Darkraven
Bearer of Evil News
Hi guys, looks to me that this is going to be my first thread. But anyway, I have a question that's been needling at me for a week or two ever since I have this idea of a roleplay pop into my head, and recently, I've decided to write it out to see if it is even viable so I won't go insane from not knowing.
Anyway, as it is, there are three modes of roleplaying. In the most common one, we play as a character who goes on an adventure (though adventure could either mean a long adventure as in the normal sense, a fight as in an arena or just everyday life that's just hard to survive in). On another, we take control of a nation usually from a chronicler's perspective. Am I right on this one? Then there's the 'Choose Your Own Adventures' format, where players pick a choice and watch the story unfold.
Edit: Ack, I struggle to remain clear. So the question is... If it's a character-driven RP, does it have to be the characters who are personally on a quest, personally? Is this formula so popular because it's the best way to roleplay or is it possible to go a different route without creating something that ultimately won't work?
Now, I've been working on a roleplay that is a mix of all three, though it's about 80% character-centred. What you do is that you take the role of a character in a fantasy world, and you've been given a task by the Empire you're a subject of to raise an army for war with other player-characters and NPCs. There's, of course, going to be many problems to solve because the Empire has already become war-torn, unstable and chaotic, so there's going to be a lot of stuff from the adventure perspective. The 'nation' element is in the management of the army. The CYOA bit comes from decisions that has to be made by PCs, as well as NPCs, that the player may not directly take actions on.
Furthermore, players will then lead the army on a campaign. That's probably going to be where most of the 'action' comes from. The world will change in spite of or because of the players depending.
Now, I've predicted a lot of problems, which is why I'm so uneasy with this idea...
EDIT: For the CYOA-esque decision-making bit, it will be handled realistically in that PCs and NPCs will be able to make their own suggestions, so the list of choices will shrink or expand as a meeting progresses. In other words, it won't function too much like CYOA, but an ad-hoc CYOA while roleplaying happens. That said, it will never be a yes/no decision or even choose 1/2/3/4 kind of question. Say for example.... You decided not to let under-aged children pass into the ranks of the army. You'll lose, say, 500 recruits. And then what? Where are we going to get those 500 recruits when the surrounding area is tapped of willing participants? Are you going to force a conscription, or are you going to find some less-than-honourable men to fill the ranks? Are you going to bend other rules to gain more recruits? How...
So yeah, it'll be more like standard roleplay.
Anyway, as it is, there are three modes of roleplaying. In the most common one, we play as a character who goes on an adventure (though adventure could either mean a long adventure as in the normal sense, a fight as in an arena or just everyday life that's just hard to survive in). On another, we take control of a nation usually from a chronicler's perspective. Am I right on this one? Then there's the 'Choose Your Own Adventures' format, where players pick a choice and watch the story unfold.
Edit: Ack, I struggle to remain clear. So the question is... If it's a character-driven RP, does it have to be the characters who are personally on a quest, personally? Is this formula so popular because it's the best way to roleplay or is it possible to go a different route without creating something that ultimately won't work?
Now, I've been working on a roleplay that is a mix of all three, though it's about 80% character-centred. What you do is that you take the role of a character in a fantasy world, and you've been given a task by the Empire you're a subject of to raise an army for war with other player-characters and NPCs. There's, of course, going to be many problems to solve because the Empire has already become war-torn, unstable and chaotic, so there's going to be a lot of stuff from the adventure perspective. The 'nation' element is in the management of the army. The CYOA bit comes from decisions that has to be made by PCs, as well as NPCs, that the player may not directly take actions on.
Furthermore, players will then lead the army on a campaign. That's probably going to be where most of the 'action' comes from. The world will change in spite of or because of the players depending.
Now, I've predicted a lot of problems, which is why I'm so uneasy with this idea...
- Will people even find managing an army even palatable? I mean, I aim for it to be quite realistic. In anticipation of this problem, I plan to make the player-characters more like specialists and executors of the general rather than desk-bound officers, so they'll be given some interesting tasks, but the issue remains: Would it be even roleplay material for people to say, root out corruption in the ranks, fend off political opponents and intrigue, chase down deserters or decide on how to solve matters that have been plaguing their army?
- Then there's the format. The players will be directly subordinate to an NPC general in the beginning, but may have to fill in for him if he gets killed/incapacitated/captured/killed. He will hand out tasks to the players, or the players will have to solve problems based on what their subordinates tell them. That said, players will have their own subordinates, and of course, the entire army are their subordinates save for some NPCs who will be of equivalent rank to them. Every week or during emergencies, there will be a meeting to decide on certain matters that surfaced, such as, for example, whether to close an eye and allow recruiters to conscript under-aged children into the army, or to decide between spending precious money that you can't spend on buying supplies... or to raid the Empire's own farmers and merchants to stock up the army's food stocks. Usually, this is where there will be a lot of debates between both PCs and NPCs. Politics might result as characters find reasons to dislike one another. Is this viable?
- That said, there won't always be combat. There might be many days or even weeks in real time where there's no combat and battles to be had. I know not all roleplays are about battles and war, but is there an audience for this, in lieu with the unique offerings of my planned RP?
EDIT: For the CYOA-esque decision-making bit, it will be handled realistically in that PCs and NPCs will be able to make their own suggestions, so the list of choices will shrink or expand as a meeting progresses. In other words, it won't function too much like CYOA, but an ad-hoc CYOA while roleplaying happens. That said, it will never be a yes/no decision or even choose 1/2/3/4 kind of question. Say for example.... You decided not to let under-aged children pass into the ranks of the army. You'll lose, say, 500 recruits. And then what? Where are we going to get those 500 recruits when the surrounding area is tapped of willing participants? Are you going to force a conscription, or are you going to find some less-than-honourable men to fill the ranks? Are you going to bend other rules to gain more recruits? How...
So yeah, it'll be more like standard roleplay.
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