Hidden 6 yrs ago 6 yrs ago Post by Templar Knight
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Templar Knight

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IDK how many on here saw or have played the recent City-Management sim Frostpunk by 11-Bit Games, but I was inspired by it to think of an RP concept around the world after the events of the main campaign. As in the initial crisis of survival has passed and various city-states have been founded around the Generators, and now this new world begins to function in a way beyond mere survival.

Here is the intro trailer, and those who don't know, this is the game itself and its concept:

https://www.youtube.com/watch?v=qqEpSOFDXGA

Essentially, alternate reality late 1800s Steampunk world, where the entire world enters a major ice age, civilization collapses, and now the survivors are trying to survive and re-establish themselves by whatever means necessary to fight the cold.

This RP would take place after the events of the main campaign and initial survival problems culminating in the coming of the massive storm called The Great Frost, your cities will be assumed to all have survived such events no matter how costly it was. The survival elements will still be in there, but the RP will mostly focus on City-State interactions, competing over resources and expansion, diplomacy, dealing with major crisis, and any other scenarios I or you guys would think to throw into this situation.

Here's my initial idea for Nation Sheets, subject to change but includes most of what I'm thinking of:



I'll be honest folks, I've never run a serious nation RP before, so feel free to give me any thoughts on how this looks in any respect, any questions on the setting or lore, and obviously if you're interested in it.
Hidden 6 yrs ago Post by Sierra
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For one thank you for introducing me to that game. That is mine now. 11 Bit studios games are fantastic, even if they have an incredible knack for making you feel like a terrible person. Between that and Surviving Mars I am drowning in good survival city-builders.

Now more relevantly, you can't rely on people knowing the lore beyond a basic premise. The game is too new. That basic premise is pretty cool (shitty pun intended) so I think this may see people. I'm not normally huge into NRP myself (diplomacy is fun but I am a character writer; the abstract nature doesn't jive for me) but that's not to say I won't keep an eye around. I may hammer out a sheet at some point.
Hidden 6 yrs ago Post by Templar Knight
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Thanks.

I mean, if anyone has questions about the lore, I feel that I have enough of a grasp on it to answer any questions people may have on it. I also intend to give a more detailed summation of the lore that will be necessary for people to know in an actual OOC post if enough are interested.

In most regards though, aside from a couple basic things, most of the stuff I am intending to leave open for personal invention. The lore of Frostpunk by and large is very indirect and left for interpretation anyway as to why the world is and what the world was before and why the situation has largely happened, hence why there isn't too much detail to start off.

But I appreciate the comment.
Hidden 6 yrs ago Post by Marquise
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Sounds fun, and Frostpunk pulls at the heartstrings :) . Fighting the cold and the iniquities of one's fellow man...an excellent start! It's generally a good idea to provide a guide - of sorts - as to what you're looking for in the form of your own nation (or in this case, city-state) sheet fairly early on...Helps with numbers and planning, as a general rule-of-thumb.
Hidden 6 yrs ago 6 yrs ago Post by Templar Knight
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This is a WIP example based off of my current outline.

For those curious as to how I came up with the numbers for the various production levels, this is basically the equations I am working with.

Coal: 1 Labourer = 20 Units of Coal Produced per day.

Food: 1 Labourer = 2 Units of Raw Food per day. 1 Unit of Raw Food = 4 Units of Rations.

Wood: 1 Labourer = 2 Units of Wood per day.

Steel: 1 Labourer = 1 Unit of Steel per day.

*I am open to adjusting these equations for city-states that specialize their industries, or utilize laws to effect productivity, but I mostly expect numbers that make sense.

**Note that nations that include automatons can work 24/7 regardless of conditions (so long as they can refuel) and will produce double what 7 Labourers can do in a day for any given industry. The catch? Automatons cost a lot of resources to make, including a Steam Core for each, and they displace 10 workers for every one of them that is introduced.

Consumption numbers of Food is simple. The number of people you have in your city-state is the number of rations you go through daily.

Coal consumption I'll admit is hazier. I have no real solid equation for this atm, but for now I'm considering the idea of tying it to Generator operation levels (1-4 with 1 being the lowest level of heat generation and consumption, and 4 being the highest), because all nations will be assumed to have survived the Great Frost, all nations will have access to these levels and essentially mean that they have a fully-equipped generator. Temperature fluctuation will require changes in Generator power levels to either lower or increase heat production based on how much you're using it, and thus will determine consumption.

I'll be honest again, I'm not a big fan of using complex equations for RPs, but this is a nation RP that revolves around a fair bit of resource management detail by virtue of its premise, so I have to include them, but I'd aim to try and keep them simple.
Hidden 6 yrs ago 6 yrs ago Post by Sierra
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I'll start by saying I'm not entirely sure where those numbers are coming from considering that a steelworks spits out 6 steel/worker/day (up to 12 with a steam steelworks memory serving) but that's not relevant to either of my goals. What I wanna do is quickly translate all this game jargon into something that other people can understand. The few of us here are all familiar with it, but it'll help accessibility and by extension player numbers.

The Premise (in more detail):
In the frozen wastelands, towering generators have kept small pockets of land free of glacier, creating ice craters within which cities are built. Survivors who make it to these cities have to work together to survive an apocalyptic winter with just what resources they can scavenge, rebuilding shreds of civilization. Industries are built. Technologies are rediscovered. People are tested. Under pressure of societal collapse, most cities turn to authoritarian or theocratic regimes to maintain peace, usually descending into an Orwellian nightmare or fanatical cultism in some capacity respectively. Laws are passed. Hope dangles precariously. Discontent is ever present. It is the leader's (your) job to manage all of this and survive ... which against all odds the player cities have and can take their place in the new, very frozen world.

Resources explained:
  • Coal: Fuels your generator, which prevents you from freezing to death. If the generator dies, everything dies. Coal moves in and out in high volume.
  • Food: People eat food to not die, simple. (Food can be simplified to 4 food/worker/day, cutting out all conversions.)
  • Wood: Basic construction material, used in most construction.
  • Steel: Advanced construction material, used increasingly in more advanced construction.
  • Steam Cores: High-pressure steam apparatuses used in powering mechanisms in facilities and automatons and heating systems in medical and agricultural facilities. These are not manufacturable within cities and must be found.

The usefulness of construction materials is highly dependent on how built out cities are, which they must be to a fairly significant degree if they've made it this far.

Generator:
The generator keeps you warm and alive in a frozen wasteland. It provides high pressure steam via conduit in roads for mechanization and heating. The radius and temperature of this can be controlled, varying fuel consumption. Radius setting can be determined by the city population, which roughly approximates size/radius. Power level is affected by the temperature, which fluctuates randomly.

Laborers:
"Engineers" generically describes skilled laborers who can work on research, advanced contraptions (prosthetics, automatons), and in medical fields. They can also conduct menial labor tasks the same as regular workers. Children may or may not be available as menial laborers or as apprentices to engineers or medical facilities depending on the laws passed in a city (see below).

Laws:
Laws are the policies put in place that determines how your city runs. For the purposes of this RP, these can be thought of mostly as flavor text. They do however provide some indication on the style of governance, lifestyle of the population, etc. (There may be some rolls affected by whether or not certain policies are in place; GM clarification required.) Some of these can affect overall productivity by affecting work shifts and the workforce.


I think this will be helpful to those unfamiliar with the game (if you like survival games, city builders, or things that break your soul, you'll like it and should check it out). @Templar Knight I hope I didn't step on any plans in this and I hope I adequately explained things for the layman. Further, I release everything above to public use if you want it.
Hidden 6 yrs ago 6 yrs ago Post by Skylar
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You have my interest, I am a major fan of Frostpunk and have some ideas for a city in the frostlands.

THE CITY MUST SURVIVE
Hidden 6 yrs ago Post by twannyman
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It sounds really interesting, altough I haven't played Frostpunk I do like Post Apocalypse games and city builders alike
Hidden 6 yrs ago Post by Sierra
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@twannyman Then you're a perfect guinea pig for telling me whether or not I succeeded in making the game concept somewhat understandable to the unfamiliar.
Hidden 6 yrs ago Post by twannyman
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@Sierra

Yes is the correct answer
Hidden 6 yrs ago Post by Templar Knight
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@Sierra

Honestly, three reasons on the numbers.

1) I forgot how much some of them made specifically.

2) If I were to make the numbers all line up exactly with the game's mechanics, nobody would have much reason to go find Steel, Coal, or Wood sources, because every city location in-game has at least 1 (often 2) of each that is enormous and practically impossible to exhaust in current game modes even with maxed out tech and 24 hour extraction. I'm aiming to avoid that, because that IMO limits RP options and variety.

3) I'm still trying to iron out how much I want this to be resource numbers focused, and if so, what for? Considering the time of the RP within the setting, I cannot realistically use the classic tech tree, and any tree that I come up with would arguably inadequate for the task of this kind of RP, considering others could say: "Well why can't we built X" because I happened to forget or simply because others are more creative in different manners than I. Currently, I'm leaning towards less resource numbers just to simplify things.

I'm mostly curious what others are thinking on the last bit.

But no, I don't have a problem with the simplification and sum-up, I haven't GM'd many RPs before, personally.

Glad to see others are interested, I will probably setup a OOC shortly just to move things there.
Hidden 6 yrs ago Post by Marquise
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Given that we're playing in a post-Great Frost world (or at least, post first Great Frost), I think a bit of leeway on the resource numbers is no bad thing. Keeping track of a few critical ones makes sense and introduces an element of planning - and allows you as GM to inject an element of consequence into decisions - but you don't need to know how many chairs the citizens made in their down-time :P .

Part of the fun of this is going to be interaction between the city-states, figuring out how to spread our influence - and our cities - beyond the confines of our own little craters, and how to survive more long-term in the brave new sparkly cold world.

Hidden 6 yrs ago Post by Templar Knight
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Apologies to everyone for my absence, between a 3-day solid power outage on my end, 2 days afterwards of on and off power, and along with other matters that have kept me away from the computer, its been a little while since my response.

I'll keep this simple and just have it be one last check to see if anyone is still interested since the unexpected hiatus, if 3 people say yes, I'll get on an OOC.
Hidden 6 yrs ago 6 yrs ago Post by Marquise
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@Templar Knight, still interested :) . Sorry t'hear about the real life difficulties - everything sorted now?

Oh, and it might be worth pinging those who've previously registered their interest :) .
Hidden 6 yrs ago 6 yrs ago Post by Templar Knight
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Good idea. And yes, things are mostly sorted out, hopefully nothing else comes up.

@twannyman@Skylar

@Sierra

I realize you're extremely busy with your own RP, one which looks interesting to me myself, this is mostly just for formality's sake.
Hidden 6 yrs ago Post by Sierra
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Slammed against a wall would be a fairly accurate description of my current state. I think that has to speak for itself in regards to my present availability to being a joiner of anything really.
Hidden 6 yrs ago Post by twannyman
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I'm still interested

@Templar Knight
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