Alright I've been molling over a rather interesting NRP idea for sometime. Something that has, I believe, never been tried before. I've been in my fair share of NRP's, most of which seem ever enthralled in the Sci-era, or sometimes modern, or heavens forbid, WW inspired NRP's. The alliterative to these being some sort of fantasy Mid-age NRP. Now with this experience, I have often seen a great deal of these simply die before their time, giving NRP's a bad taste in most people's mouth. But it began to occur to me one of two reasons for their untimely deaths was, one: The GM had to much on his plate, or interest simply faded after the initial honey moon was over, and for awhile I often wondered how the latter happened so often. One reason I believe was it was lacking a certain drew to it,. that makes shows or movies set in those time periods so interesting. That being interesting stories and characters that make the tale as a whole all the more engaging.
So then came my NRP idea that I would hope would help solve at least one of these problems.
The idea of Age of Glory is as simple as it is a bit ambitious. Rather then have players control large swaths of land and people (and control them in often unrealistic ways I some times find) players instead will play in the shoes of only one, with some liberal use of NPC's, and no I don't mean that there will only be a restriction to kings/queens. In Age of Glory, much like the game that helped inspire the idea, people can play the role of anyone from outlaw to lord, from general to mercenary, from king to freeman/merchant and everything in between. The idea is still in it's infancy, and will be set in a time line less often used, that being late Dark Ages to Early Mid ages. An interesting time period to be sure, all within a fantasy world. (and by fantasy, no I don't mean goblins and elves, just a made up alternative history. I will likely not even have any fantasy races, but if I do they wont be the norm/over used bunch.)
Have not really decided on a name yet for the Continent/world, or the realms that will exist in it. In fact I leave the nation making to players interested in this idea, basically, if there is enough interest, players will pitch their own nation idea's, and the group as a whole will vote on which we will use. These nations should fit a "theme" or culture so to speak to make it as flexible for other players as possible. The more interesting the concept, the more likely people will want to be apart of said nation in one fashion or the other. I am of course open to any other idea's people might have of course, and will be looking for any one interested in being part of the GM team. I'm hoping with this idea, with players playing as dukes, nobles and even lords, there will be a fair focus on individual's and their goals, along with the more realistic appearance of a feudalism society. Just because the marshal or king wants all the lords and their armies to assemble for a campaign, necessarily means they will do so, though they are of course obligated to. This also opens the floor wide open for a greater dynamic of both politics and alliances, especially for players who enjoy those kind of things or perhaps even a simple trader/merchant? And for those more militaristicaly minded who always wanted to live out their dreams of being s viking, why not go for the pirate captain or bandit leader!
It's my hopes with a RP with this much openness and freedom, it might succeed where to many other NRP's have failed in the past. Still if this idea interest anyone feel free to express that interest!
I'll get a basic NS and CS going if enough ppl show interest.
Nation Coat of Arms: (self explanatory)
Nation/Factions Name: (self explanatory)
Culture: (Fashion, architecture, and diversity among the people of your realm)
Demonym: (what your people are called)
Government type: (Every nation uses the feudal system, but some nations might have their own flavor, such as different titles like Counts, Boyar (term for Slavic nobility), Earls, Jarl's (pronounced Yarl, term for Scandinavian nobility), Noyan (Mongolian title), Emir (Arabic term for 'Commander', or 'Leader')
Leader/notable characters: (You don't have to fill this in now, since this will be based on players who join this faction)
Major Cities: (You only have to worry about your Capital city for the Int check)
History: (Add anything you can think off, make it unique and add flavor to your nation)
Military: ( Add here army organization, Do they use banners, companies, cohorts, or battalions? Also avoid modern rank names, Why stick with the modern strictures if you can have your marshals, constables, centuriones, or taxiarchoi; your own conrois, tagmata, or amabutho?)
Troops: (Put you type if units here,Also armies should not be all-capable. Especially in the late dark ages, all armies should not posses the full range of all unit types--like light and heavy cavalry, light and heavy infantry, some sort of missile troops, and some artillery. This is boring. Please try to avoid this.)
Advantages: (What you nation is good at or specializes in, such as such as superb crossbowmen or sailors)
Disadvantages: (What your nation lacks or does poorly in, such as poor militiamen, Calvary or in diplomacy etc)
Export: (Resources a nation is rich in or has an over abundance of)
Import: (What a nation requires or needs the most)
(I decided to merge guild and House Sheet's)
Allegiance: (Like characters, a House or faction can be aligned to a larger more powerful nation, or, in the case of say mercenary order or merchant guild, be unaligned)
Home Location: (Where your guild or family is based, this is usually a town or city, or even near a village on the country side, it all depends)
Background: (your basic history)
Notable Members: (These would be Actual PC's, players have the option of joining a guild or clan, or even being adopted/married into a Noble house, somewhat similar to being in a nation.)
Description: (self explanatory, basic description of what your House/guild is like, practices, and the like.)
Goals: (Optional, basically your factions main purpose or function)
Allegiance: (What nation does you PC belong to?)
Social status: (Where are they in the social hierarchy? Chances are you don't want to be a serf, or present, Thus leaving you with:
Outlaw: Not necessarily a thief or bandit, just someone who is no longer protected by law. Though you likely had to had done something really stupid or illegal for this to happen. (Or maybe you were framed or wronged?) with this you have the option to lead your own warband of raiders and such
Freeman: A Freeman, not bound to a lord or land. Likely what most merchants can their like will be.
Noble: A simple lord, likely controlling your own fief/estate of land, giving steady income, meaning you have Oath of Fealty to a nation's ruler. You also have a personal guard or your own, a dozen or so of the family's retainers and a few locals. Your troops would be based on the nation/region you belong to.
Duke: A lord of a region, in control of a town or even a fortified castle. Your own personal retainers are often much larger then a lesser lords, possibly reaching a hundred strong. (nations will only have a few lords of this rank, likely no more then two-three)
Ruler: This one should be obvious, players interested in being a ruler can submit a nation, and if accepted, can therefore have their character rule it (unless they want to work out another ruler with a another player). Rulers also have the largest retinue's and the most elite men pf their faction. As a ruler in this NRP, there are a few differences, the major one being your army leaders are not slave NPC's that do as you will, but actual players. Giving this NRP a very interesting dynamic and makes war a little more realistic. A lord is obligated to serve his king, but all nobles usually have their own agenda...)
Personality: (Your basic characters likes, mannerisms and the like)
Description: (pretty self explanatory.)
Background: (your basic history)
Goals: (Does your character have any goal or dreams they aspire to?)
Last edited by GrievousKhan; 04-26-2013 at 03:12 PM.
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“Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty.”
Originally Posted by Greycat
Targets already defeated or have yet to test my righteous fury in arena combat. If you are here...know I will come for you...one day..probably.
Ranged from Most wanted atop to bottom.
Lyzan (target found and marked)
Skallagrim (One day...one day...)
Sikako (He eludes me to this day...)
Silux (I will defeat you... Emperor :J)
Melonhead (Judgment pending)
My main concern is that with a setting of such scope, players might end up completely isolated from each other by virtue of the roles they choose. Any thoughts on that matter?
Makes sense in the middle ages one wouldn't know what went on in the next county.
Each day have a summary of the days events in the ooc, to represent rumors.
You seem to have a bright idea. Interested
With the Cadre what you see is what you get.
And some times even a little surprise to keep you sharp he he.
-Alan Rourek, Captain of the Cadre
I am interested, I haven't done a nation RP before though.
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