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I am currently looking for people to write with me in a collaborative project centered around ruling out very own nations. In LotL, the players will be controlling their own nations in a fantasy setting somewhere in between the medieval era and renaissance.
What kind of government will you use as the means of writing your story? Feudalism? Imperialist? Republic?
What kind of culture will your nation develop? What kind of holidays, traditions, or religions will unite or divide your country?
This role play will also be utilizing a scenario system that I've been working on, to help develop and push our stories forward. Using this will not only provide a prompt to write about, but with it being random this will allow for unique events to help ensure everyone is playing on a fair footing.
How We Begin:
For the sake of fairness, everyone will start out at the same approximate size in terms of territory and population. This will be one hundred thousand square kilometers and one million citizens. This is considered a stable population, with a steady death and birth rate throughout the play period. Population is subject to change depending on events or actions taken by you or other writers.
As this setting is fantastical, there will be fantastical races to consider as part of the experience. For the sake of simplicity and proof of concept I will give three examples of different races. If you wish to submit your own fantastical race for use in this project please submit them to me for approval to insure fairness to everyone involved.
Elves:
Magical Affinity - High
Economic Affinity - Medium
Military Affinity - Low
Diplomatic Affinity - High
Preferred Environment - Woodlands
Racial Gift - Ageless: Elves age at a severely decreased rate, allowing them to master multiple skills in their given field. Because of this though, any nation using elves as their primary citizen must reduce starting population by half, and any population booms for elves are also halved as well.
Dwarves:
Magical Affinity - Low
Economic Affinity - High
Military Affinity - Medium
Diplomatic Affinity - Low
Preferred Environment - Mountains
Racial Gift - Bastion: Dwarves are famed for their imposing and impregnable fortresses. All defending armies are valued as double their numbers when in combat. Great defenses also encourage xenophobic tendencies, halving all incoming immigration events and making diplomatic actions more difficult.
Humans:
Magical Affinity - Medium
Economic Affinity - Medium
Military Affinity - Medium
Diplomatic Affinity - Medium
Preferred Environment: - Any
Racial Gift - Fruitful Multipliers: Double their starting population of this race. Double the population loss when rolling the plague event.
Quick rundown of these affinities I'm throwing around.
Magical Affinity: This is the general ability and population density of those that can use magic within a race's population. What this means generally is how many people are capable of using magic as well as how powerful those magic users can generally get. This can have advantages and disadvantages depending on the event you roll. How you decide to leverage this is up to you as the writer and you'll get a better understanding when I write out how magic works.
Economic Affinity: This is the general ability to acquire wealth and manage your resources in your country. The higher your affinity, the greater your discount when using wealth which can be leveraged into further developing your country. This has its own advantages and disadvantages depending on the event you roll. How to use wealth will be further explained in another section.
Military Affinity: This is the general ability to raise armies and train them for combat effectiveness during a conflict. Essentially it dictates how many of your population (5, 10, and 15 percent respectively) you can convert into soldiers for your army. Having a low military affinity does not automatically mean you'll be unable to win a conflict. How conflicts work will be expanded upon in the conflict section.
Diplomatic Affinity: This determines your countries general ability to negotiate and communicate effectively with other countries. This one is more tricky to work mechanically as it can't force other players to interact with you in different ways than they normally would. So this is more going to affect how certain events you roll will be affected depending on your diplomatic affinity.
Placement of your country: Where you place your country will be important, especially in regards of communicating with other countries. Until you're able to figure out a means of magically communicating with each other, messages could take some time depending on where said countries are located.
Mechanics of the Game:
Magic - Magic is a force of nature that allows the user to bend reality to their will, at a cost. Simple magic that can be cast by a singular person doesn't have a cost. More complex magic will require something to be paid in order to execute it properly. These kinds of magic include things like changing the geography, major offensive magic, or mass teleportation on a scale of thousands requires costly material components to enact. Depending on the Magic can range from one to five wealth tokens which you obtain through your economy. Please message me if you have an idea for a piece of complex magic and we can figure out the price.
Wealth Tokens: In order to simplify this so it isn't overwhelming we'll break it down like this. Every country starts out with five wealth tokens, and every time you roll for an event you generate two wealth tokens. Wealth tokens can be used for a lot of things, from magical rituals, to helpful things to develop your nation, to mercenaries to bolster your armies. All these things will require wealth tokens to purchase these things. I will have a breakdown of things that can be purchased with wealth tokens I just need some time to get it set up.
Conflicts and War: So you're going to war against someone or something. The armies have marched to battle and are just about to charge at each other. Here is where things get tricky because from my experience in role playing it's very easy for someone to just kind of game this sort of system and out write their opponent into oblivion. That's not fun for everyone, which I don't like and I don't think is a fair way to go about trying to make a story that everyone can have fun with. So with that in mind, we will be using a dice rolling system to determine outcomes for how these battles will go. How it goes is that both players will roll a D20, for every ten thousand soldiers you have in your army you can add plus one to the result of your roll. How you write out that result is up to both of you to decide but just know that battles rarely end up with one side annihilating the other entirely.
The Event Table:
How it works - Roll a D20 on the gaming dungeon chat room and link it to the heading of the post you'll be making in the thread, this will ensure that everyone can see that you had rolled that outcome, thus ensuring fairness.
Events:
——————————————————————-
So this is what I have so far with all of this. I can develop the system further and would love to do so but only if others are willing to join me in this project. If any of this interests you, hit me up with a DM and we can collaborate further with the system and have some fun playing fictional nations vying for wealth and power.
What kind of government will you use as the means of writing your story? Feudalism? Imperialist? Republic?
What kind of culture will your nation develop? What kind of holidays, traditions, or religions will unite or divide your country?
This role play will also be utilizing a scenario system that I've been working on, to help develop and push our stories forward. Using this will not only provide a prompt to write about, but with it being random this will allow for unique events to help ensure everyone is playing on a fair footing.
How We Begin:
For the sake of fairness, everyone will start out at the same approximate size in terms of territory and population. This will be one hundred thousand square kilometers and one million citizens. This is considered a stable population, with a steady death and birth rate throughout the play period. Population is subject to change depending on events or actions taken by you or other writers.
As this setting is fantastical, there will be fantastical races to consider as part of the experience. For the sake of simplicity and proof of concept I will give three examples of different races. If you wish to submit your own fantastical race for use in this project please submit them to me for approval to insure fairness to everyone involved.
Elves:
Magical Affinity - High
Economic Affinity - Medium
Military Affinity - Low
Diplomatic Affinity - High
Preferred Environment - Woodlands
Racial Gift - Ageless: Elves age at a severely decreased rate, allowing them to master multiple skills in their given field. Because of this though, any nation using elves as their primary citizen must reduce starting population by half, and any population booms for elves are also halved as well.
Dwarves:
Magical Affinity - Low
Economic Affinity - High
Military Affinity - Medium
Diplomatic Affinity - Low
Preferred Environment - Mountains
Racial Gift - Bastion: Dwarves are famed for their imposing and impregnable fortresses. All defending armies are valued as double their numbers when in combat. Great defenses also encourage xenophobic tendencies, halving all incoming immigration events and making diplomatic actions more difficult.
Humans:
Magical Affinity - Medium
Economic Affinity - Medium
Military Affinity - Medium
Diplomatic Affinity - Medium
Preferred Environment: - Any
Racial Gift - Fruitful Multipliers: Double their starting population of this race. Double the population loss when rolling the plague event.
Quick rundown of these affinities I'm throwing around.
Magical Affinity: This is the general ability and population density of those that can use magic within a race's population. What this means generally is how many people are capable of using magic as well as how powerful those magic users can generally get. This can have advantages and disadvantages depending on the event you roll. How you decide to leverage this is up to you as the writer and you'll get a better understanding when I write out how magic works.
Economic Affinity: This is the general ability to acquire wealth and manage your resources in your country. The higher your affinity, the greater your discount when using wealth which can be leveraged into further developing your country. This has its own advantages and disadvantages depending on the event you roll. How to use wealth will be further explained in another section.
Military Affinity: This is the general ability to raise armies and train them for combat effectiveness during a conflict. Essentially it dictates how many of your population (5, 10, and 15 percent respectively) you can convert into soldiers for your army. Having a low military affinity does not automatically mean you'll be unable to win a conflict. How conflicts work will be expanded upon in the conflict section.
Diplomatic Affinity: This determines your countries general ability to negotiate and communicate effectively with other countries. This one is more tricky to work mechanically as it can't force other players to interact with you in different ways than they normally would. So this is more going to affect how certain events you roll will be affected depending on your diplomatic affinity.
Placement of your country: Where you place your country will be important, especially in regards of communicating with other countries. Until you're able to figure out a means of magically communicating with each other, messages could take some time depending on where said countries are located.
Mechanics of the Game:
Magic - Magic is a force of nature that allows the user to bend reality to their will, at a cost. Simple magic that can be cast by a singular person doesn't have a cost. More complex magic will require something to be paid in order to execute it properly. These kinds of magic include things like changing the geography, major offensive magic, or mass teleportation on a scale of thousands requires costly material components to enact. Depending on the Magic can range from one to five wealth tokens which you obtain through your economy. Please message me if you have an idea for a piece of complex magic and we can figure out the price.
Wealth Tokens: In order to simplify this so it isn't overwhelming we'll break it down like this. Every country starts out with five wealth tokens, and every time you roll for an event you generate two wealth tokens. Wealth tokens can be used for a lot of things, from magical rituals, to helpful things to develop your nation, to mercenaries to bolster your armies. All these things will require wealth tokens to purchase these things. I will have a breakdown of things that can be purchased with wealth tokens I just need some time to get it set up.
Conflicts and War: So you're going to war against someone or something. The armies have marched to battle and are just about to charge at each other. Here is where things get tricky because from my experience in role playing it's very easy for someone to just kind of game this sort of system and out write their opponent into oblivion. That's not fun for everyone, which I don't like and I don't think is a fair way to go about trying to make a story that everyone can have fun with. So with that in mind, we will be using a dice rolling system to determine outcomes for how these battles will go. How it goes is that both players will roll a D20, for every ten thousand soldiers you have in your army you can add plus one to the result of your roll. How you write out that result is up to both of you to decide but just know that battles rarely end up with one side annihilating the other entirely.
The Event Table:
How it works - Roll a D20 on the gaming dungeon chat room and link it to the heading of the post you'll be making in the thread, this will ensure that everyone can see that you had rolled that outcome, thus ensuring fairness.
Events:
- Natural Disaster: A major natural disaster hits somewhere in your country (depending on the environment) where and what kind of natural disaster is to your discretion, but the disaster must cause at most five hundred deaths and will cost two wealth tokens to repair the damages. If two wealth tokens aren't paid immediately, it will be taken from your income before rolling the next event.
- Discovered Ruins: Intrepid explorers have discovered ancient ruins from a forgotten civilization in your borders. The arcane knowledge can either be sold for one wealth token or can be used to discount a magical ritual by one wealth token.
- Bandits in the Wild: Bandits have been reported to be robbing merchants at the outskirts of your country. Roll a D20 in the Gaming Board chat room. Odd results mean the bandits have evaded your forces, and even results mean you have defeated the bandits. If the bandits evade your forces, you will lose one wealth token before every event roll. You can roll to defeat the bandits once before every event roll.
- Population boom: Your country is experiencing a population increase. Add two hundred and fifty thousand to your current population.
- Plague: A deadly illness has been discovered amongst your citizens. Roll a D20. Odd results means the illness remains, even results mean the illness has died out. Lose fifty thousand citizens in your population. A magical ritual costing two wealth tokens can be used to cure the illness quickly.
- Buried Treasure: Treasure Hunters have discovered ancient treasures in your borders, and you have gained your share as tribute. Gain two wealth tokens.
——————————————————————-
So this is what I have so far with all of this. I can develop the system further and would love to do so but only if others are willing to join me in this project. If any of this interests you, hit me up with a DM and we can collaborate further with the system and have some fun playing fictional nations vying for wealth and power.