All,
Hello! I hope you’re all well. I am interested in starting a new NRP. Given that, I have a few ideas I would like to pitch to you, the players. These ideas will certainly be fleshed out. As always, all your comments, suggestions, concerns and complaints are requested.
- The Gods, Men and Everything in Between: This is probably the least inclined to represent a hard faction NRP, but seems to embody the necessary characteristics nonetheless. Players take on the form of Gods/Goddesses and start in a world that barely exists. Utilizing well defined mechanics, those deities will shape the world—-it’s geography, it’s climate—and create races for which to populate it—-humans, elves, dwarves, frogmen, whatever your imagination can come up with.
Upon a predetermined set of terms, the “First Age” will begin, where, having nothing but the Gods that made them exist, the strength of the Gods are at their peak. As they enter subsequent Ages—-the races they fostered in the First Age will form kingdoms, enclaves and personalities. These unique cultures can be corrupted, purified, cursed and blessed.
Unique among the world are the plethora of abilities the deities have. Giving birth to empowered champions by choosing a unique citizen of the world and imbuing them with a segment of your power. Taking reign of a certain sect of the world—-becoming ruler of Death, the Oceans, a certain element or even a facet of the living world—luck, love, lust, etc.
The subsequent ages will see the world change as only by the whims of the Gods and those unique individuals that pop up once in a millennium.
- The Statesmen: A geopolitical, economic and military simulator that takes place following the The War. There are the Great & Victorious Stayes, The Defeated, and the Forgotten. You must meet your nation’s National Goal, work towards your alliances Strategic Goals, as well as seeking opportunities that may help your own nation or simply hurt your opponents.
Given this is immediately following a tremendous war, your nation will have considerable military forces available to it. Demobilizing will keep discontent down at home, but once a unit is demobilized, you may not mobilize it again—-this is after all The Great Peace. The longer it takes you to demobilize, the less enthusastic the people at home will be.
Whether your nation was defeated or not, the end result is simply to be put into the most advantageous position of your nation.