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Hidden 11 yrs ago Post by Sini
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Sini

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Hello all,

I wanted to start working on a new setting for a nation roleplay. However, I'd like some input concerning the setting and background info.

Since the poll-function is still unavailable, I'd like interested parties to list their two most preferred options when applicable. Additionally, feel free to throw any suggestions out there as well. I've created a short questionnaire for convenience.

You don't have to join if you fill this in, obviously. I'm merely looking for some input.

Questionnaire:
1. Magic: yes / no
If yes: rare occurence / omni-present / don't care it's just for fluff

2. Races: humans only / conventional fantasy races (elves, goblins, orcs, dwarves, halflings,...)

3. Preference of existing universe or one created yourself?
Custom universe - go to 3.1
Existing universe - go to 3.2

3.1 'Feel' of the setting (pick 2), the genre if you will:
  • historical fantasy (based on Greek and Roman myths)

  • classic fantasy or high-fantasy (think dungeons & dragons)

  • 'soft' fantasy (magic and races but little magic)

  • steampunk

  • historical (pick up a period in history and go from there)

  • alternate history

  • science-fiction

  • own suggestion


  • 3.2 List your top three existing universes (e.g. Tolkien, Mass Effect):

    4. Nation construction:
    4.1 What is your opinion about being presented with a list of factions to choose from?
    4.2 Would you welcome the challenge or rather create your own nation from the ground up?
    4.3 Would you prefer a combination of the two?

    5.1 Would you prefer a hard system (list of traits, flaws,...) and fixed set of rules to resolve IC conflicts?

    5.2 Would you prefer a more mathematical approach or free-form policy for ingame events?

    6. What is your stance on the use of dice?

    7. I have an idea! If you do, write it down here.

    Thanks for your input.
    Hidden 11 yrs ago Post by Terminal
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    Terminal Rancorous Narrative Proxy

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    1. No magic.

    2. Multiple species, all nonmagical (reiterating the first answer).

    3. Custom preferred. Not averse to pre-existing settings.

    3.1. Science Fiction.

    3.2. Myst (Not that anybody knows what that is (...And it doesn't meet my own listed preferences, but its the exception to the rule)).

    4.
    4.1. Only if we're in a well established setting, such as Mass Effect - where picking one particular nation/faction is a given.
    4.2. Some people build the challenge into their own nations. Even when you don't, you still have to deal with everyone else's factions. There is more challenge to interacting with other factions created from scratch than there is interacting with other factions you already know will be in the setting, no matter who you get stuck with yourself.
    4.3. See 4.1.

    5. No.
    5.1. Clarify and refine your question.

    6. As an implemented feature, absolutely not under any circumstance. There have been instances where others and myself have used coin flips or dice throws to determine RP outcomes, but only in such a case where both parties wanted the outcome to be truly random. - the usage of chance wasn't mandatory. Making chance mandatory makes it an obstacle to writing.

    7. While I say I prefer settings without magic, I am not averse to effects that are traditionally considered magic - such as telekinesis/mind reading/shape-shifting - in instances where such effects can be accomplished using technology. Having a setting where every nation is stuck in a medieval stasis and relies on apparently 'magical' technology might be interesting.
    Hidden 11 yrs ago Post by Mirandae
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    7. I had an idea, way back, of adapting Wolfire Games' Overgrowth as a nation roleplay, in which players would control factions/nations of humanoid animals—bunnies, wolves, cats, dogs, monkeys, raccoons, bears, foxes, and other critter-like animals—that fight each other. I also had an idea of adapting the gameplay rules of Risk for resolving battles unable to be resolved through narrative. It would be a fantasy-type setting in regards to technology. There would be some notion of magic, some kind of meditative, incidental Buddhist-type thing similar to the Force in Star Wars.
    Hidden 11 yrs ago Post by Qirin
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    The good gentleman Sinistred, at last, we meet again!
    My answers to the questionnaire (though you'd probably have guessed them already)

    1. If yes, it should be rare

    2. multiple species is allright

    3. custom universes
    3.1 alternate history
    science fiction

    4.1 I do believe playing factions within a realm gives a certain feel of depth one doesn't get when all creating their own country/nation
    4.2 Challenge accepted (I suppose the challenge of having a multiple faction-realm is meant)
    4.3 A combination of the two might get a bit complicated, unless the nations are built by multiple people

    5.1 No, it wouldn't give enough room for creativity
    5.2 free form

    6. No, I'm terrible with dices, they simply hate me.

    7. When I think of something I'll tell you
    Hidden 11 yrs ago Post by Innovative Engimas
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    Innovative Engimas

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    1. No, it gets abused to much
    2. Humans only
    3.No preference. (Not a steampunk fan.)
    4.1 No problem with it
    4.2 Yes
    4.3 Depends factions
    5.1 Yes
    5.2 Free Form
    6. Either or.
    7. An Antiquity setting would be great since I never really seen that era in NRP's.
    Hidden 11 yrs ago Post by GreivousKhan
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    1. I want to say no, but if it is present rare is pretty much the best option imo.

    2. Mixed races for sure, always makes things more interesting.

    3. I think preexisting setting sounds fine, though I'm not to sure what you mean

    3.1 'Feel' of the setting (pick 2), the genre if you will:

    classic fantasy or high-fantasy I feel is most flexible without giving ppl access to world destroying technology.

    3.2 List your top three custom universes:
    Tolkien
    Eberron
    Forgotten Realms

    4. Nation construction:
    4.1 What is your opinion about being presented with a list of factions to choose from?
    I don't like preexisting factions to choose from, too binding. Giving ppl some freedom helps create more interesting diversity.

    5.1 Would you prefer a hard system (list of traits, flaws,...) and fixed set of rules to resolve IC conflicts?
    trait systems are good, but to many rules turns some NRP's too much like a video game.

    5.2 Would you prefer a more mathematical approach or free-form policy for ingame events?
    Refer to last answer.

    6. What is your stance on the use of dice?
    I think having dice as optional should be good if players can't decide on an outcome.
    Hidden 11 yrs ago Post by Ozymandias
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    1. Magic: No

    2. Races: Humans / races applicable to the setting (I doubt dragons would fit into a sci-fi RP very well)

    3. Custom universe
    3.1 Alternate history / high fantasy

    4. Nation construction:
    4.1 Too linear and blocks creativity too much for my tastes
    4.2 I would rather create my own
    4.3 Provided the presets weren't too strict, so to speak

    5.1 Never
    5.2 Free form

    6. Dice take your control away far too much in my opinion. There's having an element of randomness and uncertainty and then there's complete restriction of what you want to do and simply having to do what a number tells you to.

    7. There's one setting that not a lot of people tend to even consider when making an NRP, which is post-apocalypse. It may be more difficult but can be outstanding when done well. Nations forming years after nuclear fallout, remnants of countries after a virus outbreak or some sort of environmental catastrophe.
    Hidden 11 yrs ago Post by Theodorable
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    While I cannot objectively fill out the form, there is an issue of precedence I feel I must comment on. Free Form Nation RP is absolutely abysmal and I'll tell you why.

    There are two types of players: There are Story Tellers; they wish to create a genuine universe, with characters, and plots and a story line that sees nations rise and fall. The second are the Gamers; they are roleplayers who want to win the game. When you have both of these in one group, neither are appeased and there is generated a conflict that ruins the game for both. Without concrete mechanics the Gamers do not understand how certain events can transpire one way when in their hand everything fell into line. The Story Tellers on the other hand are often on the losing side as of conflicts as the Gamers push as far as they can.

    Concrete mechanics allow for legitimate equilibrium on the board. If I have 20 Gold; I can buy "X of Unit Y" and invade you. It's black and white, there's no argument that can be generated against it. In a free form environment it changes to "Raises an Army of X amount of troop at Y caliber." and there's a six page long discussion of the feasibility and logistics and the guy getting invaded is upset because it's happening too quick. Numbers don't lie. Bottom line.

    Secondly, I'll say that most Nation RP's seem to get stuck. They are afraid to move forward to keep things fresh. I think an excellent Nation RP idea that has not happened would be an abbreviated geopolitical one that covers a large swathe of time. Would it not be interesting to see within 20 pages of RP your nation evolve from the Ancient Period to the Modern period and perhaps even beyond?

    I'd like to give some criticism to the opinions in regard to mathematical and chance based ideas:

    6. As an implemented feature, absolutely not under any circumstance. There have been instances where others and myself have used coin flips or dice throws to determine RP outcomes, but only in such a case where both parties wanted the outcome to be truly random. - the usage of chance wasn't mandatory. Making chance mandatory makes it an obstacle to writing.


    This person didn't really give any reasoning, except proved their bias in the last sentence. They are against chance, though I for some odd reason feel that they have gambled with chance in real life and won before. Chance is objective. The writing that they infer it is an obstacle to is not, which is why dice/coin flips and mathematics work much better -- they always tell the truth.

    6. No, I'm terrible with dices, they simply hate me.


    A lack of reasoning here, but bad personal experience has led the person to prefer Free Form, where maybe others can hold their hand. Sometimes you win, sometimes you lose. You can't be upset when you roll the dice.

    6. Dice take your control away far too much in my opinion. There's having an element of randomness and uncertainty and then there's complete restriction of what you want to do and simply having to do what a number tells you to.


    This one started off so well! He presents a strawman argument when he comes from "Dice can give an element of randomness .. But then there's complete restriction of what you want to do and simply having to do what a number tells you to." I've never felt that having dice incorporated into a RP turned the players in mindless drones.
    Hidden 11 yrs ago Post by Ozymandias
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    Alrighty then.
    Hidden 11 yrs ago Post by Sini
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    Sini

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    Hijacking and a profound yet somewhat condescending 'analysis' aside...

    Thank you all for taking the time to answer the questions and offer your opinion. I'll keep them in mind.
    Hidden 11 yrs ago Post by Chapatrap
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    1. Magic: No.
    2. Races: Humans.
    3. Custom Universe
    3.1: Create a custom planet that is Earth-like but is different in terms of geography (different continents, bigger/smaller oceans, etc), history (former empires, old wars, etc) and technology. Have it set in a time period that we can relate to (Age of Discovery, Pre-History, Birth of Civilisation). Kind of like Sid Meirs Civilisation except with custom nations.
    4.1: Negative.
    4.2: Own nation.
    4.3: See above.
    5.1: No. In the case of arguments over wars, it should be resolved by the people involved in it and if that doesn't work, get the OP involved. I've never been in a nation RP that has ended in arguments over wars, mainly because war adds to a great story telling.
    5.2 Free form.
    6. Absolutely negative. Let the RP'ers figure out their own story lines. Dice makes it feel like a game.
    Hidden 11 yrs ago Post by Meth Quokka
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    1. Magic: Preference is dark fantasy; the players don't wield magic but there are supernatural beings/gods out there.

    2. I prefer human with maybe a light sprinkle of slight variation.

    3. Custom.

    3.1
    -'soft' fantasy (magic and races but little magic)
    -alternate history

    4.1 - Depends on the style and setting of the RP; factions generally work better for smaller universes but when the world is larger faction systems can become meaningless and lost in the scale of the RP.

    4.2 - welcome; I always love the creation process and generally find it as a chance to make something I want myself.

    4.3 - depends on the application and the people involved.

    5.1 - maybe not the rules part but traits/flaws can often come in handy due to an ability to estabilish and solidify the strengths and weaknesses of each nation.

    5.2 - freeform majority as it allows players to exert far more authority over their nations, plan their responses far better and conduct battles better. However in the case of arguments it requires a good GM to decide on this; maybe even a team of GMs to ensure a range of opinions are considered and it's not seen an one person's decision.

    6. Last resort I'd say; if no agreement can be reached and the GMs find themselves split then a dice can be useful.
    Hidden 11 yrs ago Post by Theodorable
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    It was not meant to come off as condescending; if it dead, I apologize.
    Hidden 11 yrs ago Post by Meth Quokka
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    Meth Quokka This Was Nutter's Idea

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    Theodorable said
    It was not meant to come off as condescending; if it dead, I apologize.


    I can say for certain that Sini wasn't alone with his opinion.
    Hidden 11 yrs ago Post by Ozymandias
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    Kangaroo said
    I can say for certain that Sini wasn't alone with his opinion.


    Quite right.
    Hidden 11 yrs ago Post by Dedonus
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    1. Magic

    If yes: rare occurence
    2. Races: humans only / conventional fantasy races (elves, goblins, orcs, dwarves, halflings,...)

    I don't care if there are other "races", but I would prefer it to be human-centric (i.e. humans most numerous).
    3.1 'Feel' of the setting (pick 2), the genre if you will:

    -historical fantasy (based on Greek and Roman myths)
    -'soft' fantasy (magic and races but little magic)
    3.2 List your top three existing universes (e.g. Tolkien, Mass Effect):

    Tolkien, Legend of Zelda
    4.1 What is your opinion about being presented with a list of factions to choose from?

    I wouldn't mind if this was part of a "Create-Your-Own Nation" by having some preset values that players must take (e.g. if a player chooses the Greek faction, their infantry and navy will be better than average, but their cavalry and archers will be below than average).
    4.2 Would you welcome the challenge or rather create your own nation from the ground up?

    Create-Your-Own Nations
    5.1 Would you prefer a hard system (list of traits, flaws,...) and fixed set of rules to resolve IC conflicts?

    Hard System (traits/flaws) = Yes ; Fixed Set of Rules = No. Traits/Flaws should be used as a guide for how a player can react, but not be a solid rule like "If I do X, then Y will happen".
    5.2 Would you prefer a more mathematical approach or free-form policy for ingame events?

    I say a middle route. Use the Traits and Flaws as a guide. For instance, if one player with average or below than average infantry is facing a player with the best infantry, then it would be obvious that the second player would win. However, if two players with almost equal infantry face each other, the players themselves should figure out between themselves what the result should be.
    6. What is your stance on the use of dice?

    I don't care.
    Hidden 11 yrs ago Post by AegonVI
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    Magic:
    A) No Magic Whatsoever
    B) What Kangaroo Said Essentially (Nations/Factions/Players Can't Use Them, but Magical Events/Occurrences Happen and (for me) Also Adding in the RARE Magical Item)
    C) No Magic Whatsoever (But including fantasy animals: Dragons, Phoenixes, etc.)

    Races:
    Traditional Fantasy Races, but NOT All Uniform. Variations Within a Species (I Generally Play as a Subspecies of Elves that Influence Their Culture, i.e. Sea Elves are very strong as it comes to maritime endeavors and the navy, but less used to being on land)

    Universe Preference
    Custom Made Universe with Custom Map (With an Exception, see below)

    Genre/Setting
    1) Age of Exploration Era Technology (We'd All Start in a Sort of "Old World" when Someone Discovers a "New World")
    2) Alternate History w/ Fantasy Elements in the Americas (Starting in 1450, this is the exception, where we would use an Earth Map and Human Nations Would be Real Ones from the Old World (i.e. Spain, England, Korea) maybe with slight variations and Non-Human Nations would be carved out from the Americas (including Greenland)
    3) Traditional Dark Ages Style Fantasy
    4) Mid-1800s Style Tech

    Nation/Faction
    I) No Factions
    II) Done it Before, Nation Build from the Ground (Unless Genre Choice 2 w/ Human Nation)
    III) It Would Get Too Complicated

    Rigidity
    Common Sense and Going for the Better Story as it comes to Rules, with GM Stepping in if Needed
    Free-Form, maybe with a few Odd-Ball Events

    NO DICE

    A, B, C, etc. Signifies I have no Preference Between Them
    1, 2, 3, etc. Signifies I have Ordered them According to Personal Preference (with 1 being my most preferred)
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