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Nation Building Rising in the Sand.

General Deth Glitch

Two Thousand Club

Rising in the Sand!
pe_desert_waterfall.jpg





The world ended. No one is left to remember what happened. For a time people struggled to find their way, scouring the wastes for food and, most importantly, water. Those who had yet to learn the dangers of salt water attempted to drink it, they didn't last long. No, indeed, all that is left is sand and the sea. Some found their own oasis, others made the salt water safe and drank that. If you were innovative you would find food, be it nice or not. Another generation and people, as always, want more from life than simple survival. Some band together to form safe communities, others to steal. Now, as yet another generations passes, there are bastions of strength, fortresses for those willing to extort others for their own gain, hidden havens for those fearing the others. Will you make your future at the expense of others? Will you fight the forces of greed and selfishness for the future of humanity? Perhaps you will make your way by being at the service of others, giving them what they want in return for what it is you want.


Think of this like Mad-Max, but without a guy called Max that fucks up all plans and is infinitely badass.


You can do anything you want in this world, but ultimately this RP is about the rise of these different 'leaders' and their competition for supremacy over this continent. However, despite this don't feel the need to RP as one yourself. You could perhaps be the leader of a mercenary convoy, able to help them in their ambitions of conquest or, if you wish, roam the land as a badass getting in everyone's way.. just don't call yourself max or you would make me a liar.


Mechanics

As a 'ruler'

As a ruler you will start with one location as a 'base'. That will act as your nation/whatever you wish to call it. Once everyone has made their nation, then I will split the territory based on distance and land formations, within your territory you are 'the boss' and the one to be feared, this lessens the closer you get to your borders, as the person on the other side of the border will also have some sway there. Each ruler will start with one resource in excess, be it a base resource, like water, or more specialised, like bullets. This resource will act like your currency with other rulers, "You want more bullets so you can deal with this guy who is rollin' round your land blowing $#!T up? Give us a few gallons of water and we'll think about it" On top of this I will be creating things for you to take out, 'thread bosses' an RP I am in called them, though some may be natural events. Now these events will often require a certain resource, now the ruler with the majority of that resource can choose not to trade it, watch his foes crumble. But that will likely cause resentment among the other players, it may well even cause interesting and not so helpful things to happen to you in return.


As a 'non-ruler'

As a 'non-ruler' or madmax like badass, you will still have to deal with these events and such, but you are more able to run away, on top of this you will have no 'excess resource' you are more then welcome to start with enough for a while, or even try a harder start, needing resources from a ruler. Either way you will eventually need to trade for these resources, there will be opportunities to 'find' resources out in the 'wastes' but they will often be 'risk-reward' kind of things with many risks involved, not only that of the ruler of the territory wanting it for himself. Now if you make an enemy of a ruler, you may well make a friend of his enemies but he will also be free to attack you when you are in his territory, or, if he wants to risk it, when you are in someone else's territory, but then he will likely have to deal with that rulers forces too.


Other

As well as those slightly more specific mechanics there will be more general mechanics that both types of players may want to take advantage on. One such mechanic is that of 'settleable opportunities' now if these happen 'in your territory (mostly on the border of)' then you as a leader may try to claim them, these will be locations with resources rich supplies, allowing you to nab another trade resource, but non-rulers can also try for them, either take a good amount of the resource to run off with and trade for other things or, settling down themselves (preferably if they have allies with other neighboring rulers). There will be little to no risk from me on these events but I suspect a lot of fighting from other players, this will be run on the honour system, im sure you know it. If you and another player want me to moderate a battle, then each PM me you 'plan' as it were and I can come up with the outcome, this will help stop people going down the 'no. I survive because I actually had a super cool bike hidden that I told no one about!' route.


There may be more mechanics as the game goes on, if so I will put them here AND briefly explain them in the OOC
 
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