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(1): Judges are cloned ubermenschen who are programmed/brainwashed at birth with extensive knowledge of megacity law and then undergo fifteen years of training at the Academy Of Law. There are also non-cloned Judges but these are at the very least recruited during childhood. It's notable that even with from-birth programming, the Academy has cadets that don't end up making it because the final exam involves going out into Cursed Earth and fighting bloodthirsty killer super-mutants. Also on your timeline you also state the city has only been in existence thirteen years, so even if they could enter no GCPD officer would be a Judge anyway.
(2): Corporations in Judge Dredd are generally portrayed as self-sufficient and having little tie to the Judges, and likewise the Judges not particularly bothering with them since they manufacture their own gear and train their own security forces (the Judges, likewise, have their equipment manufactured by General Arms which very much implies the factories are state-owned). In fact I'm fairly sure in Judge Dredd specifically requesting protection in exchange for goods is bribery which is a punishable offense. This is actually a constant across most dystopian media and I'm a little surprised you're not familiar with the concept, but it does explain why Gladius-III is such a strangely nice and stable place for what is meant to be Planet Mad Max.
My intention was the idea of losing a good chunk of the city due to the Great Hunger (like every other place in the RP's setting) and trying to reclaim it piece by piece. That zone was meant to be the bit the Judges had fully claimed underneath their rule and "civilised" (in their own unique way).(3):so this entire segment serves no purpose except meaningless padding.
(4): The idea of an organized crime syndicate being the de-facto governing body in an area the size of multiple states and actually being able to keep psychic supercops with equally absurd superguns off their lawn entirely by 'avoiding' them or paying them off when Judges are ridiculous legal zealots and we have, what, maybe ten instances of Judges letting people off in the entire comic? That's downright silly. This isn't just an issue with the Penguin, granted, but the Penguin can't even properly menace Gotham in the comics, he's basically an information broker who has no right to be running a massive gang operation. More on that later.
(6): It was established very early on in the Batman comics, the original Knightfall arc that introduced Bane, in fact, that taking Venom if you're not a genetically-perfect human cheatcode (like Bane) would make a person's heart explode in under a minute, killing them before they could derive any kind of benefit from it. Likewise, while Bane is a passable choice, you've got his entire established gang dynamic wrong in the lore tab, and if you like I could explain how to fix this as well. Also, even if random gangbangers could derive benefit from Venom, Judges are equipped with heat seeking and explosive bullets standard issue so it wouldn't actually do them any good, much less give them an "edge".
(8): Again, strange choice for a gang considering Scarecrow isn't known for having many henchmen in the comics, generally sticking to one or two guys to haul gas containers around since he's less crimelord and more mad scientist. Also, fear dirty bombs is an odd choice considering his primary weakness in the comics is ventilation and, you know, Megacity's such a hellhole nobody would really notice or care. Thirdly, this was actually a reference to the game SNATCHER, from which Neo Kobe derives it's name, wherein the island city of Neo Kobe is placed under quarantine due to the titular Snatchers originating from the island. I would suggest playing it, it's quite good. That being said, arbitrarily ascribing it to fear nukes in an attempt to shoehorn in your Arkham City gangs is actively shutting down story hooks and it comes off as you attempting to prevent people from contributing and make this all about you and your storylines despite not even being present.
Actually this entire edit feels like your only exposure to the whole Do Androids Dream Of Electric Sheep thing comes from Fallout 4 and you're just filtering everything through that lense without really noticing. I understand; it's easy to get influenced by new media and lose sight of the larger picture, but I'd appreciate it if you could at least google things before forcing them to "make sense".
(10): The established backstory is that Crime Alley isn't called Crime Alley because a lot of crimes happen there. People started calling it Crime Alley when Thomas and Martha Wayne got shot there coming home from the theatre. At this point it just feels like you're inserting and ascribing your own significance to Gotham landmarks entirely at random.
(11): Also, when you just copypaste lines out of context it reads very stilted and I'm gonna say this again you really should have just quoted. I suspect you don't really understand the references here, but since you're not trying to arbitrarily change it I assume you don't really intend to add on either.
(12): You say I'm not giving Gotham enough focus, but No Man's Land is intended to be what's left of the original Gotham. Everything in that paragraph was a comics reference and while I understand some were obscure, the fact that the district is known for having 'some sort of bat-man' really should have tipped you off.
That and being a large walled off section of the city/state called No Man's Land which is both the name of a storyline and also how Gotham is actually referred to within said storyline, within which Gotham is left to rot and effectively walled off, and thus I was under the impression that a comics fan would be able to pick up on it.
(13): Three gangs hold 19 districts between them and then another 3 that are a generic criminal hive area, which you'll note is more than all the policed territory put together (13). Considering you want the police to be a large threat, this is a bit silly.
But apparently all criminals can only pick one of five total gangs and are otherwise completely irrelevant.
(14): Still on the issue of scale, Gotham is roughly equivalent to, like, Chicago in size and likely it's entire population could fit into a couple hab-blocks (which as you recall fit millions comfortably) with room to spare, yet somehow you expect there to be as much Gotham as there is Megacity? This is, frankly speaking, a bit silly. Additionally, you've not defined what era this Megacity-1 is, which is important because the territory they hold dwindles significantly over the course of the comics.
On top of this, five gangs controlling an area the size of multiple states? Even regular Gotham, which is a large city but still reasonable, has gangs numbering in the hundreds if not thousands. Megacity-1 would, by extension, easily have ten times that number.
(15): Going back to the gangs, none of them are even particularly deserving of such a large territory and frankly your choices for gang leaders are extremely strange. Looking through these I almost get the impression that your only exposure to Batman was the Arkham games and maybe some of the tie-in comics plus, I dunno, Injustice? Just a guess. Point is, they're all a bit sad and none of them really feel like a believable threat to the Judges. At least bring in the Court Of Owls or Intergang or something that's actually capable of menacing a large city all on it's own. Heck, even the Mutants or the Jokerz proper would be more distinctive and threatening than what you have. Which leads into the next point:
(16): You're saying that I'm the one making Judges out to be jobbers, but isn't it you, yourself, that's been doing that? When I wrote Yamada's exposition I A. stated the Judges proper held the most territory of the police, B. played up the police forces as the greatest threats to taking over the city and C. explained they had enough manpower so as to be effectively impossible to defeat in an open conflict. You, on the other hand, write them regularly jobbing to PCP junkies and arctic wildlife-themed mobsters while actively holding less territory (roughly 12% of the city as opposed to some 50%) than they did under the previous layout.
(18): You state in your recent Harley Quinn post that the Judges have trials and holding cells,
Didn't they teach you about citations in college?
I appreciate these references.The Mad Queen
Look we could go for weeks arguing about your refusal to provide transparency, or the fact that you didn't address even half my points, or the difference between character knowledge vs player knowledge, or your responsibilities as a GM or even the fact that most of your arguments aren't even real arguments, but the fact of the matter is I didn't come here to start a fight, okay?
I came here to give you a helping hand and some constructive criticism to steer you back on the right path, you know, since you're so busy, but it's clear my intentions haven't gotten across. So with that in mind, I went ahead and did a writeup which I think properly meshes with and builds upon the source material of both Dredd and Batman, plus a few other odds and ends, to create a fun and interesting whole which also accounts for the things you wanted to add. No need to thank me or anything, just make sure to credit me this time, okay?
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District 1 - Megacity-1 Central: While almost the entirety of Megotham is in some capacity derived from the framework of Megacity-1, the northernmost district is notable for being virtually untouched by migrants due to being home to the Academy Of Law, the Hall Of Justice, and Megotham's largest concentration of Iso-Blocks. As one might expect, many prospective citizens steer clear of the district due to the draconian policies of the local law enforcement. Civil unrest, made ever-worse by overcrowding and the brutal enforcement of the Judges, simmers constantly within the general population, which occasionally erupt in massive riots known as block wars.
District 2 - Neo Yokio District: Close enough to the Hall Of Justice to be heavily policed, yet far away and upscale enough to avoid regular raids and general brutality, Neo Yokio is a prosperous district populated almost entirely by smug, insufferable yuppies who amuse themselves with vapid hobbies and petty passive aggression towards their fellow man. Approximately 97% of arrests in Neo Yokio are for trafficking contraband or white collar crimes, but don't be fooled: While their gangs may be harmless idiots obsessed with ghetto fashion, the sheer atmosphere of greed and petty hatred that envelops the district makes it a virtual magnet for evil spirits of all kinds, causing the entire district to become a psychic hot zone.
District 3 - Paradigm District: Characterized by a massive dome that envelops the city's outer limits, Paradigm City is an insular district populated mostly by amnesiacs, with an anachronistic culture vaguely resembling 1940's Earth. Though officially annexed by the Judges on grounds of harboring massive warmachines known as Bigs, a non-aggression pact was signed by both parties following a truce brokered by a mysterious party known only as The Negotiator. Rumors say that Paradigm City also conceals a path to the mysterious Undercity, a gigantic underground metropolis containing the wonders and horrors of a long-lost civilization.
District 4 - Domino District: A district defined by class struggle, Domino City's strict social hierarchy forms a clear border between the heavily-policed and prosperous uptown districts and the crime-ridden downtown districts. The most notable trait of this district is the entire city's bizarre obsession with a card game known as Duel Monsters, ascribing an almost religious significance to the game and the mysterious "duel energy" that it generates. While the Judges have not yet made any moves to enact ordinances in response to the cult-like significance cards carry, dismissing them as mere children's playthings, could it be that Duel Monsters is more than a mere game?
District 5 - Black Star District: Before describing Black Star District one must understand that, under city ordinance, any Megotham citizen not originally from Earth must have a visa in order to live within city limits. Due to the massive alien population of Black Star District, however, such laws rapidly became unenforceable due to all aliens of the same species looking pretty much the same to law enforcement officers, with forged documentation running rampant. Thus, within the Black Star ghetto visa laws are unofficially relaxed, which in turn resulted in more migrants. As a result, Black Star District is the most racially-diverse area in all of Gladius, though this also results in massive tension and some of the most devastating gang wars in the city's history.
District 6 - Sprawl District: Though Sprawl District is classed as a singular city-state by Megotham's charter, it's actually a series of megacorporation-backed capitalist microstates that form the grounds for an endless proxy war which employs local thugs to enact terrorist actions on the competition in order to get ahead. Even more so than the rest of Megotham, money is everything in the Sprawl, where the sum total of one's existence is defined in terms of economic assets. If you're looking for quick money and shady work, the Sprawl is the place to find it. Many megacorps, such as Omni Consumer Products and Renraku Heavy Industries, have their HQs located in this district.
District 7 - New Gotham District: One of the largest districts in Megotham, and the city from which it derives half it's name. New Gotham has it's roots in the Gotham of Earth-12, a bustling, futuristic metropolis plagued by equally bustling and futuristic gang violence and supervillains. Packs of Jokerz and Splicers prowl the blind alleys and unlit back streets as the second Batman enacts his own surprisingly brutal brand of justice upon the city's criminals, usually by dumping them into the city's horribly contaminated, lethally-toxic water supply.
District 8 - No Man's Land: ...But if there is a New Gotham, so too must there be Old Gotham. The decaying remains of the once-proud city, broken in the wake of a massive earthquake that rocked it's very foundations and left to rot by the rest of the city. Behind the great concrete walls that box the district in is an image of Gotham at it's absolute worst, a city so perfectly overtaken by the forces of entropy so as to be virtually unlivable. Used by the other districts as a dumping ground for their darkest and most shameful of crimes, what remains of the original Batman wages a one man war to stem the tide, but even now he falters. Also, there's still a portal to Hell under what's left of Arkham.
District 9 - Empire District: A ghetto for industrial-styled sapient machines, Empire District is one of the most dangerous districts for an organic to be, considering most of it's inhabitants are decommissioned (or ""decommissioned"") warmachines. While large machines can technically live in other sections of the city, established ordinances such as weekly inspections by a licensed mechanic and requiring all sapient machines outside their district to be painted a bright, day-glo orange serve to discourage such actions. To further enforce this, Empire District is seperated from other districts by an electromagnetic net intended to disable their motor functions. Despite the insistence that they are in fact aliens, these laws also apply to Cybertronians, so they are not uncommon within this district.
District 10 - Neo Kobe District: Similarly to Empire District, this is another attempt to prevent sapient manmade beings from mixing with the general population. Neo Kobe, however, is primarily a ghetto for humanoid artificial beings that can pass as human, such as replicants, hollow children, and snatchers. Centered around the decaying, gutted remains of the Amita Corporation's headquarters, Neo Kobe was under quarantine until recently following a machine uprising, and as such all known routes in and out of the district are covered by police checkpoints. Neo Kobe is also notable for having one of the largest organ trafficking operations in the city- specifically, that of human skin grafts, as one's social status is determined by how well one can pass for human.
District 11 - Newport District: A district located on the southwestern edge of Megotham, Newport's primary identifying characteristic is the bacterial cloud, a dense smog-like substance that envelops the city, thick enough to reduce visibility to a few meters and suffocate any poor fool who steps outside without some form of filtration device. For this reason, Newport and it's surrounding districts, 12 and 13, have been nicknamed "The Cloud" by the city's inhabitants.
District 12 - Fission City: Originally known for having the bulk of Megotham's factory labor, Fission City underwent a radical change when the mad geneticist Dr. Paradigm contaminated the water supply with his mutation formula, gene-slamming the district's inhabitants into eight-foot-tall man-fish hybrids known as Seaviants. Luckily, a gang of sewer-dwelling vigilantes with attitude managed to stop him before he was able to add his special cocktail of mind control chemicals and safely dispose of them in New Gotham's water supply, but the mad doctor remains at large. As for the district's inhabitants, they have taken their changes oddly well and are essentially the same, save for their ability to breathe within the bacterial cloud and an affinity for fish-related puns.
District 13 - Tromaville: Though originally not an official district and constructed over a massive toxic waste dump as a town to house Megotham's mutant population, Tromaville was later inducted into the city proper after the repeal of the Mutant Expulsion Act. Though distrustful of humans and authority figures, the hideously deformed creatures of superhuman size and strength that populate this city are surprisingly docile and environmentally-conscious. The bacterial cloud covers this district as well.
As for factions, I can probably have them up either tomorrow or the day after, depending on how things work out.
The Mad Queen
Look we could go for weeks arguing about your refusal to provide transparency, or the fact that you didn't address even half my points, or the difference between character knowledge vs player knowledge, or your responsibilities as a GM or even the fact that most of your arguments aren't even real arguments, but the fact of the matter is I didn't come here to start a fight, okay?
Wasn't there a previous version of this rp or something? If so, can I join this if I wasn't in the first one?
From experience, that usually depends on who you let in.The Mad Queen That said, if I'm being honest I don't think I'd ever run a crossover fanfiction game to begin with, since it pretty much torpedos the whole creative aspect of internet pretend from the outset and ultimately just becomes an environment for people to have my-fandom-can-beat-up-your-fandom arguments.