Patol 314 Posted January 25 Share Posted January 25 I am planning on making something like a campaign on NARC. By that, I mean it will be a series of continuous events, but I don't plan on doing things like placing and moving armies, calculating resources and such. In this post, I want to consult some things first that are vital for the development of the event. Below I have listed those things so have a look: Narration over strict rules I do not intend to make rigid rules that will determine the course of the event. Things like the economy, military forces, stability, etc. will depend on in-game events and decisions made on Discord. However, the results will not be determined by exact calculations (just like it works in regular roleplays). With fewer rules, there are more possibilities and things we can take into account. That means more flexible and immersive roleplay, which is my main objective. And of course, we may avoid some exploits and issues caused by flawed rules. In-game (NARC Server) & Discord cooperation The event will be based on two pillars: Players on Discord - they will be mainly picking the course of action before we do an event on NARC. Players without roles can also participate, mainly in debates on event-related chats, voting in polls, or receiving roles over time. Players in the game - they are responsible for implementing the plans made on Discord. They will choose a course of action if the situation suddenly changes or new opportunities appear Players are not restricted from being active in both parts. One faction for all players At the beginning of the event, there will be just one big player faction. Players will have to work together to achieve success. There are going to be Player vs Player fights of course. But the opposing team exists only for the narrative. It may have no future, and it may not make any decisions. I may occasionally appoint leaders of these groups and give them some decisions to make. However, this is not guaranteed. Long story short, Mock Teams act more like NPCs. Custom player content is flexibly restricted During the event, players (mainly those with a role, but not only) will be able to create their suggestions regarding events, plans, etc. However, if there are too many events and problems, I will choose what fits the narrative and what doesn't. That means commanders will not be able to stage a coup just because they feel like it (and vice versa for regulars), players cannot create separatism over trivial matters. Unbalanced battles Some situations may lead to unbalanced battles, meaning the ratio of players won't always be 1:1. So don't be surprised if you will face overwhelming forces. This will make battles more realistic and victory over an overwhelming enemy more glorious If these event goes well, I will make second act of the event. Second act may change some aspects of the game such as one faction for all players, but lets not focus on that now. I assume you are done with the reading. To know your opinion better I have made a poll. Pick the options you are okay with and leave the ones you dislike unmarked. Feel free to comment on this topic (if it concerns it, ofc), especially with questions and suggestions. Link to comment Share on other sites More sharing options...
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