The Clash of Civilizations (dead)

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The Clash of Civilizations (dead)

Postby thealchemist » Tue Jan 14, 2014 5:20 am

The great God Chemit looked upon his creation, all living in defiance to him... He looked upon his many divine children, each squabbling with the other for their inheritance as the new great God. It was no secret of Chemits slowly fading presence, amongst his creation the only ones that believe in him are the ones who wish him gone. Chemit couldn't decide which of his children deserve his throne, so he decided to leave the decision making amongst the creation. Chemit began to gather his divine children...

Spoiler (click to show/hide):

This is an idea that was inspired by rooies old rp "The empire forge" The game is simple. You are all gods or goddesses, children of the once great God Chemit and he has decided to leave his fortune to the winner of the game. You shall create your own civilization, starting from a period of nomads on the verge of settlement. And then you shall guide your people on a global conquest against the creations of the other gods. However complete elimination is not the only way to win... after all where is a god if he has no followers...

Spoiler (click to show/hide):

So the game will work very similar to "the empire forge"... in fact it is pretty much a copy of it, but with minor improvements. As the god/goddess of your people you will choose a single development per post (a turn) that will improve your civ. I.E. if one choose to build wooden huts, population will increase. Unlike rooie's game, these developments will cost you. I.E. in order to get wooden huts, the civ will need an X amount of wood, basic rope knowledge (basically, they need to know how to make rope), and the rope itself. The combat system I'm still working on that, but that will come in soon. Any ideas on how to run the combat will be appreciated. Also if you didn't understand the whole
after all where is a god if he has no followers
thing. Let me explain. There will be two levels of population that the gods/goddesses will have to monitor. One will be the... population. The other will be followers. Just like real civilizations, just because they are your people, doesn't mean they all follow your religion. If a god/goddess has no followers, but still has a population, this god/goddess no longer exists to the people of the world. If it were the vice versa (no population, but there are followers), you would still lose, because the main goal of this game of civilizations is for your civilization to conquer the other civilizations.

Rules [WIP]
Spoiler (click to show/hide):

Turns: The turn system will work pretty much exactly the same as nearly all rps go. The gm will make a post and all will respond to said post. A very simple system. Each turn will comprise of three or more choices, one of which is the development path. The development choice decides how your civilization will advance whether it be by upgrading the types of homes, weapons, or the species itself. The second choice is the production path. This choice does exactly what it says. You choose what your civilization should focus on producing, whether it be food, wood, stone, minerals, or people. The third option is the building path. You decide on what kind of building your civilization needs to build, whether it be homes, temples, barracks, or mining camps. The other choices that you would have to make will be for controlling your troops in battle.

Resources and You: At all times, unless changed by your production choice, half of your population will be gathering a certain amount of resources. This amount will depend on three main factors, the environment, the population, and the level of tools. The way the environment affects production is quite simple, if a civilization is based in the plains, it will be extremely difficult for that civilization to gather wood. However, in the same scenario that civilization will excel at gathering food from animals. The way population amounts will affect resources is also simple... simple enough where I don't think I need to explain it. The level of tools will effect the amount of resources like so. If one civilizations uses wooden tools, they would not gather as much of the same resource as another civilization would with stone tools.

Combat: This is something that will probably change often before the rp even starts and maybe a little bit afterwards as well. A unit shall comprise of no more than 100 members, each member will be a side for a dice that will be rolled for damage or defense. Basically, a unit with 30 members will roll a 30 sided die for attack or defense, a unit with 67 members will roll a 67 sided die for attack or defense. In order to do damage, the attacking unit must roll higher than the defending unit. If the attack is a success, the defensive roll is subtracted from the attacking roll and that number is taken as damage. I.E. if an attacking unit rolls a 100 and the defensive unit rolls a 80, the defensive unit takes 20 damage. A units health will be compromised of the amount of members within the unit. Each member will have the base heath of 5 (Subject to change based on species traits{like hard scales and such} or level of armor{leather<copper<brass<iron<steel so on and so forth}). If the damage a unit has taken succeeds the base health of a member, that member will die. Going back to our previous scenario, the defensive unit will have all base stats and has taken 20 damage, well 20 divided by 5 equals 4. So that attack has eliminated 4 members of the defensive unit. The unit will die when all of its members are dead.

Character sheet.
Spoiler (click to show/hide):

Name of god/goddess:
Name of race:
Description of race:
Preferred starting biome:
Any special traits about your creation (max of 3):
Last edited by thealchemist on Sat Jan 25, 2014 1:55 am, edited 3 times in total.
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Re: The Clash of Civilizations

Postby Argonaut » Tue Jan 14, 2014 6:00 am

Name of god/goddess: Valroz

Name of race: Rivain

Description of race: Humanoid, the Rivain are best described as a cross between a human and a snake. The main differences between Rivians and humans are the extra set of arms, and the reptilian facial features.
Spoiler (click to show/hide):

Image


Preferred starting biome: Swamp, jungle/tropical

Any special traits about your creation: Apart from the obvious benefits multiple hands gives them, Rivains are especially efficient in combat, can breathe underwater and seem to posses some level of magical abilities.
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Re: The Clash of Civilizations

Postby Grape_Drink » Tue Jan 14, 2014 6:09 am

thealchemist Wrote:-snip-



EDIT: Redacted
Last edited by Grape_Drink on Wed Jan 15, 2014 8:57 pm, edited 7 times in total.
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Re: The Clash of Civilizations

Postby Kuragari » Tue Jan 14, 2014 6:31 am

A specific set of rules is going to be needed for this game to be successful. This sounds like something from the Map Games/Nation games of Alternate History Discussion board.

For one thing, how will posts need to be structured? how will turns proceed? (because this sort of thing is going to have to be a sort of turn/round based thing) and etc and so forth.
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Re: The Clash of Civilizations

Postby that man » Tue Jan 14, 2014 10:35 pm

I'll bite, but I do agree that I'd like more rules:
Name of goddess: Sivilisashen
Spoiler (click to show/hide):

ImageI didn't draw this.

Name of race: Rupav
Description of race:
Spoiler (click to show/hide):

ImageThis one too.
The Rupav prize knowledge above all else, as it was the knowledge their goddess Rupar gave them which allowed them to realize just how little they were accomplishing in their previous, barbaric life. How foolish were they to hunt for food when they could have simply captured it and grown it as they pleased. How simple of them to live in caves and tents when the trees and stones around them could fashion far greater shelters. Armed with their new found understanding of the world, they have set out on a quest to teach the world of the splendors of Sivilisashen.

Preferred starting biome: Some where forested, but near mountains.
Any special traits about your creation:
Special Brains-Their brains are connected in such a way that they can process information faster then most any other race. This means that they can react to situations faster, and will also gain technology faster.
Low population-They got so focused in their work, that they often forget to repopulate. The population grows slower then average as they become more advance, but, will never fall below the rate necessary to maintain their current population. If they focus less on other things, they can bring it back up, but only slowly.
Delicate-While certainly capable of doing the same amount of work as most other races, they still can push themselves very easily, and usually prefer to take their time. If pushed too hard, they will easily break.
Long lived-Their natural lifespan is twice that of the average race.
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Re: The Clash of Civilizations

Postby [Brand_Name] » Wed Jan 15, 2014 12:18 am

wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwill there be sex

if so, dibs on an aqueous/fishy race
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Re: The Clash of Civilizations

Postby That_One_Guy » Wed Jan 15, 2014 1:04 am

I miss rooie sometimes, but anyways:

Name of god/goddess: Henriech, God of Gods
Name of race: Lucres
Description of race: The Lucres are a warrior-like, and humanoid, race who, only until recently, were separate clans of elementalists fighting for the land, the constant fighting have prepared them for any and all wars that would be thrown at them once the clans were finally united under the Banner of King Darian Jorell, and the Firewalker Clan. They founded their first city int he plains, the very plains the 5 clans have fought over for thousands of years.
Preferred starting biome: Grassy plains
Any special traits about your creation: Warriors, Very Strong(Powerful strength), Warriors and Adaptable.
Last edited by That_One_Guy on Wed Jan 15, 2014 5:00 am, edited 1 time in total.
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Re: The Clash of Civilizations

Postby Reaver » Wed Jan 15, 2014 1:30 am

It sounds good but I would like mroe information before committing to another Rp.
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Re: The Clash of Civilizations

Postby thealchemist » Wed Jan 15, 2014 4:07 am

Okay so, sorry about the lack of response. I was away from my computer for awhile and I absolutely loathe typing on a phone. I edited the beginning... so basically there is more info on how the game works. I also had limited the amount of special traits to 3 maximum. It will be so much easier for me to keep track that way.

[Brand_Name] Wrote:wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwill there be sex

Sorry but no. This will be one of the few rps here that doesn't pertain to sex.

If there is anything that I missed, let me know and I will try to think of something.
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Re: The Clash of Civilizations

Postby that man » Wed Jan 15, 2014 5:12 am

thealchemist Wrote:Okay so, sorry about the lack of response. I was away from my computer for awhile and I absolutely loathe typing on a phone. I edited the beginning... so basically there is more info on how the game works. I also had limited the amount of special traits to 3 maximum. It will be so much easier for me to keep track that way.

[Brand_Name] Wrote:wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwill there be sex

Sorry but no. This will be one of the few rps here that doesn't pertain to sex.

If there is anything that I missed, let me know and I will try to think of something.

Ok.
So...2 things:
1. I have never played "the empire forge" so, how do you get the resources? What do the resources cost? How does war work? How do our abilities actually affect the game? Is there per unit stats we need to know? Will there be dice?
2. Not that I'm not opposed to no sex, but, you're on an adult forum, so why? I mean, the Goblin player has it written in, and you'd loose out on potential players. I'm still game (if I figure out the rules) either way, so, just why?
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Re: The Clash of Civilizations

Postby LoneWolf » Wed Jan 15, 2014 9:11 am

that man Wrote:1. I have never played "the empire forge" so, how do you get the resources? What do the resources cost? How does war work? How do our abilities actually affect the game? Is there per unit stats we need to know? Will there be dice?


If I understand correctly, it's based on a previous RP: see the old OOC thread and IC thread.

From reading them, it sounds like there weren't really many defined mechanics (or, at least, the players weren't told what the mechanics were). The answers seem to be:
It's one of your options for an action each turn (hunt, gather, etc.)
No-one knows
No-one knows
No-one knows
There are stats but they're hidden
There might be dice, but only the GM knows.

My gut feeling is that Kuragari's right, and this needs to have the rules spelled out clearly beforehand in order to not bog down and/or end in flames, but I suppose it's possible that we could get away without.
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Re: The Clash of Civilizations

Postby Grape_Drink » Wed Jan 15, 2014 9:05 pm

Was looking through the other thread. I think I'll redact my character sheet since I don't have the most time atm, and I'm one of those people who likes to crunch numbers to maximum effect/have a solid blueprint of how everything works mechanically. :)

that man Wrote:2. Not that I'm not opposed to no sex, but, you're on an adult forum, so why? I mean, the Goblin player has it written in, and you'd loose out on potential players. I'm still game (if I figure out the rules) either way, so, just why?


Oh that was just me coming up with a neat feature. It'd be hard to really get sex into this style of game on a good level ("This player rapes and pillages this town"), but you have a point that it'd probably get more publicity/players on a less H-oriented forum of some sort.
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Re: The Clash of Civilizations

Postby thealchemist » Sat Jan 18, 2014 4:55 am

Alright I have now added basic rules to the game, and I completely understand if you guys don't want to join without the rules this game needs to have.
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Re: The Clash of Civilizations

Postby that man » Sat Jan 18, 2014 6:17 am

...Ok, I was looking for something a bit more controllable/customizable. If this is the way it will be, count me out.
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