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10 yrs ago
I'll be away on a trip for a few days so my activity will be low
11 yrs ago
I'll be on vacation for a few days so my activity will be low

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@ForsytheI would suggest asking a few co-GMs to ease your workload. I used to moderate 6 players and that already seemed a lot. If you are fine with 10 then using Co-GMs can expand that capacity. Oh well, that's just a suggestion.
10 players is a great start anyways.
@Willy Vereb

That system is something along the lines I was thinkign at. I already tried the idea similar to the warp ghates, but it was crashing too much with the relics being thrown into the mix.

As for the territory, the relics take care of that - if you settle systems without those, you will be left hopelessly behind and ready for others to tear you apart. As far as fleet movements go, sure you can stage your task group in a different system, but that would leave you a few ships short on defense - it just isn't practical.

And yes, that is a problem unless those species are within the same star system. I want everyone to start off on relatively equal footing, realism has to make way for gameplay in that regard. You could go that way, or have two sapient species evolve on one planet to fight like the Centauri from B5. Or maybe jsut have your people born with different colors of skin and have them go on a genocidal rampage like we humans like to do

I'd like to hear mroe about the game system or have a link to said RP.
I see.
Well, the point would be exactly that these aliens would strike from other star systems or be nomad/pirate factions that ravaged their civilization for centuries.
Morte would've eventually repelled these enemies through attrition and heavy defense. They would only develop FTL technology after they find a relic in their home system. Up to that point the Morte thought FTL travel is impossible and the fact their enemies didn't line up for a second invasion kinda confirmed their views (those aliens may or may not had FTL prior).

Anyways, I have a faction which is similar to the Morte but being assholes without alien invasion. They are called the Galaxian Empire (or at this point they're rather the Terran Empire). They think humans are God's creation and they have the right to eventually control the stars. Think of a less grimdark version of the Imperium from Warhammer 40000.
As for what would humans do here when the said race is extinct. Parallel development theory. Basically the assumption that in a similar environment it's highly likely that a similar race with eerily similar culture may develop. Of course this is BS kinda abused by Star Trek but that's a reason enough to have "humans" here.

As for the detailed version on the two-phase turn system:
forums.sufficientvelocity.com/threads/..
It also includes a bunch of other mechanics so if you don't wish to read it all go down near the bottom of the first post.
You can also check the IC thread to see this in action:
forums.sufficientvelocity.com/threads/..
Go till you find something with the strategic turns.
roleplayerguild.com/topics/80178-stell..
roleplayerguild.com/topics/74392-from-..

Examples of the Morte from previous NRPs. Although I plan to rework them considerably.
Another option could be the Martians but they work the best when:
- they have other races to manipulate
- The setting has humans to whom they have hateful ancient history
So that kinda rules out this game.
I have other options but somehow I wish the Morte be in for this mess.
I am interested.
As for suggestions I think a galaxy is huge thus you may want to limit things a bit. Subspace travel and such may be a way but how about establishing a network of "warp gates" Using these one can travel between two points and controlling these might be essential during the late game. With all other FTL being slow the gates would also be the centers of civilization where most of the activity be focused on. This way you can avoid the usual issue with space NRPs. Galaxies have billions or even trillions of star systems to exploit yet you still want the players to fight over territory.

As for the turn system I really don't like that but perhaps we can use this in a more subtle way. Rather than one posts or a set number of responses per turn or anything that artificial we can make the turns last 1-4 months or so. Basically we can split the game to tactical and strategical turns.

Tactical Phase:
- Your actions happen in real time (typical RP pace)
- You can fight, negotiate, explore and such (generally do action-heavy things)
- Can't do anything which takes up a longer span of time (months or so)
Strategic Phase:
- Once everyone is done with their tactical phase the GM declares the strategic phase
- Players draw up a list of actions they do during this timeframe(1-4 months, you decide)
- You can build up forces, research stuff, spy on people and do other things which require a longer term
- Some of these actions may require more than one strategic turn (depending on how much time they would reasonably take)

This isn't actually an idea of mine but took from a different NRP. Anyways it appears to work well. If you are interested I can explain more details.

Anyways, I may join this game as an earlier version of Morte.
Is it a problem if I am already at war with one or more alien races? It would serve to explain their militaristic tendencies and general xenophobia.

Well, I am more inclined to play the Mortean Imperium. They are easier and less of a mess for the game.
White Corps is a megacorp which has presence in many portion of the galaxy, is in active trade with them and even share some of their tech(well, at least nominally).
Willy, white corps. Are they a force for hire?

Speaking of which, obviously we would all know of each other, is there a galactic currency?
Well, not exactly but their security branch is effectively a PMC so you can hire them so long you can afford it.

I am still torn between White Corps and Morte.
Playing a minor faction is fun but I feel White Corps may fit better for this assorted magic BS.
I am still undecided which faction to run but either the White Corps or Morte could be a good fit here.
<Snipped quote by Willy Vereb>

Just throwing my opinion in here, but I'd love to see Morte.
I liked them a lot, too.
Actually, all of those factions are tons of fun to play.
As for Morte for those not familiar with the Andromeda NRP they were a Krieg-like faction from 40k living on an irradiated death world assaulted by hostile alien civilizations who went crazy from the radiation. The closeness of death and struggle for survival changed their mentality to be pragmatists who thought little of death or personal joy. They knew a lot about war and while technologically inferior their application was frightening on the military equipment. In spite of that they aren't seeking fights, they just want to survive and prosper. They are a small tough civilization but a minor one regardless. Basically if you expect them to attack and burn all on sigh you are wrong. They actually engage in diplomacy as much as they could, when they could. They are pretty good allies once you get past the whole extreme pragmatist thing.

<Snipped quote by Willy Vereb>

The thing is I played with the same rules and laws in Andromeda and that was quite successful for a while.
Well, these aren't the same rules for sure but if yes then there aren't any obstructions to make my factions. So I'm cool with that. But if we follow the rules you made to the letter that's not the case.
Anyways, the quantum gates was the idea to make these vast distances less jarring.
You know, trillions of planets yet owning more than a few dozen of them being too much. As you remember we tried that in your game not long ago.
Anyways, Andromeda was successful for the people in it, not the rules. If anything it only had rules on paper. I don't trying to turn this into an argument. Just stating facts.

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