STATUS:
10+ years of an RP idea, finally finished, on 10.10.2025. Goodnight Raven Squad, you were the best, wildest, most silly near future SOF RP that lived on the guild, and you got a worthy send off :)
9 mos ago
Current
10+ years of an RP idea, finally finished, on 10.10.2025. Goodnight Raven Squad, you were the best, wildest, most silly near future SOF RP that lived on the guild, and you got a worthy send off :)
9
likes
Bio
I've RP'd for the best part of over 15 years now here on the Guild, and particularly like military settings, both contemporary, past and near future. I have even dabbled in a little more experimental RPs, as well as created a plethora of 1x1s over my time in the guild. I like creating RPs with a distinct flavour- and often shift between narrative-led RPs to semi-randomised plots. I've been more a GM lately than a player, and don't really lean into fandom- instead, exploring my own universes lifting themes from other source material.
My main interests are military-themed, near-future RPs, with a focus on technology. But I'm beginning to push what that RP idea looks like- taking inspiration from lots of media and focussing on the fun, indulgent side of RP, whilst also exploring the lows and emotional side.
Raven Squad is a project over seven years in the making, and focusses on a class-based, eccentric yet half-grounded near future special forces team that acts as a response team where you can't send any special forces team in. It's incredibly dumb, incredibly loose, and yet, has delivered some of my favourite plot points in RPG. A brainless action flick a la John Wick and Kingsman meets a complex thriller with a fun left turn in it, Raven has been the culmination of over a decade of loving special forces RPG, gaming influences and other silliness in a package that has provided players with something quite different to a normal military themed RPG. While at an end, this is an RP that is a signature- it's silly as hell, takes itself barely seriously, and is what peak fun military RPG to me should be.
Delta Hyper is a love letter to Wipeout, F1's Drive to Survive (Netflix) and contemporary Formula One, with influences from solarpunk, cyberpunk, transhumanism and other posthumanist concepts. An RP that follows pilots in their ups and downs, it's a story that hasn't got me playing an actual character, but framing the camera at each pilot (played by others), and presenting it as if it were a documentary. Lifting elements from TTRPG, this is a Racing RPG like no other and no parallel exists- using dice rolls and randomisation, with a stats-driven system to generate race results, rather than actually RPing the races, players experience the fast-paced, dynamic world of anti-gravity racing. This means that come Qualifying and Race, the results are genuinely a surprise to everyone- and based on decisions made through dilemmas and decisions made between races. Friendships, rivalry, the glamour and even a little political undertone play out in 2094, in a colourful, utopian future that focuses on the fight to take first place.
Then there's Tactical Breach Wizards: Fireteam Hex. First use of any set IP as a formal setting, this is an RP that offers a darker mirror to Raven Squad, focussing on the other side of the equation- unlikely heroes in an uncomfortable position. I don't normally do fantasy, but the world, the lore, the feeling of the characters and the ability to write a comedy just was too difficult to pass up. An RP that focuses on a group running away from a variety of threats as wanted mercenary wizards in the middle of a post-revolution, Eastern-Europe adjacent 1990s to present Polavia.
Lastly, Dispatch: Heroes of Claremont. This is another IP-adjacent world, albeit drawing on a different setting and a new cast of superheroes. As my "first" proper superhero RP, this combines workplace comedy, a Storyteller-lite system and a fun, diverse, and large cast together in a dynamic, diverse setting.
I'm pretty flexible and try and get back to people on ideas and responses, but sometimes, I may become very busy and it will take some time till I am un-busy. I aim to clear posts within a week!
Blyskawica will already be in the field. I like how you reference GROM- while they're not what Blyskawica is, they're close in some ways, since the latter is almost a purely deep recon unit, similar to that of training that the Rangers would receive, for example. I'll get a post up- they'll be right in the thick of it before most of Aegis is down.
So attach a light Mech to a recon company, a set of heavy armored mechs to a mechanized, perhaps this being a better method. Perhaps this? Who knows- it could work, but I am shooting the moon.
Mechs can remain. But the thing is, they need to be aptly adopted, so that infantry coexist in that way. I mean, I like the ideas, but it feels as if this is trying to be one or the other. The premise of this RP was that it was exiting to both parties- and in the end, we can make it work- BUT, we cannot dick around with Mechs, neither Infantry as to make one or the other not work. So far, it seems workable, to a degree. If not, then ditch.
I think it would have been...but if we can classify them at least, we'll be able to at least only make minor changes to all of this, without anything significant pissing people off.
Enalais said
You'd be to if you read through 8 pages of this.
Truth. Also, I may draft up short CSes for the 1st Squad, Blyskawica Company in time, to at least fill the six man team Jan commands. Take a slot if you're an unattached sniper- though mainly Polish, it can form up as a multinational team, with other members from other NATO countries.
Minime said
I've been considering just making all the mechs myself and giving you the option of choosing which "frame" to pick and what sort of loadout to take with the mech, since when I initially envisioned the RP's mechs, I pictured mostly 4-5 meter tall mechs that I could see being produced on a mass scale at a relatively cheap price carrying an up to scale assault rifle of sorts. The custom mech thing just isn't working out when everyone bases their mechs off of pictures they find, throws on weapons like the railgun or MAC gun from the Halo universe and uses as a level of measurement for their mech. That, and I just don't see there being such a diverse range of mechs being made this early on.
Okay, way I see it is here, that this bitching has also got to stop. I like some ideas of mechs being specifically designed for things. So say, like you would have a SEAD aircraft, this almost can exist with electronic warfare Mechs, that can fuck around/mess up enemy targeting systems, and guess what- actually target the thing, say for example with an Anti-Mech launcher that specifically hones to an OPFOR mech's electronic signal. So there's that- if you want to get the closest to hacking, that is the realistic option if you want to be wily as fuck- or perhaps a totally dedicated EW mech, though of course, in a lot of ways, it would be weak in general combat up close.
drallinix said
dude what are you talking about? we are talking to the GM about what are mechs are allowed to have.
This too. I really dislike this attitude, I mean, why don't we simply get a fucking consensus on what works and what doesn't? I mean, this isn't near future, but not far future either. So say for example, laser/direct energy weapons are right now in R&D, and as are exoskeletons, and as are well, other weaponry that also we've gone over. We can use our own fucking assertion of what is powerful, and what isn't. And I mean, I would rather that we had underpowered mechs and then later, added to them, with tech/upgrades if we find they aren't powerful enough, than starting with massively OP equipment. Take Jan's kit. His exoskeleton in future could see a cloaking system, with the introduction of the 1A3 Wilk into the unit, when perhaps friendly forces catch up to his unit. We don't need to take the piss here with what works and what doesn't. Actually, I should say this too. Why didn't we create a standardized system? I mean, of Medium/Heavy/ECR mechs, and simply establish what guns fit to what and what works with what and blah blah blah. So instead, we have a hodgepodge of disorganized kit, nobody knows what the fuck to compare stuff to, and in the end, we have people bitching that they deserve to be First Lieutenant rather than Second and that others shouldn't have that rank and that others happen to enjoy rambling on about mechs and mechs and mechs. If you want me to do this with infantry, I can go right the fuck ahead. Sure, I understand we need them- but it's the constant rambling about it, and in the end, I understand this an RP of both.
Enalais said
The problem is you guys say your done but you just add more and more weapons and equipment. Instead of adding more weapons ask yourself "How can my pilot reflect on my mech or vice versa." So let's say your guy grew up in the big city used to run with bikers. Maybe he paints his biker gangs patch on the mech or a flame decal. Add on little shit to flesh out your Mech and or character. Not big ass cannons and laser swords.
Ultimately, what is to be done? This is outdated, so it may become more irrelevant. But, what I do know is that CSes need to be fixed, dicks need to stop being waved and we need to get this RP on the road, because I sure as hell want this to go to IC and drop from the fucking edge of the atmosphere. Enalsis is perfect about this- it's precisely what this RP needs, and how it must work. That's it.
EDIT:
So, we've shifted off that topic, thank fuck. Cheers people.
Love of God, the above isn't unexpected. Loki, no need to offend here, but your character frankly takes the piss. It isn't just the Mech, it's all of it. The character's multiple battles...I mean, a 25 year old happens to be more than experienced than some 37 year olds in this RP, and there as was aformentioned, was no major conflicts. I'd say that your character needs a massive overhaul, and while I'm not the GM, I'd sure as hell not accept that character in that state if I was. It's the arrogance- you shouldn't be surprised right now, I'd be very willing to re-write the whole thing- the Mech in itself is just too OP, and I can't believe that Caspian, even in 2058, would be a real character. The approach I understand means that we are walking into a far more sci-fi area, but in itself, I couldn't take them as real. I'd understand if you were new, and I hope you tell me this is the case- but otherwise, even if this was a two minute job (and I mean, a lot of people I know would be able to in that time do a far better job of creating a character that has a fucking depth and equipment that seems to make logical sense for the time period- not a far future rather than near future appearance of mechs). I don't want you to feel offended, but I feel that this is the best way of putting it across. or otherwise I simply won't be able to say what I genuinely feel.
I mean, this RP has incredible potential. RPs like this take a lot of effort and time. There's a original take to the universe. I mean, my RPs can't even go that far sometimes, and I feel that if done correctly, it's a RP that will last well. So that's my two cents.
Arran looked over his shoulder, the Zodiac crawling along the dirty river, as he came in quietly and silently. The engine control in his left hand and his P226 in his right, as the Zodiac crawled through the muddy stream, coming to an end. It had been six hours of quietly using swamp paths and occasionally even dragging this thing, to avoid the now derelcit border that stood. Getting in was easy. Finding Scorpion was not. Arran wore his regular attire, a Bergen on his back, containing a few personal things, as well as a GPS at his side. He had no idea where everything was precisely, but he had done his homework, as best as he could. His boat's landing site was about five kilometers away from the town of Bekalo- this place he'd landed in being the middle of a humid and desolate swamp. No Crocodiles, but he made sure to watch his step, as he dragged it onto the solid rock, finding a shrub to hid the Zodiac as best as he could in. Wiping his brow below his Boonie, he kept his P226 held lower, as he then checked the GPS signal. Weak, but it was distinctive- if he had to get moving quickly, this was his RV. He was not a psychopath, but he had elements of one. And somehow going bloodthirsty over Scorpion was not a matter. This was like an operation, albeit he was on his own. No backup. Him, a pistol, and a target. And while he knew that like this, he'd be as likely to find Scorpion as he would Herpes on the far side of the Moon. What he needed was to make inroads locally. Survival would be simple, but living in the jungle would be boring, going out into that human world was where it was at.
Leaving the boat, the Scot moved through, trawling a path as best as he could, to at least find a road. The GPS was a simple Garmin- navigationally, great for plotting previous routes, and the boat, but nothing much more. It was pretty much the best kit he had- no local currency, or what was left of it being basically worthless. There was no point carrying paper money- in a place like this, you needed minerals. Diamonds, or Gold, or something valuable to barter. US Dollars could only go so far- in a place like this, you wouldn't find a currency converter, that was for sure. Arran was never great with customs, but he understood that much. And it would leave him between a rock and a hard place at times, though keeping aloof was going to be the way he did things. Get a supply running. Find intel or information. Learn, watch, adapt, evolve, do. Then Scorpion would be gone. Other mercenaries were in area, that was for sure. Arran knew working with them was an inevitability- it was just going to have to happen, no matter what. But this was a place for making some money, and getting his own vindication.
Eventually, Arran made it to a dirt path, and began following it north, holstering his P226, walking in the early morning sun, the crickets chirping as the jungle felt alive, one organism in it's composition, the sets of clouds that had kept the heat in dispersing and reforming, just sitting calmly. The road had a vague sign. For some small settlement, and another for Bekalo. Either way, that settlement could be a lodge, and perhaps getting his own shit together and thinking through what next would be his best course of action. He was not ready to go out and face the wide world- he knew this well enough, that even as one lone ex-SBS operator, he had no chance. Time would create opportunities, he reminded himself.
I've RP'd for the best part of over 15 years now here on the Guild, and particularly like military settings, both contemporary, past and near future. I have even dabbled in a little more experimental RPs, as well as created a plethora of 1x1s over my time in the guild. I like creating RPs with a distinct flavour- and often shift between narrative-led RPs to semi-randomised plots. I've been more a GM lately than a player, and don't really lean into fandom- instead, exploring my own universes lifting themes from other source material.
My main interests are military-themed, near-future RPs, with a focus on technology. But I'm beginning to push what that RP idea looks like- taking inspiration from lots of media and focussing on the fun, indulgent side of RP, whilst also exploring the lows and emotional side.
https://www.roleplayerguild.com/topics/190121-raven-squad-second-storm-military-spy-fi-rp-completed/ic
Raven Squad is a project over seven years in the making, and focusses on a class-based, eccentric yet half-grounded near future special forces team that acts as a response team where you can't send any special forces team in. It's incredibly dumb, incredibly loose, and yet, has delivered some of my favourite plot points in RPG. A brainless action flick a la John Wick and Kingsman meets a complex thriller with a fun left turn in it, Raven has been the culmination of over a decade of loving special forces RPG, gaming influences and other silliness in a package that has provided players with something quite different to a normal military themed RPG. While at an end, this is an RP that is a signature- it's silly as hell, takes itself barely seriously, and is what peak fun military RPG to me should be.
https://www.roleplayerguild.com/topics/192916-delt-hyper-anti-gravity-cyberpunk-solarpunk-slice-of-life-rp/ic
Delta Hyper is a love letter to Wipeout, F1's Drive to Survive (Netflix) and contemporary Formula One, with influences from solarpunk, cyberpunk, transhumanism and other posthumanist concepts. An RP that follows pilots in their ups and downs, it's a story that hasn't got me playing an actual character, but framing the camera at each pilot (played by others), and presenting it as if it were a documentary. Lifting elements from TTRPG, this is a Racing RPG like no other and no parallel exists- using dice rolls and randomisation, with a stats-driven system to generate race results, rather than actually RPing the races, players experience the fast-paced, dynamic world of anti-gravity racing. This means that come Qualifying and Race, the results are genuinely a surprise to everyone- and based on decisions made through dilemmas and decisions made between races. Friendships, rivalry, the glamour and even a little political undertone play out in 2094, in a colourful, utopian future that focuses on the fight to take first place.
https://www.roleplayerguild.com/topics/196931-tactical-breach-wizards-fireteam-hex-military-modern-fantasy-action/ic
Then there's Tactical Breach Wizards: Fireteam Hex. First use of any set IP as a formal setting, this is an RP that offers a darker mirror to Raven Squad, focussing on the other side of the equation- unlikely heroes in an uncomfortable position. I don't normally do fantasy, but the world, the lore, the feeling of the characters and the ability to write a comedy just was too difficult to pass up. An RP that focuses on a group running away from a variety of threats as wanted mercenary wizards in the middle of a post-revolution, Eastern-Europe adjacent 1990s to present Polavia.
https://www.roleplayerguild.com/topics/197399-dispatch-heroes-of-claremont/ic
Lastly, Dispatch: Heroes of Claremont. This is another IP-adjacent world, albeit drawing on a different setting and a new cast of superheroes. As my "first" proper superhero RP, this combines workplace comedy, a Storyteller-lite system and a fun, diverse, and large cast together in a dynamic, diverse setting.
I'm pretty flexible and try and get back to people on ideas and responses, but sometimes, I may become very busy and it will take some time till I am un-busy. I aim to clear posts within a week!
<div style="white-space:pre-wrap;">I've RP'd for the best part of over 15 years now here on the Guild, and particularly like military settings, both contemporary, past and near future. I have even dabbled in a little more experimental RPs, as well as created a plethora of 1x1s over my time in the guild. I like creating RPs with a distinct flavour- and often shift between narrative-led RPs to semi-randomised plots. I've been more a GM lately than a player, and don't really lean into fandom- instead, exploring my own universes lifting themes from other source material. <br><br>My main interests are military-themed, near-future RPs, with a focus on technology. But I'm beginning to push what that RP idea looks like- taking inspiration from lots of media and focussing on the fun, indulgent side of RP, whilst also exploring the lows and emotional side.<br><br><a href="https://www.roleplayerguild.com/topics/190121-raven-squad-second-storm-military-spy-fi-rp-completed/ic" title="https://www.roleplayerguild.com/topics/190121-raven-squad-second-storm-military-spy-fi-rp-completed/ic">roleplayerguild.com/topics/190121-rav…</a><br><br>Raven Squad is a project over seven years in the making, and focusses on a class-based, eccentric yet half-grounded near future special forces team that acts as a response team where you can't send any special forces team in. It's incredibly dumb, incredibly loose, and yet, has delivered some of my favourite plot points in RPG. A brainless action flick a la John Wick and Kingsman meets a complex thriller with a fun left turn in it, Raven has been the culmination of over a decade of loving special forces RPG, gaming influences and other silliness in a package that has provided players with something quite different to a normal military themed RPG. While at an end, this is an RP that is a signature- it's silly as hell, takes itself barely seriously, and is what peak fun military RPG to me should be.<br><br><a href="https://www.roleplayerguild.com/topics/192916-delt-hyper-anti-gravity-cyberpunk-solarpunk-slice-of-life-rp/ic" title="https://www.roleplayerguild.com/topics/192916-delt-hyper-anti-gravity-cyberpunk-solarpunk-slice-of-life-rp/ic">roleplayerguild.com/topics/192916-del…</a><br><br>Delta Hyper is a love letter to Wipeout, F1's Drive to Survive (Netflix) and contemporary Formula One, with influences from solarpunk, cyberpunk, transhumanism and other posthumanist concepts. An RP that follows pilots in their ups and downs, it's a story that hasn't got me playing an actual character, but framing the camera at each pilot (played by others), and presenting it as if it were a documentary. Lifting elements from TTRPG, this is a Racing RPG like no other and no parallel exists- using dice rolls and randomisation, with a stats-driven system to generate race results, rather than actually RPing the races, players experience the fast-paced, dynamic world of anti-gravity racing. This means that come Qualifying and Race, the results are genuinely a surprise to everyone- and based on decisions made through dilemmas and decisions made between races. Friendships, rivalry, the glamour and even a little political undertone play out in 2094, in a colourful, utopian future that focuses on the fight to take first place.<br><br><a href="https://www.roleplayerguild.com/topics/196931-tactical-breach-wizards-fireteam-hex-military-modern-fantasy-action/ic" title="https://www.roleplayerguild.com/topics/196931-tactical-breach-wizards-fireteam-hex-military-modern-fantasy-action/ic">roleplayerguild.com/topics/196931-tac…</a><br><br>Then there's Tactical Breach Wizards: Fireteam Hex. First use of any set IP as a formal setting, this is an RP that offers a darker mirror to Raven Squad, focussing on the other side of the equation- unlikely heroes in an uncomfortable position. I don't normally do fantasy, but the world, the lore, the feeling of the characters and the ability to write a comedy just was too difficult to pass up. An RP that focuses on a group running away from a variety of threats as wanted mercenary wizards in the middle of a post-revolution, Eastern-Europe adjacent 1990s to present Polavia. <br><br><a href="https://www.roleplayerguild.com/topics/197399-dispatch-heroes-of-claremont/ic" title="https://www.roleplayerguild.com/topics/197399-dispatch-heroes-of-claremont/ic">roleplayerguild.com/topics/197399-dis…</a><br><br>Lastly, Dispatch: Heroes of Claremont. This is another IP-adjacent world, albeit drawing on a different setting and a new cast of superheroes. As my "first" proper superhero RP, this combines workplace comedy, a Storyteller-lite system and a fun, diverse, and large cast together in a dynamic, diverse setting.<br><br>I'm pretty flexible and try and get back to people on ideas and responses, but sometimes, I may become very busy and it will take some time till I am un-busy. I aim to clear posts within a week! </div>