Sonic The Hedgehog
Scholar
- Joined
- Jul 19, 2007
- Messages
- 381
RPGs with these factions:
Whorehouse - Faction run by a madam and enforced by the women themselves. Thieves, rogues, and a brawler.
Slave hunters - Small group of idiot brawlers lead by a conniving and clever woman who is also ruthless. Vile faction.
Populist - Ruthless anti-government and big business leader with an assortment of hangers on, thugs, and brawlers ready to influence the people’s will.
Nudist Commune - Group of religious nudists encamped in the bush who are very welcoming to outsiders but very suspicious.
Native populations at war with each other - Both very anti-government but at war with each other over territorial and social reasons.
Constitutional partisans - Pro-government anti-slavery secret society spies
Anti-slavery partisans
Pro-slavery partisans
Railroad company - Bulldozing land with a group of thugs and immigrant laborers while trying to avoid conflict in the slavery issue.
Government - focused on keeping the peace but generally incompetent
Fantastics - Gypsey-entertainers used by the immigrants and hated by everybody else.
Ex-Slaves - slaves in the process of running away or trying to start new lives, usually allying themselves with the Anti-Slavery partisans
Gameplay - Isometric turn and adventure based. One would navigate through several areas acquiring information and being influenced/influencing the world around them until an event occurs which would be some sort of uprising/battle/duel/assassination/spy mission.
The character wouldn't be much stronger than any other character in game so they'd have to take care to pick their fights and missions carefully. The character's primary role in the game will be experiencing major events and trying to survive/personally analyze the situation. Influencing the world in minor ways that have more personal effects but also go to the outcome of the game. Essentially the game is about surviving, thriving, somewhat influencing, and experiencing a bloody kansas esque war. Multiple endings for the character that will usually end up in a Civil War situation, or more ambiguous like "venturing far off to a more peaceful place" or "tripping balls on hallucinogenic mushrooms till death" or "organizing the gypsies for better wages" or " leading a separatist movement of any stripe" or "killing head motherfucker of any faction and being hung or escaping/taking their place."
I'm imagining that maintaining a job and/or property being a crucial component to the game unless one becomes a full-time soldier.
I also imagine that the events back home play into the personal story of the person with him wanting to import the wifey or the wifey looking for him with a shotgun.
Character - Player is either a government agent or a commoner moving west. I think the latter fits in better for role play purposes.
Features:
- Newspaper system with factional basis reports the deeds of the player and his status in the territory.
- Realistic death/killing, as in most people don't die in skirmishes and the player is vulnerable.
- Historical characters and events, present and past, as well as political and economic issues/systems be somewhat represented.
- Significant backstory for a good deal of the people involved.
- FMV sequences in historical detail with dramatic license
- Realistic weather effects and degradation significantly influencing the game
- Realistic economy of scale
- Game to start off as a sim, merge into an adventure/rpg game, and then finish off as an action-story. Essentially a crescendo of player involvement with the game.
- Unique, ambiguous endings depending on player skill and choice.
- Stealing to be viable, but risky
- Weapons, especially quality ones to be rare. Weapons to be logically placed (IE, best weapons in a fort, also the hardest to get)
- Predictive metagames that will include player skill and computer skill with wildcard items serving as loot.
Pro-Slavery forces will be bad, Anti-Slavery forces will be good; both will use excessive force. Government will be helpless. Slave hunters will be evil motherfuckers. All other factions will have to be interpreted as good or bad, some skewing towards gray/irrelevant and other skewing towards more good or more bad. This is how the story will operate, and will not affect gameplay other than the story which will be mostly open to interpretation.
Whorehouse - Faction run by a madam and enforced by the women themselves. Thieves, rogues, and a brawler.
Slave hunters - Small group of idiot brawlers lead by a conniving and clever woman who is also ruthless. Vile faction.
Populist - Ruthless anti-government and big business leader with an assortment of hangers on, thugs, and brawlers ready to influence the people’s will.
Nudist Commune - Group of religious nudists encamped in the bush who are very welcoming to outsiders but very suspicious.
Native populations at war with each other - Both very anti-government but at war with each other over territorial and social reasons.
Constitutional partisans - Pro-government anti-slavery secret society spies
Anti-slavery partisans
Pro-slavery partisans
Railroad company - Bulldozing land with a group of thugs and immigrant laborers while trying to avoid conflict in the slavery issue.
Government - focused on keeping the peace but generally incompetent
Fantastics - Gypsey-entertainers used by the immigrants and hated by everybody else.
Ex-Slaves - slaves in the process of running away or trying to start new lives, usually allying themselves with the Anti-Slavery partisans
Gameplay - Isometric turn and adventure based. One would navigate through several areas acquiring information and being influenced/influencing the world around them until an event occurs which would be some sort of uprising/battle/duel/assassination/spy mission.
The character wouldn't be much stronger than any other character in game so they'd have to take care to pick their fights and missions carefully. The character's primary role in the game will be experiencing major events and trying to survive/personally analyze the situation. Influencing the world in minor ways that have more personal effects but also go to the outcome of the game. Essentially the game is about surviving, thriving, somewhat influencing, and experiencing a bloody kansas esque war. Multiple endings for the character that will usually end up in a Civil War situation, or more ambiguous like "venturing far off to a more peaceful place" or "tripping balls on hallucinogenic mushrooms till death" or "organizing the gypsies for better wages" or " leading a separatist movement of any stripe" or "killing head motherfucker of any faction and being hung or escaping/taking their place."
I'm imagining that maintaining a job and/or property being a crucial component to the game unless one becomes a full-time soldier.
I also imagine that the events back home play into the personal story of the person with him wanting to import the wifey or the wifey looking for him with a shotgun.
Character - Player is either a government agent or a commoner moving west. I think the latter fits in better for role play purposes.
Features:
- Newspaper system with factional basis reports the deeds of the player and his status in the territory.
- Realistic death/killing, as in most people don't die in skirmishes and the player is vulnerable.
- Historical characters and events, present and past, as well as political and economic issues/systems be somewhat represented.
- Significant backstory for a good deal of the people involved.
- FMV sequences in historical detail with dramatic license
- Realistic weather effects and degradation significantly influencing the game
- Realistic economy of scale
- Game to start off as a sim, merge into an adventure/rpg game, and then finish off as an action-story. Essentially a crescendo of player involvement with the game.
- Unique, ambiguous endings depending on player skill and choice.
- Stealing to be viable, but risky
- Weapons, especially quality ones to be rare. Weapons to be logically placed (IE, best weapons in a fort, also the hardest to get)
- Predictive metagames that will include player skill and computer skill with wildcard items serving as loot.
Pro-Slavery forces will be bad, Anti-Slavery forces will be good; both will use excessive force. Government will be helpless. Slave hunters will be evil motherfuckers. All other factions will have to be interpreted as good or bad, some skewing towards gray/irrelevant and other skewing towards more good or more bad. This is how the story will operate, and will not affect gameplay other than the story which will be mostly open to interpretation.