[center][h2][b][color=goldenrod]The[/color] [color=salmon]Scary, Raw, Dirty, Unrefined[/color] [color=goldenrod]Game Mechanics[/color][/b][/h2] For discussions (tentatively not in game)[/center] [hider=Character Creation, Skills, Dice Roll] [center] [h3][b][u][color=goldenrod]Character Creation and Skills[/color][/u][/b][/h3] There will be [color=yellow]no limitations[/color] in what kind of skills/strengths a character can have as long as they are lore-friendly and realistic. All skills that are created will be assigned [color=yellow]by GM[/color] a descriptive value depicting the character's proficiency in the said skill (novice [color=palegoldenrod]1[/color], apprentice [color=palegoldenrod]2[/color], adept [color=palegoldenrod]3[/color], expert [color=palegoldenrod]4[/color], master [color=palegoldenrod]5[/color]). Similarly, a descriptive value will be assigned to weaknesses as well (weakness [color=palegoldenrod]-1[/color], fear [color=palegoldenrod]-2[/color], phobia/disability [color=palegoldenrod]-3[/color]). By default, any unmentioned skill will be assigned a descriptive value of "Default [color=palegoldenrod]0[/color]". Proficiency level will be used for dice rolls in chance events. Dice rolls will follow an easy-to-understand chart like the one below. I may put the job of dice rolling in the hands of the players to make posting more efficient. [table=bordered][row][cell]Dice Rolls[/cell][cell][color=red]Phobia/Disability[/color][/cell][cell][color=red]Fear[/color][/cell][cell][color=red]Weakness[/color][/cell][cell]Default[/cell][cell][color=green]Novice[/color][/cell][cell][color=green]Apprentice[/color][/cell][cell][color=green]Adept[/color][/cell][cell][color=green]Expert[/color][/cell][cell][color=green]Master[/color][/cell][/row][row][cell][color=red]Impossible[/color][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row][row][cell][color=red]Very Unlikely[/color][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row][row][cell][color=red]Unlikely[/color][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row][row][cell]Neutral[/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row][row][cell][color=green]Likely[/color][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row][row][cell][color=green]Very Likely[/color][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row][row][cell][color=green]Certain[/color][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row][/table]*Row represents skill proficiency, Column represents the event's default success rate. [h3][b][u][color=goldenrod]Plot Devices[/color][/u][/b][/h3] [img]http://obamapacman.com/wp-content/uploads/2011/08/Plot-Device-Film-Red-Giant-Software.jpg[/img] Since some RPers' characters will be stronger than others, a simple boon called the plot devices will be given to those with more weaknesses to give them a competitive edge. A plot device is a single-used object that the RPer can use to change the outcome of an undesirable roll (death for example) to achieve a miraculous feet. Number of plot devices given to a character depends on how strong the other RPers are. [/center] [/hider] [hider=Inventors' Idle Game] [center][h3][b][u][color=goldenrod]Inventors' Idle Game [/color][/u][/b][/h3] [img]http://i.imgur.com/H7Mwg.jpg[/img] For every in-game week, each inventor will get to start a personal project and also join a group project (if they are from the inventors' institute) by choosing from a list like the one below:[table=bordered][row][cell][center][color=goldenrod]Repair[/color][/center][/cell][cell][center][color=goldenrod]Creation[/color][/center][/cell][cell][center][color=goldenrod]Innovation[/color][/center][/cell][cell][center][color=goldenrod]Invention[/color][/center][/cell][/row][row][cell]Aeraport Defense Cannon [sub]Time: 1-2 days Funding: Resource: [/sub] [/cell][cell] Espionage Spider(client request) [sub]Time: 3-5 days Funding: Resource: [/sub] [/cell][cell] Airship speed (+10%) [sub]Time: 6-7 days Funding: Resource:[/sub] [/cell][cell] Atomic Bomb [sub]Time: 6-8 weeks Funding: Resource:[/sub] [/cell][/row][row][cell] Submarine(client request) [sub]Time: Funding: Resource:[/sub] [/cell][cell] Toe Prosthetic(client request) [sub]Time: Funding: Resource:[/sub] [/cell][cell] Pistol gunpowder usage (-10%) [sub]Time: Funding: Resource:[/sub] [/cell][cell] Germs Discovery [sub]Time: 2-3 weeks Funding: Resource:[/sub] [/cell][/row][row][cell] Flintlock(personal) [sub]Time: Funding: Resource:[/sub] [/cell][cell] Chainsaw(personal) [sub]Time: Funding: Resource:[/sub] [/cell][cell] Mining efficiency (+5% minerals) [sub]Time: Funding: Resource:[/sub] [/cell][cell] Weather Machine [sub]Time: Funding: Resource:[/sub] [/cell][/row][/table]*Only for illustration purposes. Game content will be different. I will likely be listing project choices (will be more descriptive) in skill tree form (some inventions need to occur before others), and also balance the time/effort required on each inventions. [/center] The projects will run on itself for the specified time period (don't have to make continuous posts about the mundane work). For efforts/time required, generally Invention > Innovation > Creation > Repair. Repair: Help fix something, such as weapons, airships, defense towers etc. Creation: Design and produce a weapon/machine/transport with existing technology (for personal use or trading in for money). Innovation: Research and make improvements on existing technology, making them more efficient. Invention: Creating something original that will have a huge impact on the society. Players working together (group projects) will reduce the time effort significantly. For personal projects, players may be able to patent their own creations and commercialize them; they may also choose to contribute to a certain organization or release to the general public. For group projects, the inventors may vote for the invention to be released in public or contribute to the institute's funds. Players may also create their own customized project and the GM will help in setting realistic time/effort needed to complete it. [/hider] [hider=Political Strategy Game] [center] [h3][u][b][color=goldenrod]Political Sway[/color][/b][/u][/h3] [img]https://s-media-cache-ak0.pinimg.com/originals/3e/9f/86/3e9f867c2139e32c451422ff4ba38e4c.jpg[/img] Each political figure will have an inclination meter on certain political viewpoints. Depending on your [i]"relationship"[/i] with the NPC, you may converse with politicians and attempt to sway them (sweet talk, intimidation, bribery, blackmail, etc.), changing their neutrality in certain issues. This may have an impact on the weekly round table meeting, depending on both dice rolls and how much did you sway the target. For example, if James Smith the United States representative has a neutral standpoint on feminism, persuading him will make him slightly more inclined towards helping feminist activities. In next week's round table if there is a call to vote on whether to ban a certain feminist faction, there will be a higher chance that he vote in favor of feminism. You may even sway the person to propose things like an increase in funding to the inventors' institute. Votes will depend on each political leaders' neutrality on issues, and some dice rolls. Activities like human rights activities, terrorist attacks, new inventions, extreme occultists actions, etc will also catch the eyes of the politicians. The issues will be raised based on priority in the next round table and appropriate actions will be determined through the voting system. [h3][u][b][color=goldenrod]Political Strategy Game (For the more politically involved)[/color][/b][/u][/h3] This can be implemented if there are at least 3 RPers interested in political roles. They will be able to participate directly in round table meetings, vote to pass policies, negotiate with other political factions, and also make individual political/military actions to obtain resources, build outposts and conquer land. [img]https://i.ytimg.com/vi/Z_VuMRC8xYw/maxresdefault.jpg[/img] Due to a fair competition agreement, individual political powers will be able to make attempts to snatch and conquer land or outposts from the others outside Aeraport. Execution will be similar to a full NRP, each week equals to one turn, with some time adjustments to accommodate simultaneous events by other RPers within the world. Other non-political RPers will feel the chaotic changes in political geography on a weekly basis. They may even make attempts to change the outcome of events such as an outpost siege. [table=bordered][row][cell][/cell][cell][center][color=goldenrod]Army[/color][/center][/cell][cell][center][color=goldenrod]Air Force[/color][/center][/cell][cell][center][color=goldenrod]Navy[/color][/center][/cell][cell][center][color=green]Beasts(Unlockable)[/color][/center][/cell][/row][row][cell]Size[/cell][cell][/cell][cell][/cell][cell][/cell][/row][row][cell]Training[/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row][row][cell]Technology[/cell][cell][/cell][cell][/cell][cell][/cell][cell][/cell][/row][/table] [/center] [/hider] [hider=Background Events] [center] [h3][u][b][color=goldenrod]Background Events[/color][/b][/u][/h3] This is more of a background game mechanics. In an open world video game, things happen even when players are not interacting with them. In this role play, I will simulate that by coding a simple program that helps me generate all the (big number of) events from regional weather to location events in the beginning of every in-game week, and write them down in each location tab beforehand. For example, a clockwork suicide bomber named James Smith who was a fired doctor will go into the central hospital on Wednesday morning for a terrorist attempt. So the player may choose to intercept or let it go. Each event will come with a default consequence if left unattended. [u][b]Content Generation[/b][/u] Essential NPCs (political figures, company leaders, etc.) weekly schedule location events (weather, natural disasters, military movement, creatures invasion, slave auction events etc.) Disposable NPCs (names, roles, demographics) generation for some short interactions Maps (new outposts maps, underwater passages maps) City Statistics (birth death migration count, industry GDP, resources consumption, military outcomes, etc.) [/center] [/hider] [center][img]http://media.giphy.com/media/IUx4UZdX38QEM/giphy.gif[/img][/center]