Yesterday I finished reading Inheritance, the last book of a series with the same name. I had always thought to implement a roleplay based off of the series, but I could never figure out storyline, plot, or exactly how to implement this world into both the freedom and constrictions granted by roleplaying. Today, however, I thought for quite awhile about the best way to implement the world of the story. I've come to the conclusion that a war-type scenario (as is painted during the latter half of the series) would be the best way to utilize what the world has to offer.
I've always liked the idea of a global-roleplay, where a character's actions actually affect the roleplay as a whole, instead of simply a confined part of it. RTS games came to mind as I thought of this, because literally every unit and every action has a profound impact on the victor of a particular match. You can't afford to waste units, resources, or time, as doing so could cost you a win.
I thought about exactly how something like this could be implemented. I took notes on paper, so I'm going to give you some bullet points to follow:
Now, trying to transfer this over to roleplaying creates a slew of problems. I'll list them out before typing out what I think, so this post will be a little easier to follow.
Problems
So, my thoughts on strongholds. I have a real issue here, because I've never liked "stat-based" roleplays. The stats of these would be critical, as obviously a capital city is going to be way harder to capture than a small town. So, I feel like some sort of system to demonstrate the durability of each location is necessary, but there are a lot of factors that can affect these things (I listed some above).
Time would also be very important in a roleplay based on war. This would be very difficult to measure, because you cannot base the time on real world standards (especially with the activity level of most roleplays, more on that later), nor can you try to count the passage of days by the number of posts. A system would have to be implemented to where days could become a fluid part of the roleplay, but exactly what that would be, I have no idea. It seems to me that the passage of time would have to be decided by the proctor of the roleplay, having him/her decide when it was time for days to switch (which, to me, seems rather clunky).
I've also thought about how exactly someone would go about hiding their intentions. Strategy sessions could simply not be a part of the roleplay (at least, not publicly), as the enemy would be able to see exactly what the other characters were planning. This really is one of the hardest things about having a strategic roleplay, because every single person who looks at the thread has 20/20 vision. I'm not sure how to work around this, honestly. How are you supposed to capture a point when the enemy knows exactly where you're going to go? Unless extensive strategy sessions are held outside of the roleplaying thread, or the proctor is sent information that he then somehow applies to the roleplay.
This leads me to my next point, roleplayer involvement. Honestly, this is another huge problem, especially with the community's reputation for falling in and out of roleplays. Players would have to respond in a timely manner, and would have to post, lest they get left behind. This is a major deal, because many roleplayers have stuff come up in their lives (school), and simply can't type up a post on a given day, or for a given week. Time flowing continuously would have to be a part of the roleplay, or else the whole thing would fall apart. But this means that some players would have nothing to post about for days, while others may be writing through vicious battles.
Battles, also, raise a big problem. I have seen many a character take on the world in roleplays, in ways that simply don't make since. Here, if one decided to attack a stronghold with a few troops, it could have a drastic impact. Yet, this all also depends on how the character is written, because if you're just blowing stuff up all over the place then there's not much any fortress can do to stop you. A character overstepping their bounds would have to be punished.
The idea that resources affect combat is also huge, because it's very hard to measure how much food a soldier in a roleplay would consume, or how vulnerable supply trains were, etc. etc. There are a lot of variables that come into war, and other than allowing certain cities to give you better weapons/armor/more food, I can't think of a way to counter the supply problem that fuels engines of war.
I'm sure that there's more that I'm leaving out, but typing this out has caused me to realize there is literally no way that this could work. Too many problems I think. But, I've been thinking about this for awhile now, and I figured I may as well put this idea out there for you guys to look at, critique, etc.
so, tl;dr: strategy RPs are not practical
I've always liked the idea of a global-roleplay, where a character's actions actually affect the roleplay as a whole, instead of simply a confined part of it. RTS games came to mind as I thought of this, because literally every unit and every action has a profound impact on the victor of a particular match. You can't afford to waste units, resources, or time, as doing so could cost you a win.
I thought about exactly how something like this could be implemented. I took notes on paper, so I'm going to give you some bullet points to follow:
- strongholds/points of conflict
- defenses (ballistae, catapults, walls, #
- of troops garrisoned, moat, etc.)
- descriptions to allow for weaknesses
- geographical location
- population of said town (and overall sustainability of the town if under siege)
- offensive attacks vs. defending points
- risk-like dice structure?
- set number of losses per post?
- distance from point to point, time to march there or to get there by dragon
- perhaps a loyalty index of how likely the town/soldiers are to surrender
- battles would not only be decided by how good the individual battler was, but also how good his/her strategy had been leading up to that point (if you're attacking a capital city with a small amount of troops and yourself, you will not do well)
- messengers?
- "all seeing eye" mentality?
Now, trying to transfer this over to roleplaying creates a slew of problems. I'll list them out before typing out what I think, so this post will be a little easier to follow.
Problems
- roleplayer involvement
- character limitations (or lack thereof)
- flow of time
- resources affecting combat
- knowledge of the opposition's intentions
So, my thoughts on strongholds. I have a real issue here, because I've never liked "stat-based" roleplays. The stats of these would be critical, as obviously a capital city is going to be way harder to capture than a small town. So, I feel like some sort of system to demonstrate the durability of each location is necessary, but there are a lot of factors that can affect these things (I listed some above).
Time would also be very important in a roleplay based on war. This would be very difficult to measure, because you cannot base the time on real world standards (especially with the activity level of most roleplays, more on that later), nor can you try to count the passage of days by the number of posts. A system would have to be implemented to where days could become a fluid part of the roleplay, but exactly what that would be, I have no idea. It seems to me that the passage of time would have to be decided by the proctor of the roleplay, having him/her decide when it was time for days to switch (which, to me, seems rather clunky).
I've also thought about how exactly someone would go about hiding their intentions. Strategy sessions could simply not be a part of the roleplay (at least, not publicly), as the enemy would be able to see exactly what the other characters were planning. This really is one of the hardest things about having a strategic roleplay, because every single person who looks at the thread has 20/20 vision. I'm not sure how to work around this, honestly. How are you supposed to capture a point when the enemy knows exactly where you're going to go? Unless extensive strategy sessions are held outside of the roleplaying thread, or the proctor is sent information that he then somehow applies to the roleplay.
This leads me to my next point, roleplayer involvement. Honestly, this is another huge problem, especially with the community's reputation for falling in and out of roleplays. Players would have to respond in a timely manner, and would have to post, lest they get left behind. This is a major deal, because many roleplayers have stuff come up in their lives (school), and simply can't type up a post on a given day, or for a given week. Time flowing continuously would have to be a part of the roleplay, or else the whole thing would fall apart. But this means that some players would have nothing to post about for days, while others may be writing through vicious battles.
Battles, also, raise a big problem. I have seen many a character take on the world in roleplays, in ways that simply don't make since. Here, if one decided to attack a stronghold with a few troops, it could have a drastic impact. Yet, this all also depends on how the character is written, because if you're just blowing stuff up all over the place then there's not much any fortress can do to stop you. A character overstepping their bounds would have to be punished.
The idea that resources affect combat is also huge, because it's very hard to measure how much food a soldier in a roleplay would consume, or how vulnerable supply trains were, etc. etc. There are a lot of variables that come into war, and other than allowing certain cities to give you better weapons/armor/more food, I can't think of a way to counter the supply problem that fuels engines of war.
I'm sure that there's more that I'm leaving out, but typing this out has caused me to realize there is literally no way that this could work. Too many problems I think. But, I've been thinking about this for awhile now, and I figured I may as well put this idea out there for you guys to look at, critique, etc.
so, tl;dr: strategy RPs are not practical