On the one hand, an RPG might be more complex, with formulas working in the background and all, but I think it should be easier for newcomers to actually enjoy the game than in the regular demogame, because you can start doing things right away.
Giving each citizen a unit to control does sound interesting, though I'd hate to be the DP for that long list of 20 posts saying "move my unit(s) 1N and 3 E"
Didn't disorganizer or someone suggest that in Civ3 DG2?
I think one distinct advantage Civ3 had over Civ4 (and partially why I think Civ3 is more fit for a demogame, especially with a roleplaying element) is that Civ3 allows you to make mistakes, and still recover in time. Civ4 is much more restrictive, and the AI is much better defensively than Civ4. Plus, Civ4 has less turns that Civ3, which means things move slightly faster (also because eras weren't bottlenecked).
DaveShack, I think you have some good ideas but you're getting way too complicated for me for a Sunday morning.
Was this in reply to Provolution's post?
Well, we can't make rules about what our nation's character is supposed to be. That would have to evolve and be the actually roleplaying. For good role playing we need antagonists and protagonists for a good story. There will be those who want to build a great civilization with libraries everywhere and great cathedrals. Then there will be warmongers who want to build nothing but armies.
I think the rule set for this game would need only specify Civ game play mechanics. When and how often the save is played and by who it is played. Other than that it should be open to evolution. We can start with a tribal government - toughest guy is chief and he runs things. (Who knows how we'd figure out who the toughest guy is.) Later we could have kings, then later a representative government and maybe later a fascist dictatorship. Who knows.
We should also allow for local government. Maybe all citizens must choose where they live and then each city picks it's own tough guy or elects it's own representatives. Maybe until nationalism we have to rely on local politics.
We could make a broad outline of guidelines for what should be allowed when. We come up with some mechanism for power allocation and we just have some fun.
Well I've never been involved in an RP but I think a GM seems necessary. Keeping track of stats, wealth, land owner-ship, simulating fights, elections, etc etc seems like a lot of work that can't be expected to just happen without a designated person to do it.
I know a GM is supposed to be impartial, so we either have to have someone who isn't participating in the game do it, but that's quite a lot of work for very little gain. I think we can manage to have the GM be an elected official, I know that other jobs in the DG require impartial actions, and they have worked in many DGs. A GM should be elected by traditional polls, and should be subject to recall, as keeping a fair GM will be an absolutely necessary part of this game and we don't want to restrict the citizen's ability to do that in any way.
well, I was thinking of something based on the country and time that we are (in). So if we were Rome in 27 BCE (or so), then we would switch to a dictatorship type government with an appropriate change in civics.
I think we're starting to make progress.
One way to handle the duality of having a democracy game but not having "democracy" would be to make different people's votes count differently, depending on their "stats" and the type of decision. Someone with a high value for a "strength" stat might get more votes on wartime questions, and less votes for research. An organization stat might give more influence over city builds, and a spiritual stat more influence over religion and perhaps research.
The tough guy approach with winner takes all isn't as appealing to the masses (that concept turns me off instantly if you didn't notice), but an overall influence game might work. Relatively balanced powers and the ability to specialize would help the game, and so would the need to actually participate, since merely voting without participation might give the least influence. And it's quite realistic for ancient societies.
Some way would be needed for people to change their stats. Random events could be one way. Another is to reward accurate predictions about the civ game. Yet another way would be to hold civ related contests and give proportional numbers of points based on results in the contest. We could even hold the occasional election, where the results of the election don't choose the official, but rather they modify the influence parameters.
Donsig, hope my post doesn't steal your thunder. I'm getting enough that if I don't write it down today, it might be gone tomorrow.
On the one hand, an RPG might be more complex, with formulas working in the background and all, but I think it should be easier for newcomers to actually enjoy the game than in the regular demogame, because you can start doing things right away.