DeletedUser
Well, here she is. My idea for a new Role Play, and the outlook is in key with similarities to THE BEST in Golden Reach. What we need, however, is linkage, and plenty of interested individuals to play.
This thread is for developing the foundations for this Role Play. I am thinking of a "Road Warrior meets ..." style format, meaning, Vehicles will play a fundamental role in this roleplay, not only making 'travel' more easy and quick, but less redundant and task-carrying. I'm still thinking of ways to keep this thing from turning into a 'Community Story' askew shamble, while retaining the individuality of the players.
To be honest, this task is a grave one for me to handle, and I may not be able to monitor it and keep it's heart in beat, which is why I will need as many people as possible to play. It's not going to be something hard to do, as Golden Reach anyway, but I may need to come up with a 'points' system to prevent characters from putting themselves ahead of others... Or just do away with any styling whatsoever and leave it free for the three factions I intend to underline in the game.
Simply put, there WILL BE NO classes, but THERE MAY BE stats, much like Alawa's in W.W.W.W.W. & H. with the points/rewards system if she were to approve me using her style, and all, but again, I may need help there due to the effort I'd have to partake, which is time 3 hours of a day that I simply don't always have. Me not being there would be an inconvenience to everyone in tow.
As for Factions, there will more than likely be colors (again) But NO specific fonts to follow. Out of Person would probably be back, and the three factions could be Dark Blue, Dark Green, and Maroon in their color. This is for easier determination of who's who in terms of their sides.
I've also found interesting pics I will use to bolster the image of the RP, and help provoke thought, and I will add them to the main page/dictionary pages I make for the RP. http://4.bp.blogspot.com/_td4gOPRGX...2PYC6OfM/s1600/mad+max+the+road+warrior+1.jpg
http://www.kk.org/streetuse/Homemade%20Tanks%20%209th%20Inf.jpg
http://2.bp.blogspot.com/_mHVCpqVgj...AACIk/KJ2Tyy-Rqps/s1600/the-road-movie-05.jpg
http://www.supanet.com/the-book-of-eli--gary-oldman-12906897.jpg
As the problem was with Golden Reach, the 'forced' use of "History pages" were annoying and a ward-off for some, that confused good players. My intention for this Role Play is however, to have 'interesting' background information about locations and areas associated with 'the world'. You, of course, will need to know the map and areas as in G.R., but you won't need to bother with histories of towns, the three factions, or the like, they would just be there for your amusement and/or characters benefit if possible.
Then, there will be the hardest part for me, or easiest, depending on what I'd go with. Vehicles.
I'm not sure about how I'd deal with vehicles. There are many choices, and since this is a Post Apocky scenario, I'd be pretty rubbed if I read that one of the players was putting their guy in a ferrari.
One possible option is limiting what kind of vehicles would be allowed in the game, as same with the weapons. But I'll be researching a few dozen sites for reviews and words on some of the most reliable and fuel efficient vehicles, as well as looking into some of the best diesel vehicles as well. And, of course, motorcycles.
Another option is dividing 'classes' of vehicles, and approving the name-choices in Character Sheets as a 'page cop'. That way, if some jerk wants to have a Formula 1, the choice can be looked over... Or if someone has modified their car to an exceeding degree, I can point them in the other direction. I don't want characters to be overpowered, like the biggest mistake in G.R. that made nobody want to join the two 'more passive' factions.
The basis of the three factions in Sparse Road are going to be simple, to explain here anyway.
There's:
(DEFENSIVE/ECONOMICAL)
The Ascanio Patriots: (Short; The Patriots)
The Ascanio Patriots are a faction inhabiting the Ascanio region, and are a primarilly 'Americinematic' culture. For one, the Patriots claim themselves to be direct decendants of 'the old world', yet they have an economy that thrives on Bartering and fair Trade and employment. Their 'currency' varies, as both Gold and Silver coinage exist, though rare, and Skills and Items are popular for trade. One of the key aspects that make the Patriots so appealing to other cultures is their Brass-Press and Ammunition reloading industry. The Patriots are by far the most populous faction, though that population comes with a price. The main cities (cinematically influenced) 'Thunderdome' system of two men enter one man leaves has lost it's influence with rising stars in the economy and disbalance among merchants, nobodies, and caravaneers. More worse, the boarder-cities are high in crime, as well as targets for Vanguard raids. For what the 'Thunderdome' cage match doesn't get, the Militia are left to clean up, and the Militia of the Patriots are highly corrupt, poorly organized, and few in numbers of worthy-fighters. It mainly rests in the hands of the citizens to defend themselves.
Specialties: Ammunition production, Specialist Citizens, Trade Economy, all civilians proficient in some form of weaponry.
Vehicles: Various
Negatives: Individual specialist influence & Possible corruption (think Master & Blaster from Mad Max 3), Lack of regulation outside of Main Patriot towns, Poorly organized standing Militia, outdated law systems.
http://imcdb.org/i282683.jpg
(OFFENSIVE)
Rasputin's Vanguards: (Short; The Vanguards) This group of men are followers of a Rasputin-style 'philosophy' brought to light by their founder, Lord Wescot. Lord Wescot was a man with no morals, and he formed Rasputin's Vanguards before heading east towards a fabled promise-land (Golden Reach) to begin a new. He left the gang to Lord Wayne, his apprentace, and he turned the gang from a band of bloodthirsty marauders into a batallion of highly organized tactical specialists and bandits, with a few slavers in the mix. Wayne is now an old man, and looking for a sucessor. The Vanguards run on an economy that thrives on theft and dominance in their main region, and a close third of Slavery. They are a Faction made perfect for lightweight speed, stealth, and murder. Their society has rankings based on Merit; and battle heros are the ones who are given the most wives, as well as bullets.
Specialties: Speed, Tactics (Specialist infantry), and Sneaking
Vehicles: Fast & lightly armored to medium armor.
Negatives: Not well-recieved by the other two factions, Aggressive in behavior,
(NOMADIC/TECHNOLOGICAL)
Belle Vagrants: (Literally, the 'beautiful' vagrants.) The Belle Vagrant faction is made up of experienced outdoorsmen and survivialists that knew better than to cope with silence and solitude in the desperate wasteland. They are considered by many people from the other two factions as 'freaks', due to their ritualistic ways, yet they are also admired in the fact that they are 'beautiful' in many ways. Vagrants are by their nature specialists in whatever they can do, and many of them are physically attractive to go along with it. Vagrants have three major group tasks which they must partake in order to survive. All Vagrants are expert Mechanics, first and foremost, because their vehicles are their lives. Without their main fleet, or working scout vehicles, Vagrants would end up either working in small-time shows for the Patriots, or as slaves for Rasputin's Vanguards. They can also repair Building structures and maintaining major life-support instruments, such as Water pumps and the like, as well as repairing firearms. They know how to adapt very well, as a result, and they can easilly pick up new things. They are also Incredibly skilled drivers, often when seperated from the main squadron, employed by Patriots as 'Forerunners' or working as getaway drivers for the Vanguards.
Specialties: Learning Tech, Repair, Driving, extremely proficient scavanging
Vehicles: Mixture, mainly Slow, efficient & Reliable
Negatives: Low in Numbers, Lone wanders are a Choice target for slavers, Peaceful outlook, (& The 'fleet' is not in the area that Sparse Road currently takes place in, and the players choosing this faction are in a small, Stationary town.)
http://2.bp.blogspot.com/_mHVCpqVgj...AACIk/KJ2Tyy-Rqps/s1600/the-road-movie-05.jpg
I'll also try to influence a degree of 'independance' that the players can have, but still try to refrain from anything like a Com. Story. I'll get back to you after I've worked out the possibilities.
http://img187.imageshack.us/i/mustang003621so6.jpg/
MORE WILL BE ADDED SOONER OR LATER.
GIVE ME SOME FEEDBACK, AND I WILL IMPROVE WHAT'S TO COME.
This thread is for developing the foundations for this Role Play. I am thinking of a "Road Warrior meets ..." style format, meaning, Vehicles will play a fundamental role in this roleplay, not only making 'travel' more easy and quick, but less redundant and task-carrying. I'm still thinking of ways to keep this thing from turning into a 'Community Story' askew shamble, while retaining the individuality of the players.
To be honest, this task is a grave one for me to handle, and I may not be able to monitor it and keep it's heart in beat, which is why I will need as many people as possible to play. It's not going to be something hard to do, as Golden Reach anyway, but I may need to come up with a 'points' system to prevent characters from putting themselves ahead of others... Or just do away with any styling whatsoever and leave it free for the three factions I intend to underline in the game.
Simply put, there WILL BE NO classes, but THERE MAY BE stats, much like Alawa's in W.W.W.W.W. & H. with the points/rewards system if she were to approve me using her style, and all, but again, I may need help there due to the effort I'd have to partake, which is time 3 hours of a day that I simply don't always have. Me not being there would be an inconvenience to everyone in tow.
As for Factions, there will more than likely be colors (again) But NO specific fonts to follow. Out of Person would probably be back, and the three factions could be Dark Blue, Dark Green, and Maroon in their color. This is for easier determination of who's who in terms of their sides.
I've also found interesting pics I will use to bolster the image of the RP, and help provoke thought, and I will add them to the main page/dictionary pages I make for the RP. http://4.bp.blogspot.com/_td4gOPRGX...2PYC6OfM/s1600/mad+max+the+road+warrior+1.jpg
http://www.kk.org/streetuse/Homemade%20Tanks%20%209th%20Inf.jpg
http://2.bp.blogspot.com/_mHVCpqVgj...AACIk/KJ2Tyy-Rqps/s1600/the-road-movie-05.jpg
http://www.supanet.com/the-book-of-eli--gary-oldman-12906897.jpg
As the problem was with Golden Reach, the 'forced' use of "History pages" were annoying and a ward-off for some, that confused good players. My intention for this Role Play is however, to have 'interesting' background information about locations and areas associated with 'the world'. You, of course, will need to know the map and areas as in G.R., but you won't need to bother with histories of towns, the three factions, or the like, they would just be there for your amusement and/or characters benefit if possible.
Then, there will be the hardest part for me, or easiest, depending on what I'd go with. Vehicles.
I'm not sure about how I'd deal with vehicles. There are many choices, and since this is a Post Apocky scenario, I'd be pretty rubbed if I read that one of the players was putting their guy in a ferrari.
One possible option is limiting what kind of vehicles would be allowed in the game, as same with the weapons. But I'll be researching a few dozen sites for reviews and words on some of the most reliable and fuel efficient vehicles, as well as looking into some of the best diesel vehicles as well. And, of course, motorcycles.
Another option is dividing 'classes' of vehicles, and approving the name-choices in Character Sheets as a 'page cop'. That way, if some jerk wants to have a Formula 1, the choice can be looked over... Or if someone has modified their car to an exceeding degree, I can point them in the other direction. I don't want characters to be overpowered, like the biggest mistake in G.R. that made nobody want to join the two 'more passive' factions.
The basis of the three factions in Sparse Road are going to be simple, to explain here anyway.
There's:
(DEFENSIVE/ECONOMICAL)
The Ascanio Patriots: (Short; The Patriots)
The Ascanio Patriots are a faction inhabiting the Ascanio region, and are a primarilly 'Americinematic' culture. For one, the Patriots claim themselves to be direct decendants of 'the old world', yet they have an economy that thrives on Bartering and fair Trade and employment. Their 'currency' varies, as both Gold and Silver coinage exist, though rare, and Skills and Items are popular for trade. One of the key aspects that make the Patriots so appealing to other cultures is their Brass-Press and Ammunition reloading industry. The Patriots are by far the most populous faction, though that population comes with a price. The main cities (cinematically influenced) 'Thunderdome' system of two men enter one man leaves has lost it's influence with rising stars in the economy and disbalance among merchants, nobodies, and caravaneers. More worse, the boarder-cities are high in crime, as well as targets for Vanguard raids. For what the 'Thunderdome' cage match doesn't get, the Militia are left to clean up, and the Militia of the Patriots are highly corrupt, poorly organized, and few in numbers of worthy-fighters. It mainly rests in the hands of the citizens to defend themselves.
Specialties: Ammunition production, Specialist Citizens, Trade Economy, all civilians proficient in some form of weaponry.
Vehicles: Various
Negatives: Individual specialist influence & Possible corruption (think Master & Blaster from Mad Max 3), Lack of regulation outside of Main Patriot towns, Poorly organized standing Militia, outdated law systems.
http://imcdb.org/i282683.jpg
(OFFENSIVE)
Rasputin's Vanguards: (Short; The Vanguards) This group of men are followers of a Rasputin-style 'philosophy' brought to light by their founder, Lord Wescot. Lord Wescot was a man with no morals, and he formed Rasputin's Vanguards before heading east towards a fabled promise-land (Golden Reach) to begin a new. He left the gang to Lord Wayne, his apprentace, and he turned the gang from a band of bloodthirsty marauders into a batallion of highly organized tactical specialists and bandits, with a few slavers in the mix. Wayne is now an old man, and looking for a sucessor. The Vanguards run on an economy that thrives on theft and dominance in their main region, and a close third of Slavery. They are a Faction made perfect for lightweight speed, stealth, and murder. Their society has rankings based on Merit; and battle heros are the ones who are given the most wives, as well as bullets.
Specialties: Speed, Tactics (Specialist infantry), and Sneaking
Vehicles: Fast & lightly armored to medium armor.
Negatives: Not well-recieved by the other two factions, Aggressive in behavior,
(NOMADIC/TECHNOLOGICAL)
Belle Vagrants: (Literally, the 'beautiful' vagrants.) The Belle Vagrant faction is made up of experienced outdoorsmen and survivialists that knew better than to cope with silence and solitude in the desperate wasteland. They are considered by many people from the other two factions as 'freaks', due to their ritualistic ways, yet they are also admired in the fact that they are 'beautiful' in many ways. Vagrants are by their nature specialists in whatever they can do, and many of them are physically attractive to go along with it. Vagrants have three major group tasks which they must partake in order to survive. All Vagrants are expert Mechanics, first and foremost, because their vehicles are their lives. Without their main fleet, or working scout vehicles, Vagrants would end up either working in small-time shows for the Patriots, or as slaves for Rasputin's Vanguards. They can also repair Building structures and maintaining major life-support instruments, such as Water pumps and the like, as well as repairing firearms. They know how to adapt very well, as a result, and they can easilly pick up new things. They are also Incredibly skilled drivers, often when seperated from the main squadron, employed by Patriots as 'Forerunners' or working as getaway drivers for the Vanguards.
Specialties: Learning Tech, Repair, Driving, extremely proficient scavanging
Vehicles: Mixture, mainly Slow, efficient & Reliable
Negatives: Low in Numbers, Lone wanders are a Choice target for slavers, Peaceful outlook, (& The 'fleet' is not in the area that Sparse Road currently takes place in, and the players choosing this faction are in a small, Stationary town.)
http://2.bp.blogspot.com/_mHVCpqVgj...AACIk/KJ2Tyy-Rqps/s1600/the-road-movie-05.jpg
I'll also try to influence a degree of 'independance' that the players can have, but still try to refrain from anything like a Com. Story. I'll get back to you after I've worked out the possibilities.
http://img187.imageshack.us/i/mustang003621so6.jpg/
MORE WILL BE ADDED SOONER OR LATER.
GIVE ME SOME FEEDBACK, AND I WILL IMPROVE WHAT'S TO COME.
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