Well, we should also probably start planning a list of topics/countries that are in this RP, and who has 'em.
Here's our current countries, and who has what.
Britain: Shamrock Portugal: Felipe seems to have claimed it. Spain: Coson Netherlands: 8legos America: TheFirstDecade France: Tweed Prussia: MockingbirdInc Russia: Metaknightfan4
This is the list of current players, and who has what country. Now, I put forward another set of questions.
1. Should we have a jail topic that most RPs have? Here, we would have defeated characters go to jail for a set time period, usually one 24 hour day.
2. Should our calendar have other effects other than deliveries from the motherland? For example, seasons and weather could add to strategy, but they may also give unwanted advantages. (Like the fact that Russia would practically be impossible to successfully siege during winter, thanks to the cold.)
3. Should we have a limit system to prevent groups from gaining insanely high amounts of troops?
Russia, America, Prussia, and Russia were not involved in the Caribbean. The European factions involved in this time period were Britain, France, Spain, Portugal, and the Netherlands. Anyone else has to join a certain faction and be the governor of a few colonies.
1. We could have a literal jail topic for RPCs. Captured pirate captains go to jail. Captured Brits go to the brig.
Well, we should also probably start planning a list of topics/countries that are in this RP, and who has 'em.
Here's our current countries, and who has what.
Britain: Shamrock Portugal: Felipe seems to have claimed it. Spain: Coson Netherlands: 8legos America: TheFirstDecade France: Tweed Prussia: MockingbirdInc Russia: Metaknightfan4
This is the list of current players, and who has what country. Now, I put forward another set of questions.
1. Should we have a jail topic that most RPs have? Here, we would have defeated characters go to jail for a set time period, usually one 24 hour day.
2. Should our calendar have other effects other than deliveries from the motherland? For example, seasons and weather could add to strategy, but they may also give unwanted advantages. (Like the fact that Russia would practically be impossible to successfully siege during winter, thanks to the cold.)
3. Should we have a limit system to prevent groups from gaining insanely high amounts of troops?
1. Yes.
2. Possibly (I was under the impression RP would be limited to the Americas) )
3. If we use at least part of my system, then groups are limited.
Okay, I've always wanted to join a RP, but I have no idea how to get started. Can somebody help me? BTW, I want Germany, if it's an option.
Germany at this time was Prussia, ok in RP you are a person who plays a imaginary role, you can do things, in this one you can fight in battles, command ships, find treasure, stuff like that. You'll need to come up with a name for your character, he can have some basic equipment that a pirate might have. We are planning this roleplay, they have rules so nobody gets to overpowered, if you follow along it should be easy. rp actions just go like this *moves* if you wanted to shoot a gun say *shoots gun* Did I explain alright?
Yes, you did. I've done that kind of stuff before, but I never knew how to join LMB ones; they always seemed strict enough that I couldn't just hop in. Can I only join a RP if I'm part of the planning?
Well, we should also probably start planning a list of topics/countries that are in this RP, and who has 'em.
Here's our current countries, and who has what.
Britain: Shamrock Portugal: Felipe seems to have claimed it. Spain: Coson Netherlands: 8legos America: TheFirstDecade France: Tweed Prussia: MockingbirdInc Russia: Metaknightfan4
This is the list of current players, and who has what country. Now, I put forward another set of questions.
1. Should we have a jail topic that most RPs have? Here, we would have defeated characters go to jail for a set time period, usually one 24 hour day.
2. Should our calendar have other effects other than deliveries from the motherland? For example, seasons and weather could add to strategy, but they may also give unwanted advantages. (Like the fact that Russia would practically be impossible to successfully siege during winter, thanks to the cold.)
3. Should we have a limit system to prevent groups from gaining insanely high amounts of troops?
Each nation gets a base port. At this base port, they would get reasonable defences, as well as a decent army and navy. There are various other ports, which can be captured.
Now, in most RPs, each faction has a set HQ. With my system, they wouldn't. If the port a faction is based at is captured, then they simply relocate to a different port, and start again there.
Now, on to armies and navies. At the start of the RP, each faction gets a certain number of points. There are two types of points: Army Points and Navy Points. The factions get varying numbers of the two. For example, Britain, as the world's sea power, would get far more Navy Points than Army Points, while a larger nation would get more Army Points.
All soldiers and ship have a cost. RPers can submit new units to a topic, which would be run by the FAC. and the RP Rep.
Now, the RP would have a calendar, which lasts several months. Every month, each nation would get a delivery from the motherland, with reinforcements. They could get deliveries every month, or wait until the end to get a massive force.
Next, generation, regeneration, and troop loss.
If a nation has a fort not under siege, they can regenerate troops there. If not, they can't.
Ground troops need a base, or occupation. So, if you have no base (they don't need to be at the base; they just need to know that they're not a group of wanderers with nowhere to go) you need something for your troops to do. They need to either be fighting, building a new base, or travelling something with a purpose. If they are not doing any of these things, then you lose a tenth of them every week until you get a new home base.
Now, generation.
When you capture a port, you get a set number of points. if you lose the port, those points can't be regenerated, though they can still be used until they perish.
Now, opinions?
Hm. This system works great for the great empires of the world. (i.e., England, Spain, France, Portugal, and the Netherlands) But the Pirates should have a different system that's based more on recruitment from taverns and the like.
On most of the non-European islands, there should be Pirate strongholds that provide safe harbor and rest for Pirates on the run. Each stronghold has a set number of able-bodied seamen in it at any given time. Pirates can sail into harbor, go ashore, and spend a portion of their recently plundered loot to hire a fresh batch of sailors. Each one would have to be paid a regular share of loot after each successful attack. (Something like 5% per man) Taverns in European colonies also have sailors, but they are few in number and more expensive.
Pirates run the risk of getting caught in any European town. There should be some element of chance associated with this. For example, an unknown deckhand from the crew of a relatively unknown pirate captain won't be recognized by the guards and arrested. But a well-known captain will be spotted and arrested at once. The more famous a pirate is, the easier it is for him to be caught by the town guards.
There should be an random weather cycle as well, based on a random number generator of some sort. Results should include storms, clear days, windless days, strong winds, and high seas. Storms can either remain where they are, move, or dissipate. The direction in which they move would be determined by the wind direction, which is also randomly generated.
As for wind: if you are traveling with the wind, travel one day faster. Against the wind: one day slower. Neither: usual travel rules.
There should be tropical storms/hurricanes. (Once every season or something like that.)
The natural resources of an island should be noted. Merchant-like characters can set up mining/harvesting operations for a considerable fee paid to the colony that owns the island if there is no such operation in place. NPC Galleons from the European powers set sail from the richest islands at the command of faction leaders regularly with shipments of the materials on the island. Prices for the most commonly sold items (gold/silver, jewels, tobacco, cotton/cloth, rum/sugar) at the time should be determined and followed. If the galleon reaches the open ocean and returns to the mother country, faction leaders receive a certain number of army points based on how much gold they would have made off of the shipment.
We could consider adding in Mesoamerican/Caribbean native civilizations like the Aztecs and Incas to oppose European powers and provide large sources of loot.
In terms of scale, we can easily make this the biggest RP on the boards. It's gonna be awesome.
Shamrock Industries endorses the LegoBuilder-Shamrock system.
-Slaps down my American Naval Superiority passport and raises the red-white-and-blue- I'll take 'MURICA... even if their ships are from frenchies and brits. Does the ruskies even have a navy or the japanese?
America didn't exist at this time and the Russians/Japanese weren't involved in the Caribbean.
Hm. This system works great for the great empires of the world. (i.e., England, Spain, France, Portugal, and the Netherlands) But the Pirates should have a different system that's based more on recruitment from taverns and the like.
On most of the non-European islands, there should be Pirate strongholds that provide safe harbor and rest for Pirates on the run. Each stronghold has a set number of able-bodied seamen in it at any given time. Pirates can sail into harbor, go ashore, and spend a portion of their recently plundered loot to hire a fresh batch of sailors. Each one would have to be paid a regular share of loot after each successful attack. (Something like 5% per man) Taverns in European colonies also have sailors, but they are few in number and more expensive.
Pirates run the risk of getting caught in any European town. There should be some element of chance associated with this. For example, an unknown deckhand from the crew of a relatively unknown pirate captain won't be recognized by the guards and arrested. But a well-known captain will be spotted and arrested at once. The more famous a pirate is, the easier it is for him to be caught by the town guards.
There should be an random weather cycle as well, based on a random number generator of some sort. Results should include storms, clear days, windless days, strong winds, and high seas. Storms can either remain where they are, move, or dissipate. The direction in which they move would be determined by the wind direction, which is also randomly generated.
As for wind: if you are traveling with the wind, travel one day faster. Against the wind: one day slower. Neither: usual travel rules.
There should be tropical storms/hurricanes. (Once every season or something like that.)
The natural resources of an island should be noted. Merchant-like characters can set up mining/harvesting operations for a considerable fee paid to the colony that owns the island if there is no such operation in place. NPC Galleons from the European powers set sail from the richest islands at the command of faction leaders regularly with shipments of the materials on the island. Prices for the most commonly sold items (gold/silver, jewels, tobacco, cotton/cloth, rum/sugar) at the time should be determined and followed. If the galleon reaches the open ocean and returns to the mother country, faction leaders receive a certain number of army points based on how much gold they would have made off of the shipment.
We could consider adding in Mesoamerican/Caribbean native civilizations like the Aztecs and Incas to oppose European powers and provide large sources of loot.
In terms of scale, we can easily make this the biggest RP on the boards. It's gonna be awesome.
Shamrock Industries endorses the LegoBuilder-Shamrock system.
*signs contract, leasing these rules to Shamrock Industries at the price of a promotion*
Well, we should also probably start planning a list of topics/countries that are in this RP, and who has 'em.
Here's our current countries, and who has what.
Britain: Shamrock Portugal: Felipe seems to have claimed it. Spain: Coson Netherlands: 8legos America: TheFirstDecade France: Tweed Prussia: MockingbirdInc Russia: Metaknightfan4
This is the list of current players, and who has what country. Now, I put forward another set of questions.
1. Should we have a jail topic that most RPs have? Here, we would have defeated characters go to jail for a set time period, usually one 24 hour day.
2. Should our calendar have other effects other than deliveries from the motherland? For example, seasons and weather could add to strategy, but they may also give unwanted advantages. (Like the fact that Russia would practically be impossible to successfully siege during winter, thanks to the cold.)
3. Should we have a limit system to prevent groups from gaining insanely high amounts of troops?
1. Yes.
2. Possibly (I was under the impression RP would be limited to the Americas) )
3. If we use at least part of my system, then groups are limited.
1. Alright. I had a feeling that would be supported.
2. We can continue discussing this. (Well, under our historical point, we would know that one can sail around the world, but I'd say we should bring this up as a point of discussion. Our historical point does focus on America, so we should probably vote on where all we sail, if we choose to cover anything besides the Atlantic and Caribbean.)
Well, we should also probably start planning a list of topics/countries that are in this RP, and who has 'em.
Here's our current countries, and who has what.
Britain: Shamrock Portugal: Felipe seems to have claimed it. Spain: Coson Netherlands: 8legos America: TheFirstDecade France: Tweed Prussia: MockingbirdInc Russia: Metaknightfan4
This is the list of current players, and who has what country. Now, I put forward another set of questions.
1. Should we have a jail topic that most RPs have? Here, we would have defeated characters go to jail for a set time period, usually one 24 hour day.
2. Should our calendar have other effects other than deliveries from the motherland? For example, seasons and weather could add to strategy, but they may also give unwanted advantages. (Like the fact that Russia would practically be impossible to successfully siege during winter, thanks to the cold.)
3. Should we have a limit system to prevent groups from gaining insanely high amounts of troops?
Hm. This system works great for the great empires of the world. (i.e., England, Spain, France, Portugal, and the Netherlands) But the Pirates should have a different system that's based more on recruitment from taverns and the like.
On most of the non-European islands, there should be Pirate strongholds that provide safe harbor and rest for Pirates on the run. Each stronghold has a set number of able-bodied seamen in it at any given time. Pirates can sail into harbor, go ashore, and spend a portion of their recently plundered loot to hire a fresh batch of sailors. Each one would have to be paid a regular share of loot after each successful attack. (Something like 5% per man) Taverns in European colonies also have sailors, but they are few in number and more expensive.
Pirates run the risk of getting caught in any European town. There should be some element of chance associated with this. For example, an unknown deckhand from the crew of a relatively unknown pirate captain won't be recognized by the guards and arrested. But a well-known captain will be spotted and arrested at once. The more famous a pirate is, the easier it is for him to be caught by the town guards.
There should be an random weather cycle as well, based on a random number generator of some sort. Results should include storms, clear days, windless days, strong winds, and high seas. Storms can either remain where they are, move, or dissipate. The direction in which they move would be determined by the wind direction, which is also randomly generated.
As for wind: if you are traveling with the wind, travel one day faster. Against the wind: one day slower. Neither: usual travel rules.
There should be tropical storms/hurricanes. (Once every season or something like that.)
The natural resources of an island should be noted. Merchant-like characters can set up mining/harvesting operations for a considerable fee paid to the colony that owns the island if there is no such operation in place. NPC Galleons from the European powers set sail from the richest islands at the command of faction leaders regularly with shipments of the materials on the island. Prices for the most commonly sold items (gold/silver, jewels, tobacco, cotton/cloth, rum/sugar) at the time should be determined and followed. If the galleon reaches the open ocean and returns to the mother country, faction leaders receive a certain number of army points based on how much gold they would have made off of the shipment.
We could consider adding in Mesoamerican/Caribbean native civilizations like the Aztecs and Incas to oppose European powers and provide large sources of loot.
In terms of scale, we can easily make this the biggest RP on the boards. It's gonna be awesome.
Shamrock Industries endorses the LegoBuilder-Shamrock system.
My only question is how we will randomly generate all these systems, (Such as pirate capturing, weather, and the location of hurricanes.) but I say that can be solved. I support also.