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Hidden 9 yrs ago 9 yrs ago Post by Forsythe
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Forsythe Graf von Kaffeetrinken

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“That is the exploration that awaits you! Not mapping stars and studying nebulae, but charting the unknown possibilities of existence.” - Leonard Nimoy

Interest check



Introduction

  • Let me get this off of my chest first: This is my first time running a NRP. If you have an idea, need something explained or see a problem, talk to me, I welcome advice and help =)
  • This is a Sci-Fi NRP focused on controlling your nation as it enters the age of space colonization and expands into the galaxy.
  • The RP will take place in an original universe, and world building will be a sizable chunk of the activity.
  • There will be a ‘GM story’ present in the RP, but main focus at least in early and middle game will be a sandbox between the players.
  • This may use a semi-turn based system - The first post in your turn will contain your actions on the map, afterwards you will be free to post in real time to conclude the situation, whether through diplomacy, battle or what have you. Rinse and repeat. The length of the turn in real time is up to debate - I'll try to wait for everyone to finish their affairs, but if the RP falls silent for too long, I'll move it forward.


The story

Long ago, there was a race whose empire spanned the entire galaxy. Nowadays they are known by many names - Ancients, Forerunners, Ancestors, Progenitors,... - none of them their own. Under their care, their galaxy flourished, as they protected and guided the weaker species on their path towards the stars. Their will was to build an empire everlasting. As their empire expanded, so did their pride. Very soon their sheep turned into slaves, and the shepherds became masters.

No longer was the galaxy an empire of understanding. Instead it was replaced by an empire of oppression and fear. And those that came before grew ever prideful, and soon the galaxy was not enough. They dreamed of an empire spanning the whole universe. Soon they reached out to other galaxies by means unknown. Whomever they found they warred with, for the universe was only theirs. Their foes fought, they failed, and they fell. But their sin didn’t go unpunished. The fate led them to a faraway place, where they discovered yet another enemy. But they were not like the others. They didn’t submit, and they didn’t die.

Ten thousand years ago, the last battle was fought. Driven back to their home galaxy, They realized the folly of their fight. Pooling the last resources of their crumbling empire, they sealed the paths into their galaxy, banning their nemesis from crushing all life within it. However, they were dealt the mortal blow. No longer able to stand on just one galaxy, the empire crumbled, and all of its nations vanished, leaving behind nothing but relics.

The mechanics

Home systems

Initially, players will be allowed to create one star system to start with. The nature of resources available in this system should be the base for the evolution and technology of your race - Does your home planet have 0.5 of Earth’s gravity? Then your race will not be too physically strong. Is your system rich in ores but not in materials usable as power source? Then your warships should rely more on kinetic weapons and armor than lasers and shields. You get the idea.

Try to stick to maximum 5 bodies of value (Planets, asteroid belts, gas clouds, …). Moons and planetary rings are considered too small in value to be listed separately, only mention them in the planet entry. The stars themselves will be useless at current tech level, as the temperatures and radiation is deadly to unshielded ships, and shielded ones would only survive there for a very short time. You can have more or less bodies, at the cost/bonus of having other advantages or disadvantages respectively. Your starting position on the map will be rolled by the GMs, so if you want them to have any anomalies - such as being a nebula - notify me and I’ll put it on the map as such.

The map



Note: Map is subject to change depending on the number of players


The universe is quite vast, but to promote interaction between players, we'll only be operating in several interesting systems - ones you would know contain some kind of relic. Each player should have this reflected in their sheets and have their people find and recover a star chart or other means of identifying which stars may have been colonized by the former empire.

Furthermore, the subspace that will be used for FTL is an unmastered element. All that is really known is how to construct the subspace motivators and that strong gravity stabilizes the subspace field to the point when transition to and from normal space is possible without the body entering or exiting being disintegrated. The three supermassive black holes in the galaxy stabilize it to such extent that it is impossible to make an FTL transit in the blue region at the current level of technology without getting trapped there. On the other hand, the pulsars in the orange zones influence it in another way, making subspace a violent storm that requires a special drive to make a safe transit.

In the red zone, there is absolutely nothing your instruments can detect on the sky. It seems like a glitch in the star charts your people recovered, just like the galactic core being marked as a system of importance - assuming one can even make an FTL exit that close to a black hole, navigating that area in normal space seems impossible.

Relics

All of the systems will contain a relic - a remnant of the past era, a technology or an artifact of the long gone empire. These will be unique and can be an enormous boon to your nation. Despite being from a previous era, these relics will be the most powerful instances of their type, whether they are a method of communication or an ancient battleship. Each nation will start with one relic of your design to start with - just run it by the GMs. As you explore other systems, the GMs will notify you of any relics to be found in the given system.

You will have two options - either you keep the relic, which will be the most powerful instance of its type, or you can break it up and reverse engineer the technology so you could manufacture more of it, albeit a slightly inferior version. For example, you could find an ancient resource processing station. You could either leave ti as it is and get lot of rocks refined quickly, or invest some time and learn the technology and improve your existing infrastructure without the need to haul all ore into one system.

Restrictions

Since you will be able to design every aspect of your race, some caps need to be set. I aim for everyone to start on more or less equal level so that we won’t have the enterprise fighting with a space shuttle with a chain gun strapped onto it. Each race will be evaluated individually by the GMs, but try to keep it realistic according to the history of your race. For example, a race that has a history of wars among itself is less likely to have many colonies, however they will start with far stronger military. In contrast, a peaceful race may start with stronger economy, but will have to adapt should it find itself under siege. Some general restrictions:

  • Technology: Unless your race is centered around pushing its technology to its limits, I do not wish to see “solutions to nonexistent problems” - if most of your tech is energy based, your ships will not mount mass drivers “just in case”.
    I am also capping your maximum technological progress at fully understanding and using antimatter on this scale (If you think of some level of technology I didn't put in there, give me a call about it):

    Fossil fuels < Atomic fission < Atomic fusion < Antimatter < Subatomic particles < Exotic particles < Subspace < Singularity/Gravity manipulation < ???
  • FTL: For intrasystem jumps you may use whatever type of FTL you want to, however intersystem jumps will only be available only through subspace as restricted on the game map.
  • Degree of realism: I aim for this to be in the hard sci-fi category. Leave your phlogiston with your WoW character. However, game balance has priority over realism.
  • Language barrier: To ease up communication, assume that ëveryone decoded the ancient language and can use it as a common ground.
  • For simplicity’s sake, let's use real life units of measurement.
  • Multiple races in a single nation: Will be allowed, however be prepared for extra scrutinizing by the GMs.
  • At the start of the RP, your nation may not have active contact with another alien nation not native to your home system.



Nation sheet

Using this format is not mandatory, but keep in mind this is part worldbuilding - going into details is not a crime.
Hidden 9 yrs ago 9 yrs ago Post by Forsythe
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Forsythe Graf von Kaffeetrinken

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NEWS

  • 27/02/2016 - OP Patched, changes marked in lime. Relic list added to this post.
  • 26/02/2016 - OP Patched, changes marked in red.


CLAIMED RELICS

Relic type in brackets (Artifact/technology)

  • Forsythe - Shields(Tech)
  • Sep - Tractor beams(Homeworld-bound artifact + weaker tech)
  • Datadogie - Teleporters(Tech)
  • Ellri - Power source(Homeworld-bound artifact + weaker tech)
  • Willy Vereb - None
  • Starlance - AWACS cruiser (Artifact)
  • Greywolf375 - Partial relic map
  • Lauder - Fortress world (Artifact)
  • Skylar - ???

Hidden 9 yrs ago Post by datadogie
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Popping in to say hi, and to say I'm working on my sheet.
...Again.
Hidden 9 yrs ago Post by Ellri
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We may have parts of a spark at least.
Hidden 9 yrs ago Post by Willy Vereb
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Willy Vereb The Wordy Engineer

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@ForsytheI would suggest asking a few co-GMs to ease your workload. I used to moderate 6 players and that already seemed a lot. If you are fine with 10 then using Co-GMs can expand that capacity. Oh well, that's just a suggestion.
10 players is a great start anyways.
Hidden 9 yrs ago Post by Forsythe
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Yeah I will think of Co-GMs when I have some things I am still not certain about figured out in my head. Anyway I put up what I have of my nation sheet done to give you some idea of what I expect, albeit not necessarily in as much detail - I had coupel of months to work on that and some here will be joining a NRP for the 1st time, so don't sweat it. You can always add eye candy later.
Hidden 9 yrs ago Post by Sep
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Yeah I will think of Co-GMs when I have some things I am still not certain about figured out in my head. Anyway I put up what I have of my nation sheet done to give you some idea of what I expect, albeit not necessarily in as much detail - I had coupel of months to work on that and some here will be joining a NRP for the 1st time, so don't sweat it. You can always add eye candy later.


I'll say this out of courtesy (You know me, always so polite) I'll probably flesh out the history a lot but not be as detailed in technology. You know I'm going to be lower tech anyway (Except in terms of production) and the tech stuff is harder for me to do than the history of my people :P
Hidden 9 yrs ago Post by Willy Vereb
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That system is something along the lines I was thinkign at. I already tried the idea similar to the warp ghates, but it was crashing too much with the relics being thrown into the mix.

As for the territory, the relics take care of that - if you settle systems without those, you will be left hopelessly behind and ready for others to tear you apart. As far as fleet movements go, sure you can stage your task group in a different system, but that would leave you a few ships short on defense - it just isn't practical.

And yes, that is a problem unless those species are within the same star system. I want everyone to start off on relatively equal footing, realism has to make way for gameplay in that regard. You could go that way, or have two sapient species evolve on one planet to fight like the Centauri from B5. Or maybe jsut have your people born with different colors of skin and have them go on a genocidal rampage like we humans like to do

I see.
Well, the point would be exactly that these aliens would strike from other star systems or be nomad/pirate factions that ravaged their civilization for centuries.
Morte would've eventually repelled these enemies through attrition and heavy defense. They would only develop FTL technology after they find a relic in their home system. Up to that point the Morte thought FTL travel is impossible and the fact their enemies didn't line up for a second invasion kinda confirmed their views (those aliens may or may not had FTL prior).

Anyways, I have a faction which is similar to the Morte but being assholes without alien invasion. They are called the Galaxian Empire (or at this point they're rather the Terran Empire). They think humans are God's creation and they have the right to eventually control the stars. Think of a less grimdark version of the Imperium from Warhammer 40000.
As for what would humans do here when the said race is extinct. Parallel development theory. Basically the assumption that in a similar environment it's highly likely that a similar race with eerily similar culture may develop. Of course this is BS kinda abused by Star Trek but that's a reason enough to have "humans" here.

As for the detailed version on the two-phase turn system:
forums.sufficientvelocity.com/threads/..
It also includes a bunch of other mechanics so if you don't wish to read it all go down near the bottom of the first post.
You can also check the IC thread to see this in action:
forums.sufficientvelocity.com/threads/..
Go till you find something with the strategic turns.
@Forsythe
Copy-pasting this so you don't need to zig-zag between two threads.
And if I am at it...
roleplayerguild.com/topics/80178-stell..
roleplayerguild.com/topics/74392-from-..

Examples of the Morte from previous NRPs. Although I plan to rework them considerably.
Another option could be the Martians but they work the best when:
- they have other races to manipulate
- The setting has humans to whom they have hateful ancient history
So that kinda rules out this game.
I have other options but somehow I wish the Morte be in for this mess.
Some info on the kind of civ I plan making.

Hidden 9 yrs ago Post by Forsythe
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Forsythe Graf von Kaffeetrinken

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Also, if you would like to call dibs on your relics, do so asap - first come first served basis, and no, no two races will start with the same thing - at best I might accept one of you keeping an artifact and the other reverse-engineering it, that would depend on the artifact in question.
Hidden 9 yrs ago Post by datadogie
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Also, if you would like to call dibs on your relics, do so asap - first come first served basis, and no, no two races will start with the same thing - at best I might accept one of you keeping an artifact and the other reverse-engineering it, that would depend on the artifact in question.


Dibs on Teleporters, as discussed. ;D
Hidden 9 yrs ago Post by Willy Vereb
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Also, if you would like to call dibs on your relics, do so asap - first come first served basis, and no, no two races will start with the same thing - at best I might accept one of you keeping an artifact and the other reverse-engineering it, that would depend on the artifact in question.
Then I just make it the Morte reverse engineering the aliens' FTL a while before the start of this game. Would that be alright?

Hidden 9 yrs ago Post by Sep
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Sep Lord of All Creation

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Dibs tractor beam :P
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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I don't see any list of ancient techs here.
Also I think the GM said they are supposed to be random. Personally I don't want any relic at the beginning. My nation is the ultimate hardworker type. Make your own destiny!
Hidden 9 yrs ago Post by Lauder
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boop!
Hidden 9 yrs ago 9 yrs ago Post by Forsythe
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@datadogie: Done, per restrictions as discussed :P

@Willy Vereb There will be no (public) list. The starter tech you get to pick, my logic being that discovering such a technology could very well the direction of development your species takes. If you discover a refinery leagues ahead of what you have, it would be foolůish not to make use of it. I CAN give you the FTL drive itself - faster than anyone else's, with no recharge time between jumps, the like of that. No going to orange and blue zones yet. If you choose not to have a relic, you can get another advantage - an extra developed planet, more planets in your starting system, make soemthign up and run it by me.

@Sep: Donezo
Hidden 9 yrs ago Post by Willy Vereb
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I am going to use warp drives akin to Star Trek.
Basically I am traveling faster than light in real space and have similarly designed comms and sensors to keep up. The warp fields may handle micro meteorites but for other obstacles I would gotta maneuver my ship.
Warp drives are slow compared to other methods but they have the advantage of lower energy drain thus effectively no downtime. Even then warp drives usually take longer to reach a target even accounting for the limited range and downtime of other designs.
Alternatively I can have a subspace drive for longer treks as per the rules state. But I don't mind if I get the disadvantage of being slower than the rest, either.
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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@ForsytheCan you read the military and tech sections in these links?
tales-of-andromeda.wikia.com/wiki/The_..
roleplayerguild.com/topics/74392-from-..
roleplayerguild.com/topics/80178-stell..
Tell me if there are any details you don't like. Would help a great deal to mold my new version of Morte the way it fits this game.
For the record they are mostly the same in all 3 links so after reading the first you can just skim the rest and check for differences.
Again, you only need to check for technology and military sections. The rest are nice but not relevant for game rules or balance.
Thank you in advance!
Hidden 9 yrs ago Post by Forsythe
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Forsythe Graf von Kaffeetrinken

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Ok, let me say no to normal space FTL straight away. That is a potential relativistic weapon right there, and I'm having none of that, not even speeds like in stargate where ships clocked at 0.6c. If somebody wants to render a planet uninhabitable, they're going to have to put effort and risk into it, not just send a comet at light speed at anyone they don't like.

As I said, the relic to start with is not necessary and you can ask for something else or nothing at all, my folks are at disadvantage by design too. I just don't recommend continuing down that road with the relics you discover afterwards, that's a shortcut to getting extinct xP
Hidden 9 yrs ago Post by Willy Vereb
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Ok, let me say no to normal space FTL straight away. That is a potential relativistic weapon right there, and I'm having none of that, not even speeds like in stargate where ships clocked at 0.6c. If somebody wants to render a planet uninhabitable, they're going to have to put effort and risk into it, not just send a comet at light speed at anyone they don't like.

As I said, the relic to start with is not necessary and you can ask for something else or nothing at all, my folks are at disadvantage by design too. I just don't recommend continuing down that road with the relics you discover afterwards, that's a shortcut to getting extinct xP
Just because something travels at FTL speeds in "normal space" doesn't mean it would have the same energy (hell, given relativity that's an oxymoron).
Warp drives either warp space or manipulate mass to mess with relativity. Either way they can't be used to make RKKVs because they essentially cheat exactly that. In case of the former the ship is actually well below the speed of light but warping space acts like a multiplier. In case of the latter your ship has no mass to speak of so it cannot impact with any force. Either way once the FTL effect is off the ship would return to the level of speed its normal parameters would demand.
I don't like the Mass Effet interpretation (and it'd also lead to abuses in other ways) so I would stick with the classic space warping effect. That's roughly the same method you can use other FTL methods to. Just without accessing another dimension.

On the other hand like it or not RKKVs are damn easy in any such setting. Just attach a cheap engine on the asteroid and wait till it gradually speeds up. Though I don't say they are truly effective means of warfare here. Intercepting them would be child's play.

Also I hope you have nothing against FTL sensors because they are very essential for any interstellar NRP. Not as much as FTL comms but close. This is something not all people realize.

Hidden 9 yrs ago Post by Forsythe
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I will have to think on the use of antimatter further - when I'm not as tired as right now. I may develop a sort of "tech scale" and put a general stop at some point, right now I am thinking

Fossil fuel < fission < fusion < antimatter < subatomic < exotic particles < subspace < singularity/gravity < ???

I am just not sure whether for the cap to be right short of antimatter usage or subatomic particles - the latter is a no go that's for sure.

Point is, civs in this RP are still very young. It took humans 250 000 years to go form fire to very basic space program, and here you are reaching for the stars in just 10 000, likely because of the 'libraries' found on each of the homeworlds (I may have to edit that timeframe yet).

As far as the warp drive goes, I guess it depends on one thing: What happens when an object using it DOES crash into something? Because you don't have to be mounting it on just ships.

FTL sensors are good, just remember though that using any active sensors is basically yelling "I AM HERE SHOOT ME".

Now, i seriously need to sleep xD
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