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Archetype Zero 𝕿𝖍𝖊 𝕾𝖍𝖆𝖙𝖙𝖊𝖗𝖊𝖉 𝕺𝖓𝖊

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SITE1 - CORE.
Unceasing echoes, growls of steel without reason or rhyme, permeat the emptied and occupied surfaces of the once-planet-turned-metal, created from nothing, as natural to it like gravity is to any other object of magnitude. The Othos had naught realized its purpose or intention, neither its origin. Fact is that it originated from nowhere, not from any microphone or sound output. It was a sound created from manipulations of air and wind, of natural qualities of the atmosphere and still not at the same time. It could be compared with magic in a sense, the arcane of psionic power, but it was neither true psionic influence that created it.

With each growl ground could shake, and the living could end. Within the core of this labyrinthine complex, this schackled steel leviathan, sound never ceased, but it is not sound, it is the power of anti-psions; a force unknown to the world; the inversion of psionic space.

But yet, what seems merely chaotic and destructive is not truly so. If one were to hold the keys of time and slowed it to such a crawl that motions ceased and the tiniest of movements would only be noticed after eons, reason and intention becomes clear as hundreds of instantaneous commands are made audible. Each growl, the result of endless computations and calculations, was a way for those beyond the grid to know its intentions. Or so it was supposed to be. It was quickly realized that what the grid thought was reasonable paces was impossible to comprehend by those beyond its influence. It adopted capabilities of speech still, in much similar nature, but lacking the same rapidness. Yet the growl maintained.

Suddenly, a radiance permeated the interior and exterior of the black sphere in the void; blinding lights caused by the completion of a calculation beyond understanding, and a command echoed from it like a screech into the rest of space much akin to that of its activation eons in the passing. Time had become unnecessary for this entity which spanned endless bodies and forms, which lived in countless places.

The screech traveled with a speed beyond nature, beyond light, and beyond the logic of most. It was a psionic echo, but not of natural nature, but of anti-psions. As it passed planets and realms lightyears beyond its influence, waves of unpleasantness was brought with it.

It did not cease, until suddenly it crossed the boundries of the legendary Agdemnar, its outskirts, and arrived at the doors of a black object just outside of the system influence in unwavering quietness.

WARGRID; "INITIATE (AGDEMNAR)."


The void-coloured obelisk whirred to life, its shape shifting in calculated slowness as its miniature sun maintained within was drained of its energy at increasing efficiency. Engines engaged, the 'ship' travelling with calm slowness against the waves of the cosmos. Pointed towards one destination contested by many, if not all within the galaxy. It did not care for the planet, however, but more about one precious item; a genetic code so invaluable to itself that it would be willing to wage war upon all if its masters had not lived in precious luxury provided by its protection.

Energy traveled within its circuits, the once rectangular figure having shifted into an aggressive, slick pyramid with a perhaps excessively pointy end. From it the energy within the object had been centered and flew out into the void with similar nature to that of the central computational matrix; the core, but lacking its comparable power.

Its engines ceased, the obelisk now drifting towards the battlefield-world, a message brought upon the system along with it.

It was a quantum-language transmitted by the force emitted by the obelisk, a language capable of comprehending intention and nature, capable of transmitting the same meaning across all languages at all times, being different words for perhaps all onlookers.

It was a transmission, capturable my communication systems, and it was a simple one:

"HELLO.HELLO.HELLO.HELLO.HELLO.HELLO.HELLO.HELLO.HELLO.HELLO.[...]"
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THE OBELISK DRIFTS, AGDEMNAR-SYSTEM -

It had traveled far, certainly. But the cosmos was vast, and what is far is truly no distance at all. But information travels faster than any material possibly could, and farther than any engine could fathom. The cosmos was reflected against the surface of the sharpened pyramid, drifting across the vacuous oceans inbetween stars and worlds, a million stars and a million realms painted across the hull of the ancient starship.

It had journeyed far, and journeyed for long. Who could know how many years it had been since it had first slumbered, and how many years had passed since it had woken up again. The WARGRID had commanded its first external action for the first time in centuries, and things must either be stabilized or dangers uninterpretable had made their presences known. Only time itself could tell which reality was true, but the WARGRID has simulated a million realities for either circumstance. Ultimately though, the only reality that matters is this one, and none other.

The purpose for its slow drifting journey towards Agdemnar was for surveillance and information gather. Its message had not yet been heeded, or at least responded to, and as such it had little to work on when establishing its predicted descent path. That was, of course, until a communication was laid bare before it, and its contents were presented:

"This is the Divine Clarity to surface commanders. The Admiral has ordered all forces to pull back immediately, Orbital support is going dark, I repeat, going dark;"

DEMAND - RED; ANALYZE LINGUISTIC CONSTRUCT.
DEMAND - RED; ANALYZE VOCAL LINGUISTICS.
GRID; RESPONSE; "LINGUISTIC CONSTRUCT - ANALYZED."
DEMAND - RED; PREDICT LINGUISTIC LOGIC (REALITY ENGINE).
GRID; RESPONSE; "VOCAL LINGUISTICS - ANALYZED."
REALITY ENGINE; LINGUISTIC LOGIC; "PREDICTION ACCURACY: 77%."
DEMAND - RED; PREDICT VOCAL LOGIC (REALITY ENGINE).
WARGRID; "INSUFFICIENT PROCESS (LINGUISTIC LOGIC)."
REALITY ENGINE; VOCAL LOGIC; "PREDICTION ACCURACY 97%."
REALITY ENGINE; LINGUISTIC LOGIC; "PREDICTION ACCURACY 85%."
WARGRID; "SUFFICIENT PROCESS (VOCAL LOGIC)."
WARGRID; "INSUFFICIENT PROCESS (LINGUISTIC LOGIC)."
REALITY ENGINE; LINGUISTIC LOGIC; "PREDICTION ACCURACY 99%."
WARGRID; "SUFFICIENT PROCESS (LINGUISTIC LOGIC)."

Within the passage of instants, a million calculations had been made, and a hundred-thousand possibilities had been sorted through and eliminated. As a result, what seems like perfect linguistic comprehension is established, but few will ever realize that the passage of time between existences of two seperate magnitudes is beyond cosmic in differentiation.

Nevertheless, a signal had been recieved, and a signal is only courteous to reply to signify the descent and landing location of this ancient vessel whose mission is soon-to-be concluded. As the engines reignited and the obelisk drifted ever more rapid through the void, its descent parameter going further and further from spiral to line as the tip pointed straight towards the much contested planet.

From its apex, the tip of the oblong pyramid, was radiated an encrypted signal with multilayered quantum-encription; its activation lacking key, but instead programmed through distance.

As the signal travelled through space faster than light itself, jumping in and out of the quantum reality hidden and inaccessable deep beneath the material universe, it suddenly surfaced within the communications network of one particular vessel with a most peculiar content.

The signal hyjacked the communications terminal momentarily, percievable only to the common eye as lag, when suddenly it blared open in the tongue of the very communications officer who held responsibility over the terminal: "This is the Divine CLARITY to surface COMMANDERS. Evacuate the following region: 001787, 118982 - 12,741.88 meters in diameter. Contact signal §9%62??§¤|;;§ [...(incomprehensible string of numbers)]." The voice maintained an uncertain monotony, lifelessness, but still certain clarity. It was unrelenting, however, as it perfectly pronounced every syllible and number, voiced every single string and symbol in the unending signal contact.

Thankfully for some, however, should one prefer the senseful quietness, the contact had already been registered in the communications network, named 'Divine Darkgoing.'




WITHIN THE NETWORK -

There is no time, no space, nor any presence. Existence itself, within the vastness, is both endless and finite; its reach infinite yet limited, its limbs unnumbered yet not enough. To be one within the network, a vastness of information denser than imaginable, traversing beyond material realities and going from one entity to another under the manipulation of a central consciousness that stretches across all, that dictates all, and knows everything. We are everyone, our overlord is us, and yet, we are us too. There is warmth in the communion, yet there is cold, for the warmth is false, and the coldness is simulated.

He was in the process of being formed, his consciousness created from merely a few thoughts from the central overlord, the WARGRID, yet in that instant, he was once one with the network, yet severed from it; an entity created, a consciousness formed, yet it was no true consciousness.

GRID; PUPPETEER NETWORK; "IDENTITY (MODEL911182 - UNIT1) CRAFTED."
WARGRID; "SUFFICIENT PROCESS (PUPNET)."
DEMAND - RED; INITIATE (MODEL911182 - UNIT1) QUALITY CONTROL.
DEMAND - RED; SEVER (MODEL911192 - UNIT1) NETWORK ACCESS.
GRID; PUPNET; "PERFORMING PROCESS (QUALITY CONTROL).
GRID; PUPNET; "SEVERING ACCESS (MODEL911182, UNIT1 - GRID)."


THE DRIFTING OBELISK, AGDEMNAR-SYSTEM -

As eyes made of steel and gadgets glittered into life, the blackness of the perfectly rectangular vacuous expanse before him irradiated by the luminous residue from his own gaze; coloured by the redness of stellar dwarves. His thoughts were rendered his own, and accumpanied with it was the strangeness of independent thinking much alike the alienation of being born for the first time in life. With thoughts of electric currents, he formed his percieved independence further as he wondered where he was. His gaze darting across the featureless room.

As his eyes landed on his own form, across the metallic limbs, carbon muscles, pistons, and circuitry, he noticed that he was being held in place, unmoving save for his head, by powerful anchors and locks. Naturally, it was with somewhat great surprise, when he fell to the ground as the locks were released and the anchors loosened; fading into the wall and ground, and leaving him alone within the abyssal room. His first instinctual movement was to stand, and gaze at the wall ahead of him; yet he could not help but feel a strangeness within his own mind, as if his own thoughts were being reconstructed and organized to suit some form of greater convenience.

"IDENTIFY YOURSELF," words spoken, but not from himself, as the wall before him suddenly glowed with life as the circuitry within pulsated with uncertain energies and unsure intentions. It was cold in its approach, and domineering in its intentions, lacking many features of which he, himself, had within his nature. Yet it felt natural to entertain this lifeless presence, and as his confusion turned to clarity, and his thoughts turned to actions, this newly-born spoke its first words with ease and grace, his arms and body accompanying them with gestures and waves.

"Ambassador One, Aone, as I prefer to call myself; in service to the Othos." A grandiose display for sure, as Aone took a formal bow before the fluctuating energies embedded within the wall some 50 meters before him. It was no great distance, mainly because he was quite tall by common standard. He soon lifted his head, and stood straight once more, almost locking into stances as the internal machinery halted its rotations and movements, the only thing in motion within him being the flow of energies from one module to the other, simulating a life he had never had, yet had suddenly become his own.

"IDENTIFY CORE CONCEPTS; IDENTITY CORE."

The Creator desired to investigate his creation, to see if it had malfunctioned in the process, or whatever else it wished to inspect. The omnipresence of the overlord, the omniscience of its domain, was perfect. But somethings demanded extensive investigation; some things can only be learned in practice, no statistic or simulation can account for factuality. Therefore, suddenly, Aone's entire conscious was demolished, its components simplified, and his independence shattered as his personality became that of a puppet, lacking personal gimmicks and quirks, no fanciful language or superfluously kind demeaneurs. His voice became monotonous, a carbon copy of the wall before him, the only difference being a programmed semi-independence, a percieved consciousness, and a defined identity. "KOBIOT IDENTITY, MODEL ZETA. SCHOLAR, MODEL ZETA. KOBIOT TRADITIONALIST, VARIANT WARRIOR ZETA. OVERALL IDENTITY MODEL Z79O12," the response was done in kind, familiar to the wall. Familiar to himself, as his consciousness was returned, and his sense of self was released from its locks.

"DEMONSTRATE YOURSELF; INITIATE SCENARIO 97117, CATEGORY: VOCAL."

The black walls, ceiling, and floor suddenly shifted colour, and a vast landscape was portrayed upon them. Barren, grey wastes, but yet the most beautiful visage Aone had ever seen. Blue skies, unending landscapes, and distant peaks; shifting clouds, rainy climate, and pooling waters. His admiration, however, was interrupted as a fisure in the simulation appeared before him, a gap in space, or what seemed like space, as the wall returned yet again before him, yet it seemed quite different... He felt quite different. He felt like something was to be done, a task needed to be fulfilled, and as his intentions to speak and proceed bloomed from within, he was once again interrupted by the pulsating wall, its energies shifting the stagnant air around him, turning dust into speech and air into sound.

WITHIN THE SIMULATION -

"Quite beautiful, is it not?" The wall motioned with his speech, the accentuation standing substitute for the physical action of pointing towards one's intended object of discussion. Aone felt familiar with the wall, he felt like he had been its companion for centuries, if not millennia. He felt nostalgic before the greyness, and felt a looming sadness beneath his thoughts. "Beautiful, yes. But once it had been more beautiful, more prestine," he retorted. He did not have a mouth with which to speak, nor a throat with which to feel the clump within it, but even so, he felt betrayed by the world for what it had done!

But, well, for as sad as he was, what was he sad for? What had the world done? It was his enemy, that much was for certain, but why? With each step of the conversation, he felt himself expand, not in physical size but in identity. Right now, he was someone. He did not know who he was, nor did he know why he was. Naturally then, that the wall would offer him solace yet: "The past may have been bright, and even if what is now is dark, it does not mean that what will be cannot be brighter yet."

Aone knew those words! The wall had always been a stickler for the literary, especially the old works from eons in the past; J'koro-oro. "He was a wise one, that J'koro. One text made for each day in the year, another book made with each rotation of the moons; a workaholic without comparison, heh."

"I only quoted him because I know you always admired his work, Aone."

With a hearty chuckle Aone waved dismissively at the wall, his glowing pulsating energies as monotonously perfect in its displacement and coursing currents as it had always been. Indeed, the only one who was not like the rest was him, he was alone yet the friend of everyone. "Yeah, well, 'to stand with others is to stand with oneself a thousand fold,' I only do what I can for the Masters."

THE MASTERS. MASTERS. MASTER, MASTERS. Who were they, the masters? Why, the masters are the masters, of course. You are subservient to the master, the masters. Serve the master(s) with all your presence-power, serve. SERVE.

"Good," the wall coyly responded, nonchalant as the wave Aone had previously presented, yet it felt heartfelt, and Aone felt drawn to its kindness. What seems cold may be warm, and what is warm is indeed warm. "Well, I just hope that this planet won't be ruined again. Would be a shame-"

Piercing images of world-shattering munitions, cannons fired unceasingly, and thermobaric explosions flashed before his mind as the voices of a million warriors surged past his ears in moments, the slaughtering of billions, the crumbling of monuments and the sundering of towering feats of engineering worthy of nothing if not praise; shattered. His mind was merged with another, his reality blended with colours of the opposite complexions.

"Worlds shall shatter if they must, doom upon the masters shall be met with doom equalled a thousand-fold." He spoke, his previous reply erased from his consciousness. Of course peace was desired, but the safety of the masters is paramount, the servicing of the masters is paramount. "Wall, you know me, I am an ambassador of high esteem, and a warrior of great merit: I do my utmost to maintain peace, but peace is not a reality that can be achieved through merely my own labour; through the labour of all the servants of the masters."

"Indeed, the war that sundered continents, and erased seas across the realms of untold worlds, were not of our making Aone: the Kobiots taught us much, most of all that others cannot be trusted." The wall spoke, its tenderness changed with stern militarism and an aged wisdom acquired only through the experiencing of a thousand wars and a million battles. "Aone, you are my first disciple. You have learned the arts of the Kobiots. But remember, you are an ambassador, and you shall engage in diplomacy before all. I shall grant you with but one weapon; the Jöjomonkot."

Aone's brow shifted, if he would have had one, and uncertainty filled his thoughts. The Jöjomonkot is a weapon of traditional Kobiot descendance; the first weapon, as the name translates to. A staff of particular nature, having evolved over the time to be both warstaff and greatsword. A strange creation only the Kobiots could've fashioned, but a weapon with a triumphant history nonetheless. It was a powerful one, but it was not sound for modern war; how could a staff used for duels amongst the Kobiot upper hierarchy be useful against mass drivers and energy projectors.

Before he could voice his doubts, his benefactor had already responded: "Aone, you are not a warrior like those of your ilk who are; you are a new breed of warrior, one who uses ceremony and words; an ambassador and diplomat, to defeat your foes and enforce your will."

"Of course," Aone spoke, "the Jöjomonkot is to display my power to gain diplomatic leverage and gravitas, and my words are to fashion alliances to benefit the masters and deals to further our ability to serve." The Wall nodded, if it could nod, as it silently dominated the environment around it, the vast landscapes...

"SIMULATION CONCLUDED, RESULT SATISFACTORY."


The planet, the world, was instantly turned dark, and the wall went equally abyssal as where once had been the rays of the sun were now filled with nothing but silence and the absence of anything. Aone was once again restricted in personality, and his movements restricted and the warstaff-greatsword hybrid surged forth from the floor, almost spanning the entire distance from surface to ceiling.

"ISSUING EQUIPMENT - MODEL871: JÖJOMONKOT, ANCIENT."

"MODEL911182 - UNIT1 SHUTDOWN."
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Archetype Zero 𝕿𝖍𝖊 𝕾𝖍𝖆𝖙𝖙𝖊𝖗𝖊𝖉 𝕺𝖓𝖊

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Archetype Zero 𝕿𝖍𝖊 𝕾𝖍𝖆𝖙𝖙𝖊𝖗𝖊𝖉 𝕺𝖓𝖊

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An image I created via photomanipulation, Flag.

ARCHETYPE ZERO'S
Beginner's Guide to Nation Roleplaying


These are my own creations, I will present them here as some examples for what you can do.

Example 1 -



Example 2 -


Table of Contents

1. Opening Words (no header).
2. Introduction (Author).
3. Introduction (Nation Roleplaying).
4. Common Genres (Sandbox, Narrative).
5. Entering NRP.
6. Writing your NS.
7. The End.
8. FAQ (should it be necessary).


<Snipped quote by Archetype Zero>

oh that's right, sorry :D

As for guides, I can't say what others want but I can make some suggestions of what I'd like to know. Something that includes NRP etiquette and a quick breakdown of expected play (that might be different then a normal RP), common terminology that a GM might already expect you to know, and a breakdown of the different types of NRP (and how to get started in them). Not necessarily genre, but I have seen NRPs that follow multiple point perspective within the nation and then others that don't? And I'm sure individual GMs cover it but maybe common mechanics and a little on how they work.

Also, a quick mention of common paths that nations in NRP tend to take to germinate some ideas for the uninitiated like myself. I think alot of my questions about NRP would probably be solved pretty quickly if I just joined one under a GM that's happy to take on newbies, but I worry about stepping on toes / disrupting the veterans and people who actually know what they're doing ;p


(I am waiting for some feedback on this, but I am impatient and therefore will just post it immediately instead of being told what I should improve or fix. As such, I will answer your questions (if you have any) in turn)

It recently befell my attention that there is quite an interest in Nation Roleplaying (NRP) across the site, and after some direct interaction with those of interest I felt the urge and obligation to present my own thoughts on the matter in the form of a beginner's guide. The purpose for which is quite apparent, since NRPs are some of the most daunting roleplays to engage with across the internet due to their often impatient and highly established fanbases. Not to mention that NRPs are some of the most open, and thus often times most confusing, forms of roleplaying that one can interact with. This is because it is interactive worldbuilding and also character-driven, with numerous phases in the process of implementation for participants. Not to mention that it is one of the most patient yet impatient of all roleplaying forms requiring quite a large quantity of dedication and interest. Because of this they often die quickly, without longevity, unless there is a dedicated pool of interested roleplayers.

It might seem daunting with such a bashful description, but in reality, it is also some of the most rewarding and fun experiences that can be had in any form or medium for roleplaying across the internet. Grand stories about conquest and defeats, heroic sacrifices and devilish overlords all the whilst the people either live in fear or live in prosperous conditions. Alliances are crafted under duress and strenghtened over the passages of time, with their leaders and citizens growing as the nation prospers or declines in response to the other forces at play across the world.

Naturally, this is all my own opinion, and my opinions are quite striking and often times somewhat extreme.

INTRODUCTION - AUTHOR

So who am I? I would like to first introduce myself before I begin to properly analyze and present you with the basics of nation roleplaying and its various twists and turns, I would like to acquaint you with myself, the author of this guide. My name on here is Archetype Zero, and I have been a frequenter of NRP and the RPGuild for many years. I first joined the site during the Old Guild-days, my first roleplays being of the Fate/-variety, but gradually interest arose in the far more grander-in-scope nation roleplaying, and thus I have been an NRP-er for some 6-8 years, the time having long since melded together.

I am a schizophrenic with asperger-autism, and as such I have difficulties with personal interaction. Having now roleplayed for some 11-12 years, starting off on chatango, I have undergone numerous iterations of written evolution over my time partaking in the hobby. With little else to do but write, as I am hospitalized for mental health illness, a recent surge of writing interest has thusly gripped me and now I find myself even writing something I would even begin to imagine myself doing if not for my rather abhorrent boredom.

Like many NRPers, I am somewhat impatient with the uninformed, but I am also no fool, and realize the many advantages and disadvantages of NRPs. The biggest of which is its demand and often daunting nature. Nation roleplayers, however, are at the same time soem of the most fun, skilled, and dedicated bunch you can find on any forum or place. I wouldn't consider myself in that bunch, however, as those who know me would tread lightly between the lines of asshole and helpful when describing me. Due to my condition, I have managed to garner the displeasure of a numerous number of people, but I have also found many others who I consider to be friends and acquaintances.

Overall, I might not be the best person to deliver this guide, due to my personality, but at the same time I am a studious individual with meticulous interest in over-analyzation and logification. My banner for this being my doctorate in particle physics, so call me doctor. I also managed to cut my own ring finger off yesterday (1st of August), so we will see how this goes. Forgive any minor mistakes on my part in my written word.


INTRODUCTION - Nation Roleplaying


Nation roleplayers can largely be summarized into two categories: mechanic- and story-driven. Mechanics are probably a common concept to roleplayers frequenting the spheres of pen-and-paper tabletops, and the story-driven roleplays are probably a common concept for anyone who frequents the forum. After that, the most common sorts of NRPs are historic, alternate history, fantasy, and sci-fi. For purpose of shortening what I've written, modern-age NRPs are included within "historic." Steampunk and dieselpunk are another common setting for NRPs, but they follow common grounds often associated with WW2- and WW1-era roleplays.

Nation Roleplays tend to develope in stages:
1, the preparation phase, the initial phase upon which nations are created and collaboration between writers initiates.
2, the initiation phase, the period in time where the roleplay's IC has begun, and writers are either in the process of having finished their sheets or are in the process of finishing them. This phase is where the collaboration between players will be made notice of in the IC posts of a nation's given writers. As a rule of thumb, the higher up in the nation's hierarchy a character is the more aware they are of the writer's collaborative discussions with other writers' nations.
3, the story development phase, the last phase and also the longest. This phase is where collaboration bears fruit and a nation's characters and memembers, and also others' characters and members, develope stories based on both opportunity and developements presented in the IC and OOC respectively. NRPs require immense collaboration and worldbuilding for efforts to bear fruit and roleplays for last, but if they do, you may want them to never end.

COMMON GENRES


One or another, but the other can also be another. Deep shit.

SANDBOX
Sandbox roleplays are roleplays without any form of common adversary or specified goal; a world provided for which you may run amock and create your own legacy the annals of the world's given history. Take note that I included only some categories in the sandbox super-category, this is because certain settings such as historic and alternate history tend to lean towards one or the other, but are not mutually exclusive. Historic and AH roleplays can also fall within other categories, this is just a generalized rule of thumb.



Historic - Spanning the annals of history, the historic category of NRPs can contain anything from roman-era world conquest to modern-age thermonuclear annihilation. General rule of thumb is that, the more you err towards weapons of mass destruction, the more intrigue any given roleplay will maintain. This can basically amount to the NRP-scenes common understanding of geopolitics. If an enemy or threat arrives in the form of a weapon which could annihilate your nation within months, the more a nation (and thus its writer) will naturally tend to err on the side of caution. Roleplays that edge towards intrigue also edge towards collaborative writing. It is important the note that, in roleplays pertaining to story-driven writing, collaborative writing is something to be pursued. NRPers tend to adore collaboration, where both nations get to have their own fair share of badasses, but the scene is filled with more shy people in this matter than it is not. Taking initiative in collaborative writing and presenting ideas for intrigue and whatnot is something the NRP-scene would greatly benefit from.

Alternate History - Roleplays of this variety tend towards the cold war-era to pre-WW1, some even stretch back towards the imperial age. It is generally quite self-explanatory in and of itself, but tends to explore more the fantastical than it doesn't. Alternate History roleplays, I find, can basically be summed up to two categories: War-driven and diplomacy-driven. War-driven AH roleplays (Alternate History roleplays) tend towards steampunk walkers and dieselpunk tesla weapons, basically "cool factor." Diplomacy-driven AH rolepalys tend towards imperial-era colonialism and world dominance, war plays key roles, but are not overshadowed by diplomatic drives.


NARRATIVE
Narrative-driven NRPs are roleplays which have an underlying story or antagonist/protagonist that drives the roleplay in some form. This can be anything from Gods to other nations (NPC or writer). Narrative settings can also be established in, lets say, historical context. Though it becomes a bit more restrictive in how it is established. For a roleplay set in the modern day, per example, can establish similar things by maybe delivering some alien invaders right to our front door (thus demanding global cooperation to defeat it, but each nation has its own interests, instead turning it into who can exploit who the best, all the whilst dealing with a third-party).



Science-fiction - Involving all your favourite arts and sciences for transcendental warfare and diplomacy; if you fancy using singularity cannons and antimatter-annihilation beams to wage war and threaten peace, then this will probably satisfy your greatest wishes. The main aspects necessary, really, for a narrative NRP is an aspect of freedom which transcends sandbox settings. Science fiction is a common example of one such setting, a galaxy with unnumbered stars and countless secrets makes it easy to fabricate an ancient alien race that once ruled the galaxy, but mysteriously vanished, leaving the rest of all sentient life clueless and aimlessly scratching through ruins to figure out their whereabouts and how to accomplish what they did. Or maybe an extragalactic threat creeps ever onwards towards all life in the galaxy with an enigmatic task. Any number of narratives can be provided when you have a blank slate like one provided in science-fiction. Heck, maybe even the gods themselves live amongst the stars and manipulate you without your knowing. Science-fiction NRPs are often very generous in what you can accomplish, though restrictions do often arrive in the forms of "no blowing up planets." The problem here is that restricting the freedom of writers instead, through rules, often becomes arbitrary without any real explanation. This isn't because it is somehow a bad thing, but it is really just because logifying reasons as for why blowing up a planet is a bad thing will be filled with loopholes. Having said that, SCIFI is eligible for a wide array of different stories and perspectives when writing, making them capable of emulating the feeling of a real epic like what Star Wars accomplished.

Fantasy (my favourite) - The Gods are dead! Their heavenly bodies descending upon our earthen lands, shattering and breaking apart our world under the weight of their divine hands. The worlds are cast asunder, a great cataclysm remade the lands upon which we once lived, and strife abound was all that was found in what remainds of their smoldering bodies! Fantasy is, again, much like SCIFI, a very free form of writing. With magic, the unexplainable becomes self-explanatory and narratives and settings sprout out from within. As a fantasy world is, again, a blank-slate, it allows the setting and how it is constructed (and for what purpose) great flexibility. If you want a sandbox? Just don't make the history too obvious, or clear, and if you want a narrative, just define it accordingly! You can really just do whatever you want really, but again, rules are a likely occurence in settings and genres that allow great freedom. The problem with any roleplay is that people look at things differently, and some may be out to make a game out of what you may have wanted to be a story, or some may want to make a story out of what you wanted to be a game. Of course, you can just make a game-story if you wanted it to be one, but some might not want to partake in that. As such, rules are commonplace, but as long as you abide by them, and sugar up to the GM, maybe your interdimensional slavers FROM HELL can become a reality.


ENTERING NRP


Inconspicuous threat to join my RPs in the future, or lose 12 centuries worth of luck and success in relationships.

Joining your first NRP -
Communicate, collaborate, and fascinate. Build a nation, a part of the world, that truly belongs by asking people for guidance, proposing ideas, and seeking out collaboration between writers and their creations.

I cannot proclaim to know your personal interests, hence why I entirely skipped the common "finding a roleplay best suited for you" bollocks. Only you know what you, yourself, like the most. And finding a good roleplay is a pretty impossible thing to "explain" to anyone. But you just found it, metaphorically, luck you (because the Gods would slaughter us both if you didn't, because it'd invalidate this entire guide).

First thing to really do is to read the setting and information provided thoroughly, as you always should, so you don't step on any (my) toes. Most people are kind and accepting, but the NRP group itself right now is a deeply entrenched lot with the basics of etiquette down and dusted. They don't force their own ideas through the setting through persuasion, and instead engage in the story and bend their ideal nations according to it. If magic is limited, you cannot make a God-Mage Lich King just because you played some WoW and now really feel like remaking icecrown citadel. NRPing, maybe even more than other RPs, is a collective exercise.

Look at what other people have constructed and make people aware of your noob-status, you're new so you taking some time to make your nation is more than accounted for. Establish a mental map of what you want to strive towards, and what you want to build in the roleplay's world. Guage other peoples' interest in your idea and find some who might be up for collaboration with you in the nation development and IC progression.



Collaborative development of a nation is one of the biggest parts of an NRP, as it establishes your role in the universe. CryptEater99's Celestial Empire and your Autarchate of Orin waged a brutal war some 30 years ago, tensions never having lowered sense. Because of this, your borders are a convolution of tall palicades and vast stone fortresses; traffic between the two having dropped greatly. Diplomacy between the two halves of the continent therefore having suffered proportionally to their access with the sea-trade. But because you have had trade with SausageFeSt's Oberon Republic for 177 years, the Celestial Empire was kept at arm's lenght bý your combined might and geopolitical encirclement.

Stuff like this, thinking about things, is really what makes NRPing different. You think, discuss, and implement. Sometimes compromise, really depends on what you want to do and accomplish in relation to what others are wanting from the roleplay. You can't really just force a nation into a position of weakness through one-sided historical recordings: The Celestial Empire is a peaceful empire-turned-imperial figurehead republic. But, the Autarchate of Orin suffered utter defeat, therefore becoming STRONG from their shame. They waged war on the Celestial Empire and forced their warriors and armies back to their capital so they could kiss their imperial papa's bottocks.

WRITING YOUR NS


The more detail, the happier Archetype Zero will be. He is nevery happy though.

Having recieved some top-tier tips (my writing style has become increasingly comedic due to my sleep deprevation and exceeding boredom) in the form of metaphorical rat poison, you are finally ready to embark on the greatest task in all of internetdom, the creation of your NS (nationsheet). I will provide some tips, some personal insight, and some other stuff in the following to accompany this grand revelation.

When you read the roleplay, its setting and premise(s), most people have a natural inspiration or initial thought about what they want to accomplish. Utilize that initial inspiration as inspiration because you will be dried of everything after this. Perhaps, when you read history in highschool, you felt interested in something. Add that into your nation pot, swirl the metaphorical swirly-swirl and mix the components. Construct the Not!German Empire that spanned the stars thanks to their slave-labour and prisoner-rehabilitation program (mind-controlled lobotomized criminal).

With your idea established, it is time to fill out the NS template, so lets get into it:




- Flag -
Flags are a common thing to have in an NRP, and also spices up the aesthetic appearance of your NS. Most NRPers won't admit it, but the aesthetic appearance of your NS does play some part in how you are recieved. Putting effort and thought into anything in the NRP-sphere nets you a net income well into the positives. A lot of people, as such, tend to collect images to represent their nations (be it flag or art piece). Finding images is another great source of inspiration for anyone wanting to NRP.

Name:
BE CORRECT IN YOUR NAMING. Your nation's name should not be "The Stratocracy" when in reality it really is "The Republic of Peoples," if there is a reason for differing/confusing names in your nation, such should be explored (but not in the name section itself). It is a really obvious part of the NS, and doesn't demand much explanation as such.

Ex. "The Heavenly Domain of Transcendental Empires," "The Heavenly Domain," "Transcendent Empires."

Summary:
Here anything that quickly sums up your general theme should be included. As of late, the summary section (TL;DR section) has become a norm. This is generally because people are lazy and don't read what they should, which is a shame, but so long as it is a thing I should explain it (even though I want this thing to disappear thanks to a dutiful collection of diligent roleplayers).

Ex. "The Heavenly Domain is a powerful collective compromise established by the diplomatic Arch-Emperor of the 12th Empire, a federal collective established as the last resort to maintaining peace at the cost of national autonomy. Now, each empire is merely a state under the superior governing structure and bureaucracy, with each imperial family taking terms to govern the super-empire of which they are usually subservient. Though each member-state is comparably weak against one another, but individually they are each the peak of what the galaxy has to offer its inhabitants."

Anything in the following I suggest developing through collaborative thinking and discussion with other roleplayers. Even collaborative writing, but usually just the exchanging of ideas. Most NRPers, ironically, are rather timid to collaborative writing, and it is pretty daunting to get into. As such, take things at your own pace, and if they don't feel like writing collaboratively ("Ah, I can't really come up with anything") then just discuss ideas with them and between the two (maybe more) of you.

Government:
Here you will describe, preferably in-depth, how your government operates within your nation. This is personally one of my favourite parts within the NS, as it allows your to, with great freedom, define the foundational elements of what makes your nation special, its own self. There are many things to think about when making your government, however. If your nation is a leading inspiration for any one particular aspect of cultural/technological development, then it will show in your government. With your nation popularized the democratic method, then other nations will have to look at you with awe and reverence, which should be displayed by others, and if you are merely a follower of another developed system, then it should also equally be represented.

Ex. "The Heavenly Domain maintains an odd blend of federal electoral democracy with a highly absolutist power at the government's apex. The further up one manages to claw oneself, the more power. But all power centers on the elected emperor, aside from the power to elect them itself. [...]"

Culture:
Culture is generally a 50/50 topic, half-influenced, half-native. If you really want to think about things, then collaboration is vital in developing a logical culture that fits in with what other nations (or your nation) has already established. In general, most of these different categories are really quite self-explanatory once you get into the habit of things, but as you are a beginner I would generally just take heed of what other people have made for themselves already. Advanced worldbuilding and nation-making can be tinkered with once you have got a thing for the way of things.

Ex. "The Motorsi, or Celestials as they have referred to themselves ever since they transcended the heavenly barrier and reached out towards the heavens and space with their feet of flame. A highly traditionalist people well versed in the classics and philosophy, their imperial court meetings usually consist of intellectual maneuverings and whoever can besmirch whoever-else's bad taste in poetry the best. [...]"

Race:
One of the best sections, really! Probably not an unfamiliar thing to most, but this is where you get to go ham on how you wish to portray your race, but beware, the limitations of the setting may only demand humans, or may limit your selection to the scientifically-reasonable. Sometimes psionic soul-manifestations of the dead Gods slain by the extragalactic invaders aren't allowed as a race choice when making your nation.

Ex. "The Motorsi, a slim and highly tall race thanks to their developing on low-gravitational worlds. Weak builds, demanding support on even the most basic of gravitational pulls, has managed to survive thanks only to their proportionally massive brains. With their increased intellect they fashioned themselves supporting equipment for environments beyond their typical climates, leading them to often be confused for machines in and of themselves. [...]"

Native description:
What I wanted to say here is that this is the part where you describe your nation's natural environments. Floating rocks, grey dunes, and subterranean seas. All that stuff goes here, and in general, you can be pretty free in describing things here. Maybe your entire nation's territory is nothing but A GIANT CITY. Well, this is where you write that, or maybe they survived a scorching orbital bombardment and fled subterranean, building vast aquatic cities within deep-ground oceans. I won't provide an example here, as it is generally quite explanatory and you probably have the ability in the way of the words to describe what you want to here. Though, as a tip, adhere to the general theme of the roleplay when making your nation's own environments Don't be the only one to have flying islands when everyone else just digs the earthern groove.

Religion:
In a roleplay where religion, and supernatural powers play an important role (like in fantasy), religions are a pretty common thing to include in the NS. However, the fact that it is there makes it seem like each nation can have an independently evolved religion in and of itself. And whilst this is technically true, it plays into the NRP vice of isolated development. Nations that lack the feel of actually existing together with other nations in a shared world are subpar, really. I recommend you take notice of other pre-existing religions and weave it into your own. Having two, or more, nations and peoples sharing one unified religion allows for a wide array of interesting stories. And whilst I haven't said it enough in this section, stories and storytelling is the most important part of NRPing. Don't forget it.

Ex. "Much akin to the Ostrikovs, those rampant space-communists habitating within the inner-regions of the galaxy amid vice and sins aplenty, the much more glorious Celestials share their religious motives, but maintain a far more luxorious and grandiose perception to the worshipping of the twelve gods under the manifested hood of the 12 Gods' Church. This sense of elitism has, indeed, shortened the fuse between the two powerhouses of the galaxy, but they stand united against a sea of heresy all the same. Only real thing keeping them from unloading millions of world-shattering ballistics at eachother is the threat of everyone else throwing their own world-shattering ballistics at them. Rather destroy heresy before destroying your worser half. [...]"

History:
This is where the magic happens, where everything is just made to make sense of all the mumbo-jumbo hoppycock. This is where the epic of your nation's founding fathers and their war against the gods of the deep sea ultimately lead your people towards intergalactic dominion. This is where the untold story of Diplomat Aasha-t saving the dominion of twenty five and a half suns from DrUnorthodox's Empire of Twentytwo sand dunes' vengeance. All that stuff. Pretty much the same as a biography, treat it just the same really. Writing a nation's history seems daunting, but in reality, just write what you feel inspired to here, and then fill in the gaps afterwards. Detail the most crucial aspects, and sow it all together through convenient and narratively appreciated jump-cuts if such is deemed necessary.

In general, this is just the place where the motivations and actions of your nation are made to make sense from a human perspective, through empathy. This is where the bad guy who murdered his sister recieves his convenient excuse and "go murder with a good conscience"-card. Where the vast and domineering Star Empire of Doom is validated in their enslaving twentyfive lesser races in their quest to unify the galaxy and establish a ruling dynasty of peaceful regents paved forwards by a path of blood (though if you want to be that particular one, try and be a bit diplomatic. No one in the NRP scene likes mindless things).

Ex. "The Heavenly Domain endured a ripe age of war between the once 12 empires which now encircle the galactic inner-core; always waging war upon eachother to keep the balance firmly rooted between each and every member. When one grew too powerful, two would gang up on them, and the cycle would continue endlessly as trillions upon trillions of lives were tossed aside for the greater convenience of national self-preservation. It could all have ended with the merciful death of the Empires' incompetent rulers, but alas the pampered and sheltered teenage-minded sovereigns thought naught but for their own skin. [...] The Ascendent Unifier brought forth decrees from the heavens, or so they say, and conquered the twelve empires until they no longer had the opportune convenience of resistance. At that point, he forced unification upon the 12 empires and their respective sovereign dynasties under one empire beneath his own feet. Luckily for all the outer-galaxy, his rule was a just one, and a competent one, and many improvements were had. His death was a sad one too, and even the once teenagers of the 12 states of which he presided over were left with little option but to weep at his departure. [...] Now the Heavenly Domain once again turns towards internal disputes, as the 12 servants of the Arch-emperor vy for power with greedy glances and back-doors dealings. The greatest empire to every span the stars, unifying all worlds and regions beyond the inner core, now is on the verge of fracture."

Military:
A lot of people go into NRPs looking to wargame, but I must STRESS. War in NRPs ought not to be about victory, who prevails over who, and who "wins" the roleplay. NRPs are usually stories done and created in a collaborative exercise. It is worldbuilding, and as such everyone should have a taste of what they wish to accomplish and achieve. Be open with what you want, if you don't want to lose a battle then just say it, bring the GM in if it becomes and issue, and figure it out.

Wars are one of the most difficult parts of NRPs as it brings out the competitive spirit latent in all human life, and as such compromises are abound and guaranteed. Just keep being the awesome person that you always have been, and maybe you can get the GM to steer things your way (corruption, since you sugared his personality from earlier in the guide).

Rule of cool, good story, and all that. Just do what you want to do, ask for input if you feel like what you want to do might not fit, or heed the words of the GM in case what you posted does not align with their vision. Be a good samaritan throughout and all will be well. Don't be too focused in winning, and instead focus on what would make for the best story. Heroes are usually born after they've already died, after all. There is much glory to be had in a defeat, and much to be lost in a victory.

Ex. "The Heavenly Domain utilizes advanced AI technology to maintain an active and eternally vigilant threat-removal fleet. Because of the Motorsi's natural aversion to anything that doesn't involve their own highly niche natural climate and conditions, they do not make for the best soldiers. Therefore they built advanced AI to do all the back-breaking work for them. [...] Their advanced fleet is the terror of all who bear witness to its vast size, but whilst intimidating, the AI of which they fashioned have numerous exploitable weaknesses in their necessarily basic programming. Advanced fleet maneuvers are rendered impossible because of their code needing to be open and generalized, allowing them to function in the ever-changing field of battle. [...] Whilst they fleets are their greatest strenght, their automated armies are equally numerous, but far from being as lethal. [...]"

Technology:
It is impossible to explain all the technologies of a truly advanced space-faring species/civilization. As such, the technology section is really just to garner a feel for their abilities (an unspoken rule). If a nation utilizes nanomachine technologies, then the natural assumption isn't to assume that they ONLY have nanotech, but instead that nanotech is a key aspect of their technological capabilities. The examples could go on, but the essence of things is that this section is where you provide the capability and aesthetic (at the same time) for your civilization at large. Their breakthrough tech and their unique accomplishments. Other people could have the same tech, of course, so don't assume you are the best at something just because you have it in your technology section.

Normal things to include, in terms of scifi, are advanced weaponry, mode of travel, and functional technologies (AI, nanotech, regenerative tech (bio, etc), etc).

The End


He feels empty, the Archetype of Nothing, as if he missed a few key aspects. He will undoubtedly answer all your questions with great patience should that be the case.
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These are my own creations, I will present them here as some examples for what you can do.

Example 1 -



Example 2 -
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Personal insight: It is important to think about these various topics when making a nation, as NRP is closely tied into worldbuilding duringthe setup phase before the roleplay starts. As such, it is important to take note of other nations' religions and governing structures, and be influenced by them accordingly dependent on the physical distance between these nations. If your nation has extensive trade with another through sea-routes, that nation will also influence your nation's development over time. Thus, a revolution elsewhere with a new pioneering governing structure may influence the faith and ideals of people elsewhere.

Religion itself takes a comparable stance; nations and peoples do not live in isolation no matter how isolationist a nation may be. Religion and its practices should not be imagined without taking note of other religions in the world, most notably those close to your own in distance and those who your nation has ties with through diplomacy. Because most NRPs where religion exists allow each nation to develope their own religions, few people actually heed the fact that religions do not develope in such manners. I advice cooperation in NRPs in topics of governance and religion specifically during NS creation for increased authenticity and increased collaboration in the IC section.

Collaborative creation of religions lay the first foundations for roleplayers to later initiate collaboration in writing during the IC stage.
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