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Tuesday, August 20th, 2002
1:37a - Citystates
I will be beginning a campaign locally using D&D d20. The premise is that the parties (I will run two concurrently) will be high level characters that take up the mantle of leadership in rival citystates (half a continent apart). I'm interested in opening up the remaining cities in this part of the world to patronage, and so I'm posting my proposal here.

If you are interested there are a large number of citystates. If anyone wants to have a patron citystate and help set the policy and activities of said citystate in this campaign that would be great. You can run the goals and activities of the citystate by e-mail, and I'll e-mail results and information. If you can only do this sporadically or only partially that's perfectly fine. I would end up running it entirely by myself otherwise so covering for someone who is too busy to run the city at any given time is no problem.

Most citystates are small cities (pop. ~5,000-12,000) they will have a randomly assigned number of businesses, professions and adventuring classes (following the guidelines in the DMG) of varying level (generally ranging from 1st-12th). If you like you can help decide the ruling government (usually from amongst the highest level NPC's). You can help decide the state religion and specific deity. There is a hierarchial polytheistic religion existant in the game... so each citystate has its own attendant spirit, or small god which functions something like a local saint. I suppose you could visualize this as an avatar of your rule if you like. You could also decide laws, policies, and activities such as holy jihads or entrepeneurial ventures your citizens will undertake.

Any help I could get would be great. Having additional inputs will help keep the cities reactions fresh and the game world alive.

If you're interested, you can tell me in a reply or e-mail me (check profile).

Here is a form for a citystate. Fill out whatever you want. E-mail the results to me, don't post your national security info here.
*****************************************************
Location: Central, periphery, whatever
Size: small - medium - large (subject to availability)
Geography/Landuse: Any particular terrain features. Wooded, plains, coast, a mine, etc.
Alignment: (Chaotic - Neutral - Lawful / Evil - Neutral - Good)
Government: Mayor - town council - noble - guild - theocracy - magocracy - monstrous - etc.
Rulers/Populous: Race and classes. Generally only standard races though some monstrous are permittable as secret rulers.
Local Deity: Description and type of outsider (celestial, elemental, fiend) or undead, possibly with classes
Religion: Clerical Domains (Fire - Death - Good - Protection - whatever, usually only 2 but you can specify more for the deity the spirit is attendant to) No contradictory domains.
Organizations: Guilds, orders, knighthoods, etc.

Also any of the following you wish to implement...
Laws
Taxes/Tariffs
Imports/Exports
Immigration/Emigration
Guards/Militia/Millitary service
Government Programs (Expeditions, large scale building, etc


Anything else you think of, would like to do, or just send along feel free. All applications are subject to approval, availability, and ablation.


current mood: amused

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4:42p - Covert Operations
I'm trying to run a game that's something like Men In Black meets Cthulu.

Monstrous entities, military actions, superspy stuff, the works.

But, I don't have a great idea for what to do for character special abilities. Any ideas?

Obviously, I've got psychic so far, but that's a given.

(15 comments |comment on this)

9:47p
Today, due to the incredible concept of a "paycheck", I was able to hit Borders and pick up copies of SW:Revised and Vampire:Dark Ages. It set me back about 50 dollars, but, I tell you, it's worth it.


V:DA

This is one STYLISH book, but then, aside from the horribly garish form of Hunter, all of White Wolf's books have been so. I've only done a couple quick skim sessions of it, but, of what I read, I like. The trademark angst is there, but, not in "beat you to death with the blackness of our soul" quantity that exists in V:TM. The rules, as always, are superb. Of course, there are a few gripes, like the combat system, but, since it's a universal WW thing, I'm not gonna spend any time on it.

I also didn't like how the "Paths" are limited. I wanted more of an ambigious "Screw you, we'll do what we want" path. The only one that came close to that was "The Path Of The Beast", but, that basically made you play an animal, and, Homey don't play dat. However, it was made up by how incredibly freaking cool the Disciplines were. They were streamlined alot more than their V:TM counterparts and, of course, there were new ones.

All and all, I'd say this a GREAT system for someone who actually wants to play a blood sucking EVIL creature of the night who rules with an iron fist, as supposed to their Maudlin modern counterparts.


SW:RC

I suppose this review could be summed up in one sentence: Yeah, it's great, but, where are the Ewoks?

The book looks like a tribute to the new set of movies with only a few references to the previous movies. That miffed me, but, really, that's just a personal gripe. The "Newbie" part of the book is quite good and fairly reeks of professional quality. The layout of the book is a bit screwy though, making you refer to the appendix quite a bit for a specific bit of game-releated lore.

Combat is GREAT for Jedi's now, as supposed to the previous system, wherein lightsaber combat was about as exciting as a trip to Grandma's. The system is vastly improved over the old version and, to be honest, the whole thing just makes me tingly.

The Starship\random items part of the book is suprisingly complete and I can't wait to read the sourcebook. The Lightsaber was exhaustively looked over, as was your basic weapons like Blasters and such.

To sum it up, if you like Star Wars, this game is a must-play. Even if you don't, you should have quite alot of fun playing it.


current mood: Studious

(5 comments |comment on this)

11:02p - GODLIKE
I just picked up the core book. It contains some elements I truly love:

1. An air of alternative history.
2. Relatively simple (and creative) game mechanics.
3. A focus on overall realism.

Dennis Detwiller makes it a stated point not to set this game up like some other companies have set theirs *CoughwhitewolfCough!*, where there is an overriding metaplot that must be continually supplemented with other books. Though there WILL be some supplemental material (ooooh! SuperNazis!), the core book itself really is all you need to create a game in just about any setting, and the limits on storyteller freedom (for those of us who tend to play it by-the-book) are realatively slight.

I am dying to try running a game of this. If anyone in the Seattle-area crowd is interested, lemme know. For more info, goto:

Godlike

-Zaps


current mood: satisfied

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