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was malcolm in the middle the greatest show of our time?

yes
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Author Topic: ►►►Nation RP General - Learn and share in one convenient place! (OP IN PROGRESS)  (Read 116814 times)

http://forum.blockland.us/index.php?topic=287108.0

having a nation-esque rp but without the nations. Focusing mainly on small groups of people in a land without a government in modern times(Such as a drug operation in south America done in the jungles)
where a player can make a Faction or "group" of people to rule his piece of land he has claimed. Through this group you can wage war against others, Take the peaceful life of trading with the natives then sending exotic goods to the first world countries and returning with expensive equipment allowing you to expand your operation.

There will be many factors to this RP, Perhaps even more in depth than the traditional Nation RP as I'm planning to have everything done with my knowledge, Including a little more detailed combat system other than A attacks B.


The idea of the rp is to have more player customization available along with a large amount of control being present. It'll be hard to lose track of what a person has done because their faction will only consist of roughly 20 to 200 people
I'll list all of these factors and ideas below in separate points to organize it some.
 

TRADE/COMMERCE

This is a big part of the RP, you must trade to survive or participate in the local economy to flourish - whether its trading simple raw goods like food, minerals, and local luxuries from locals or manufactured goods from other countries such as machinery, weapons and even vehicles it is essential so your small faction will grown in the land.

unless you're just a huge goon and keep raiding people to steal all their expensive stuff and use it for yourself. but who does that? that's no fun at all.

Aside from trading you will be allowed to make your own operations in mining, agriculture, fishing and pretty much anything else you can think of.(including drug trade)

RIBBONS/MORALS/VALUES


This bit of the faction customization is what makes your faction you, from a war mongering soldier group to a small diplomatic trading group.

Ribbons will give you benefits or even downsides due to your action in the rp, they will be provided by me or a co-mod(given I need one)

Morals and Values will be handled in the same way  except it applies to your faction group. If you do something different or opposing your morals your own group will begin to become suspicious or will cause unrest in the group. (eg. a small mining company runs into a village and slaughters multiple children.)

BASE BUILDING/OUTPOSTS/TERRITORY


base building and territory determines how strong you are to retaliate against events like raiders or even local uprisings against your group for unfair treatments.

you must use outposts or some other methods such as patrols to maintain your territory that you claim. otherwise someone might come and snatch it if you're not paying attention.

you will be required to have a head quarters or base camp that you operate from. (but do not worry! if you lose this to someone it's not over! you can simply move somewhere else with the people and resources you have salvaged.)

FIRST AREA/SECOND AREA


The first area we will start off in is mainland, you are free to choose wherever you want.
The currently planned area and era of the place is South Africa around the 90's

The second area will open up a tad later in the game after a good amount of players are settled. This area will be the Ocean and it's many trade routes from black markets in other countries or even native islanders on the coast who are willing to trade their abundance of fish or even pearls for simple things like tools.

claiming islands by putting an outpost or trading post on them is important as it gives you trading access to the homelands and first world countries.

RESOURCES/TERRAIN



ETHNICITY/LOCALS


SPECIALIZATIONS

WAR

WEEKLY RANDOM EVENTS
« Last Edit: April 06, 2016, 05:11:38 PM by Badger »

so is everyone content with the custom japanese clan/nation rp I've got pinned

after may 11th it's smooth sailing for me (all AP, SAT, etc tests finished), so let's get some solid opinions going now

Ok, so I've been tinkering a little bit in my free time on a random event roll generator.  Mind you, it doesn't actually do REs for you, as they'll always be dependent on rp current events and player actions and all of that.  What it does do is take a list of event categories and a list of nations, does all the rolling at once for you, and puts it all in a text file for you to copy paste and plug in some fitting events.  The rolling system is similar to what was used in Anagaea II, including double effect, but has no "Nothing out of the ordinary here." event.

MEDIAFIRE LINK

Instruction manual included.

Although it's built for nation RPs, there's nothing to prevent anyone from using this to generate random event rolls for other types or RPs by using a customized category line and substituting character names for nations.

Enjoy.

I'm just curious but for my upcoming rp how would you guys like combat to be orchestrated?

General fighting that's done by players and determined by me?

Dice rolls with advantages due to terrain/weapons/training

or a mix of in between

I'd prefer a mix of the two, though leaning towards being determined by you as the roll gods despise me.

Dice rolls with advantages due to terrain/weapons/training
I vote this, it makes things more objective

I'd prefer a mix of the two, though leaning towards being determined by you as the roll gods despise me.

With the rolls you'd have a buffer or increase, if you have a full squad with LMG's you're pretty bound to suppress the other squad

for example 1 LMG = +2 suppression

lets say you have a squad of 10 or so

roll whatever and you have to get a certain number to get suppression, but since you have the +2 your room for fault is smaller  


we would also have to factor in training and unit cover, how you shape your faction determines where you're best on the map, you can stick to a mountainous area and be really robust but the moment you enter plains you're a sitting duck.

you could also be one of the biggest trade factions with little to none weapons or combat orientation and have another faction join up with you to protect you (hooray!)

100 militia against 20 elites or something, quality vs quantity - You get more chances but less likely to succeed with each roll and vice versa
« Last Edit: April 11, 2016, 07:29:47 PM by Badger »

can we make money through drugs

as always yes

your entire income could be based off cocaine if you wanted

With that in mind I feel more comfortable with rolling, so I'll shift my weight over to rolling.


how do you guys feel about a group effort in guiding a japanese clan in its unification of the isles and conquest of asia rather than independent warring

how do you guys feel about a group effort in guiding a japanese clan in its unification of the isles and conquest of asia rather than independent warring
Hmm
it's no fun if there's no backstabbing

Hmm
it's no fun if there's no backstabbing
well it's not like every other clan in japan is gonna cease to exist

we can still form alliances with them and betray them as we see fit

remember last time we tried to build a civilization together