Harkback Union wrote:Plzen wrote:That is an excellent idea.
So here is my concept:0. Concept
The faction-based roleplay is a turn-based grand strategy game, set in the solar system after a global nuclear war ravaged earth. Each turn will represent one year (this pacing allows time to pass fast enough to be interesting, but is slow enough that characters don't frequently die of old age).
Each player represents an extraterrestrial human power that somehow survived the nuclear war. These can range from a fledging space fleet of a country to a mining operation. In any case, they are here out in space and whatever country/research organization/corporation/shipping service used to fund them no longer exist. The players must then survive and prosper in the harsh realities of space.
All player factions must start on the moon, which will serve, until quite late in the game, as a neutral, no-attack zone.
1. Game mechanics
Every 2~3 real-life days, a turn will pass. During each turn, players must make a post which includes their order for their turn. If the players prefer to keep their orders private, they may be telegrammed to the OP.
1.0 Leadership points
Each turn, each player earns 0.5 leadership points, subject to modifiers. Each player starts with two.
1.1 Leaders
Since characters are important to role-playing, I feel that they should feature prominently in the game mechanics also.
There are several leader "posts" per player faction. At the beginning of the game, all of these are empty (i.e. the position is currently run by a random clerk who hasn't the faintest clue what he's doing).
Players may spend two leadership points to hire a level zero leader for a spot that is currently empty. The player chooses a name for this leader.
Leaders have three qualities. Name, level and years at post. Name is chosen by the player and is for RP purposes only. Level and years at post both start at one. Each turn, players may upgrade their leavers by one level by paying leadership equivalent to the level upgraded to (e.g. it takes three leadership to upgrade a lv. 2 leader to lv. 3).
At any time, players may assign a leader to a different position (if you have a really good administrator and someone declares war on you, you might want to turn that administrator into an admiral). Only one leader may be assigned to the same post.
Leaders provide bonuses depending on the post they are assigned to.
List of posts (subject to change)
Head of Organization (-5% to colonization cost per level)
Head of Leadership (+5% to income per level)
Chief of Armed Forces (+5% to combat efficiency per level)
Head of Research (+5% to research station capacity per level)
etc...
1.2 The World
The world of the RP is composed of the moon, several key objects (Mars, Ceres, etc...) and a large number of asteroids. The asteroids are considered infinite and are generated by the OP every time a player does something which requires an empty asteroid. All objects are considered one turn's distance from each other. There is no fog of war. Every player has perfect knowledge of anything discovered. The moon and key objects cannot be directly conquered, as they host many bases. Each asteroids hosts up to one station, which can be captured. Some asteroids have special features or bonuses, which applies to the faction that controls the station on that asteroid.
1.3 Ships, Stations and Bases
(I have to run. More to come later. Anybody interested in being the OP for this?)
There was a guy who tried something similar with a steampunk setting but it failed miserably. Now I'm also giving such an RP a shot, though it would only take place on 1 planet.
You know, I just realized how confusing the rules I wrote up are. I'll simplify everything into something that fits on one page and try again.