the mainstay?
Take a look at the Bakushima link in my signature. It was a world I created for a Fantasy based NRP set in a fictional universe restricted to 17th century technology. Bakushima is based off Feudal Japan, The Blue man Group and
The Legend of the Five Rings.You shoud give each nation a restriction as to the percentage of the population that is "force sensitive" or prone to magic. I believe the chance of possessing magical abilities in Bakushima is 12.5% or one eighth of the population....
Gunther wrote:
one eighth (12.5%) of the population is gifted with the ability to use magic. One thirty-second (3.125%) of the population is also gifted with an empathic ability. The percentage of Baku who simultaneously possess the ability to employ magic and active empathy is less than .01% of the population which translates roughly into 100 Baku.
_________________
I am playing no game. I am writing a story that maybe a few of you will enjoy.I am in Eastern Standard Time zone (GMT -5) My CharactersMy Writing StylesGalileo CorporationModern Wargaming RulesBakushima; Fantasy Feudal JapanBest Days for RPing
Fri - Sun
- Attitude | +
- "The longer I live, the more I realize the impact of attitude on life. Attitude to me is more important than facts. It is more important than the past, than education, than money, than circumstances, than failures, than success, than what other people think or say or do. It is more important than appearance, gift, or skill. It will make or break a company...a church...a home. The remarkable thing is we have a choice every day regarding the attitude we will embrace for that day. We cannot change our past...we cannot change the fact that people will act in a certain way. We cannot change the inevitable. The only thing we can do is play on the string we have, and that is our attitude. I am convinced that life is 10 percent what happens to me and 90 percent how I react to it. And so it is with you... we are in charge of our attitudes. "
~ Charles Swindoll