The Island
This is a very basic, very bare-bones, simple world-building roleplay, dug up from this. In a nutshell, everyone gets 8d6 and spends them to create Factions (tribes, kingdoms, diseases, organizations, individuals, religions, etc). You do not represent any one faction, however. You will then take turns forcing these factions into conflicts. Over time, factions will rise and fall, and the world will continue to evolve.
Creating Factions
The world starts in a blank state, but you may spend 1 d6 to create a faction. Like I said, a faction may be a tribe, a kingdom, an individual, a religion, a disease, a landmark, etc - whatever you want. Each faction starts with 2 power, but you may spend an additional die to raise it from 2 to 4, and then once more to raise it from 4 to 5. You may not do this any more. You may make as many factions are you can until you run out of die. For every faction you make, you must write a story, some history, or something like that in the IC.
Special Note: Please label the top of each post the name of the creation, or give it a good title. 'Legend of the Greeks', 'Rise of Rome', 'Ballad of Sek Hatro', etc.
Conflicts
When everyone is satisfied with factions, we start making conflicts. Conflicts don't have to be battles or wars. Sure, maybe two kingdoms do fight. But perhaps a disease affects a kingdom, or a religion tries to cure a disease, or a guild tries to topple a religion, or a kingdom tries to eradicate a disease, etc. It's up to you.
The person who initiates the conflict takes on the role of attacker (the Greeks sack Troy). Anyone may step up and assume the role of defender (the Greeks attack Troy, but are repelled). Anyone else may support the attacker or defender if they so wish (I support the Greeks). Anyone may introduce a new faction, whether they're a third party or want to help another faction (the Egyptians come to the aid of the Trojans and help repel the Greeks), or (the Egyptians come and defeat both factions and win the battle). Or you could stop the conflict (Poseidon rises from the sea and stops the quarrel before any blood is spilled). Ultimately, you may choose to just stay out of it.
Once the conflict is set, you roll dice (or rather, I'll do the dice rolling). Attackers and Defenders automatically get 2 free dice to roll. If you want an edge, you may use any remaining dice from your pool and add it to the amount of dice you're rolling. If you're not an attacker or defender, you can still 'donate' some of your own dice to the side you support the most. All the dice is rolled and the highest value wins the conflict.
The winner gets to write about the conflict in the IC. Winning faction(s) get +1 power, while the losing faction(s) get -1 power. If a faction reaches 0 power, it is removed from play.
Special Note: Remember to title the conflicts as well. 'The Trojan War', 'Disease through Rome', 'Trials of Sek Hatro', etc.
Bonding
Rather than create a conflict, you can bond two factions. This means that, for as long as they remain in play, they will add both their power ratings to the roll results during a conflict. However, a faction may only be bonded with ONE other faction.
End of an Age
When everyone, or most people run out of dice, an age ends. We name this age and then reset the dice back to 8 (and no, remaining dice does NOT carry over to the next age). Factions with 3 power or less are removed from play.
Encyclopedia
Players
@Jozarin - 8d6
@Klomster - 7d6
@Inlaa - 8d6
@ulsterwarrior - 8d6
@Xenonia - 8d6
@Murtox - 8d6
@MouseKing - 8d6
Tribes, Kingdoms, Nations, and Organizations
Talakhi Trade Republic, Klomster - 2p
Gods and Heroes
Religions and Ideals
Diseases
Landmarks
Other
SAVE!!!!!