IOT Developmental Thread

yay updates

So I changed my mind about keeping the world under wraps. The meat of this update is that I expand on the world a bit. Let me know what you guys think.

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Setting
A New Age takes place on the fictional world of Vestra, one that I have created personally. This setting section will be more lengthy than most IOTs so for your leisure I'll have it in a spoiler with a TL;DR at the end. I do suggest that you at some point you look into this section as you'll be at a disadvantage otherwise. Also, I hate it when people ask questions that are answered in the OP.
Spoiler :

Vestra is a world full of wonder and amazement. As cliche as it sounds, it is mostly the simple truth.

The Kingdom of Traconia
On Vestra, there is a country to the northwest called the Empire of Traconia. The Merkell Dynasty rules from the capital city, also named Traconia. The kingdom prides itself on military might and magical genius as well as a growing industrial base. Many wars have been won from the might of the infamous enchanted Traconian arms alone.

The country is ruled by the Merkell Dynasty, but is governed by a Chancellor that is handpicked by the head of the Merkell Dynasty. The Chancellor of Traconia is essentially the leader of the empire and as such, it is a title of major prestige. Under the Chancellor is the Federal Council, made up of Lords from around the Empire, and a Parliament, made up of elected officials. These two groups share in Legislation.

The economy is transitioning from a rural, agricultural one to an industrious, advanced economy. Entrepreneurs are coming up left and right, and new inventions are redefining the quality of life for everyone(tm).

Academics, research, and technology are all exploding in light of the industrial revolution. While there are strong strides to applying magic to the new inventions, many scholars have found that completely mundane mechanisms work with such efficiency so that to be completely unaffected by magic.

The military, though strong, is outdated in light of this upcoming era. Traconian Legions are mostly armed with enchanted swords, shields, bows, and armors and a formal overall command structure has yet to be erected; most large forces are directly commanded by a single general who prefers not to collaborate with their peers.

Traconian society is dominated by humans; the dynasty and all federal government officials are all humans. There are several minorities from around the world. Large minorities include:
  • Dwarves: The largest minority in Traconia, their kingdoms have been all but conquered by other countries. They are best identified by their small but bulky bodies that are infamously hairy. They are perhaps the most under-represented race worldwide. Often, dwarves work in trade jobs such as mining, smithing, and carpentry. A minority of Dwarves also enlist in the Imperial Army. In light of modern science, dwarves have been identified as closely related to humans. [Naming Convention Similar to Humans]
  • Orcs: Orcs are usually hired as mercenaries for their naturally tough bodies and their deep infatuation with anything shiny. Their origins are largely a mystery, and most countries dismiss them as sub-sapient savages. In Traconia, however, they're treated with as much respect any self-aware being. Some have even been well educated enough to go through Traconian schooling, and there is a sizeable number working in the military and higher reaches in society. [Naming Convention: Between Orcs, naming often comes about in a way that's almost impossible for humans to pronounce correctly, with some pauses and clicks. Many Orcs that interact heavily with humans have human-pronounceable nicknames.
  • Elves: Though visually similar to humans, this race is very alien. Little is known about them, even though one of the neighboring areas of Traconia is dominated by Elves. [Unknown naming convention]
Neighboring Countries/Regions
  • Kingdom of Canesfel: The biggest rival of Triconia, the Kingdom of Helmsfel is the largest human kingdom bar Triconia. It lies in the East-North-East, and has a general situation not unlike Triconia. Triconia recently won a war against this neighboring country.
  • Quron Forests: This mysterious dominion lies in the deep forests beyond the mountains to the South-East of the Empire. Not much is known about this place, other than that it appears to be ruled by the elves.
  • Shirun Desert: This desert south of Triconia is for the most part inhabited by tribes of centaurs and humans. The desert is mostly uncharted and has claimed the lives of many adventurers, but it is rumored that many oases dot the harsh land containing unspeakable valuables.
  • Kriknaw Marshes: These marshes on the border of Triconian territory are a hostile place full of deadly beings, and also home to most of the orcs in the region.


Character Creation
To create a character, you will have to fill out the following application:
Spoiler Character Application :

Character Name: (Simple enough.)
Race: (There will be a number of nonhuman races in this, which we'll for now generalize to races you've seen in all fantasy works. However, you can't expect all the usual tropes. Elves aren't simply "perfect little immortal humans" for example. Be prepared to stick to conventions that I have. There'll probably be a sapient species list of some sort later on. You can also choose to be a foreign human. For simplicity's sake, say what country they'd be from in our world and I'll translate that to the world within this game.)
Age Pre-Timeskip: (This is your character's age before the first official update.The update will apply 7 years of aging for your reference.)
Backstory: (This is optional. The meat of your character's story will be the next 7 years of their life, but some story of your character's roots would be nice. Try to be vague here.)
Personality: (This part is required, but also completely up to you. This is just so I have an idea of how this character will grow in the next 8 years so they end up in a situation reasonable and realistic enough for them to end up in.)
Traits/Skills: (list 4)
  • Skill 1
  • Skill 2
  • etc.
Starting Action: (This is essentially the line of which your character will be walking for 7 years. This could be anything, but the conclusion 9 times out of 10 will be the character having a popular reputation for better or for worse. You can do just about anything, so it'd be mundane for me to list out possible courses of action. Use your imagination.)


This is a public application, and as most of you will be famous, this information would be considered public knowledge with the exception of back stories you want to keep secret, which you then PM to me.

Here are the list of possible starting skills. I've organized them into occupational lists, but there can be some blending. For example, "Natural Genius" is listed under Academia, but can be taken to possibly get far in a military career. Some traits are inherently incompatible with others. In most cases this is obvious, but I'll let you know if there is something wrong with your application.
Spoiler Starting Skills/Traits :

Combat/Military
  • Sword Apprenticeship
  • Bow Apprenticeship
  • Rifling Apprenticeship
  • Armor Apprenticeship
Academia
  • Natural Genius
  • Private Schooling
  • Good With Numbers
  • Inventive
Magical Arts
  • Alchemy Apprenticeship
  • Elemental Apprentice [Water]
  • Elemental Apprentice [Fire]
  • Elemental Apprentice [Earth]
  • Elemental Apprentice [Air]
  • Summoning Apprenticeship
  • Arcane Apprenticeship
Trade
  • Armorsmith Apprenticeship
  • Weaponsmith Apprenticeship [Melee]
  • Weaponsmith Apprenticeship [Ranged]
  • Enchanting Apprenticeship
  • Beast-Tamer
  • Well-Connected
General
  • Lone-Wolf
  • Natural Leader
  • Physically Fit
  • Acrobatic


Stats
There are two numerical stats in this game: Influence and Gold.

Influence is in simplest terms, the weight of your words to the world at large. The more influence you command, the more you can sway the people of the world. Influence gains will be attributed to your accomplishments, and influence losses to your failures.

Gold is a bit more straightforward. It's the size of your purse, so to speak. Where you can set your gold is open-ended, and there are many prospective sources of income.
 
Merkell Dynasty
Bratwürst/kek would join again as radical leftist politician.
 
Children of Earth

Humanity, for all of its history, has been trapped on a tiny blue marble amongst an endless expanse of darkness. For countless generations, emperors, kings, and warlords have squandered Terra's bounties, choosing to try and carve out a small section of a miniscule world. Some succeeded: the legacies of the Romans lived for millenia, the Mongols for centuries; the influences of the British influences during their heyday are still felt today.

At least, they were. Humanity's constant march forward, against all odds, reason, and logic, was their downfall. No human alive today truly knows the story of Terra's last moments. They know it began in 2097, shortly after discoveries made by a German, American, and Russian scientific team that unlocked the mysteries of wormholes. Wormholes – the secret that looked to be humanity's crowning scientific achievement; it would change everything. Though not many know how it started on that fateful August morning, a few do: a company of soldiers, many of them fresh out of training, cross over into foreign territory, during a moment of particularly high international tension. Shots are fired, and five men are left dead. War is declared not two days later, as rash thoughts overtake cooler heads. Over the course of twelve long, bloody years, countless acts of heroism, endless final moments, and a million selfless deeds, the world is almost finished. An army outside a city, the last reserve of a people whose pride came before reason.

And then, with a press of a button, the world is consumed in an inescapable inferno. All the acts of valor, the last stands, the heroic, selfless acts; they are meaningless, in the end, as they all burn. Eagles and bears die all the same as mankind burns. The only survivors are those thousands lucky enough to have been in the experimental habitation stations, floating high in Earth's atmosphere. Ostensibly, designed for research and observation, but every nation who created one knew their true purpose: survival, in the event that negotiations and small arms failed. Unfortunately for the humans trapped on those stations, Earth was charred and uninhabitable: a burned husk of a world, unfit to support anything but the most basic of life. Fortunately for them, one station had one of the prototype wormhole generators, for just such an eventuality. Though research officially stopped on them when war broke out, many scientists continued their labors in secret, even as all available bodies and minds were dragged, kicking and screaming, into the furnace of war. They created a functional device, though they had no idea where it would lead to, asides from a solar system far, far away.

This device was humanity's only option. The station, an independent, German research station broadcasted its intent to all other surviving human satellites, and pulled the lever. Thousands of years of mankind's progress as a species, culminating in one final act of defiance against the inevitability of extinction, as the wormhole opened. Though the energy feedback from opening the portal tore the research station into a thousand different pieces, its residents included, they managed off a final broadcast, as they peered inside the portal before they died.

“It's beautiful. So Goddamn beautiful.”


* * *


So I had an idea for a game and I wrote up a quick intro for it as you can see above. It's basic premise is that Earth is dead; via the power of wormholes, humanity, scattered across several habitation stations developed by various now defunct nations, has been given a second chance. They discover a planet that is not unlike our beloved blue marble. Mankind's only option is to call this new world its home.

The game would be a large mix of some abstracted stats and a lot of story, and the game would be centered on colonizing this virgin world and rebuilding both domestic and international society.

What do you guys think?
 
I've continued to think on this and I've got the beginnings of a (pretty simple) ruleset going.

Map credit to some random dude on alternatehistory.com

The Children of Earth​


Signup
Spoiler :
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Name: The name of your organization/nation/whatever

Territory: Pick a stretch of land on the map and put your selected color on it to claim it. This shall be the beginning of a new home for your people.

Country of Origin: What country you came from. As this game takes place in 2109, any number of new nations (within reason) could have risen or fallen, so be creative. Alternatively, you don’t necessarily have to have one country of origin. Your habitation vessel could have been a joint effort between two or more nations, for example (like a European Union space project, or something)

Government: Include the various major political/ideological factions within your people

Equipment: Describe some of the equipment you’ve brought along with you in your habitation station, such as vehicles, building materials, etc.

Sliders: This one takes a little explanation. Essentially, you have twenty five points to allocate across a number of categories - Industry, Agriculture, Cultural, Military, Medical, Scientific, Luxuries, Economic, and Population. Each one starts out with five points allocated to it, with a minimum of one point and a maximum of twenty. This will help determine what kind of equipment, goods, etc were on your station when the Earth died.

Unique technology: You can choose to bring some sort of unique technology, idea, whatever with you that might give you an advantage over your fellow survivors, and make it easier for you to survive in the wilds of this new land. Perhaps a couple vehicles that will help make building new roads easier.

Traits: Pick a few positive and negative ones. You can have as many as you would like, and the more you have, the more defined your people will be; do what you want here, within reason.

History: No need to include one. The Earth is dead. It is mankind’s obligation to look towards the dawn of a new world rather than the dusk of an old one.
Misc: Whatever else you want to include, put it down here. The game is going to be semi freeform anyways so do what you like with your nation, within reason.




Introduction
So, what is the Children of Earth really all about? It’s a game focused around the last few tens of thousands of humans left, after the warring nations of Earth have ended humanity’s short dominance of the planet. Several habitat stations in Earth’s atmosphere, created for just such an inevitability, have gone through a wormhole created by an independent German research station and discovered a world suitable for human life, full of wonderful alien animals and ripe for exploration and exploitation. The game will be a mix of story and some abstracted stats, and be pretty freeform, and is set on a mysterious new Earth-like world. The essence of the game, though, is survival and the reconstruction of society, at both the domestic and international level. Building roads, schools, and hospitals, recreating world trade, and exploring this new world that has been given to mankind.

The question is, will you follow down the footsteps of the humanity of old, or blaze a new path?




A Brave New World
This world is humanity’s second, and likely last, chance. It is a blue-and-green rock, orbiting a sun slightly larger than Sol. It is roughly the distance of Mars from this new sun; it has a 25 hour day-night cycle. The atmosphere is slightly thicker than Earth’s, with a higher oxygen content than humans are used to, and the gravity is a comftorable .91 Gs. From limited observations, mega fauna and flora are not uncommon on the planet’s surface, and vast jungles, endless deserts, and majestic temperate forests cover this virgin world, which has an average surface temperature of 22 degrees Celsius. There are six planets in the solar system, and this world is the second from the star. Five terrestrial worlds and one gas giant, on the outskirts of the system.

From space, you can see that there is a thick band of jungle running along the planet’s equator, with a thinner strip of temperate forests before finally reaching tundra near the poles. There are several mountain ranges and deserts scattered across the planet’s surface.





Sliders
Your sliders are essentially what your nation are. How it functions, what it focuses on, the strength of its economy. The sliders run from 1 to infinite, and you get to customize them a little bit before the game begins. The higher a slider is on a certain thing, the more advanced it is, the more you have of it, etc. For Agricultural, Economic, and Industrial, it’s a measure of your strength in those industries. These can all be developed over time, through roleplay, investment, programs, unique projects… really, anything you can think of. Your chosen traits may or may not effect your sliders.

Points in your sliders CAN be traded. The points you have here are what can be “spent” on various things.

Agricultural: The more advanced your agricultural industry is. This is necessary to feed people. 1 agricultural point can feed one population point, but you need a surplus for population growth.

Industrial: How advanced your industrial complex is. Industry ties in with almost every other field, and Industry points can be invested into other fields to garner more points there, or reinvested to further increase your industry.

Economic: This is a pretty broad one that includes miscellaneous stuff related towards the economy; infrastructure, currency, interest rates, et cetera. Econ points can be invested into building and maintaining infrastructure, setting up trade, stuff like that. Increased through industrial, population, and scientific investments, or a combination.

Cultural: The artsy fartsy side of your nation. What gives it soul. Television, painting, drawing, music, all of that. Culture makes your people feel united, beneath a national identity, and helps increase unity. This is something mostly increased through roleplay, but if you don’t have the time or energy to write anything major, hit me up and I’ll work out a workaround for you.

Military: Self explanatory. Military points represent the strength of your military, the size of it, quality of equipment, etc. Increased via population + industry investment, as well as scientific investment.

Medical: The state of your available medical facilities and personnel. This world is strange and, with it, has many strange diseases. You need to protect your people from all the various plagues if you want to survive here. Increased via roleplay and industrial + population investment, or scientific investment.

Scientific: Again, self explanatory. How advanced you are, scientifically, compared to other nations. Perhaps science is not the most important thing towards survival on a strange new world, but the march of scientific progress is the one thing that has bound humanity together across the centuries, hasn’t it? Increased via roleplay, exploration, luck, and industrial + population investment.

Luxuries: Available luxury goods for your people. One luxury can be spent on one population. People get angry when they don’t have luxuries. Requires industry to increase.

Population: One population point represents a thousand people, and can be assumed to be roughly 500 men and 500 women of various ages.

Basically, slider points are going to be the bread and butter of this game. You spend your industry on luxuries so that your population is happy, so you can then spend population points in conjunction with industry points to beef up your military and medical fields. Stuff like that.




Military
War is not a focus of this game, but the option is, naturally, open to you. Even though war just killed the Earth. You monster.

War is determined through comparisons of the military slider, terrain, and war plans. That’s all I particularly have to say about it.




Exploration
On the other hand, exploration will be a big part of the game. You’ve got a rough picture of what the world looks like from when you were approaching it from space, but to get the fine details, observe the native fauna and flora, you must explore by ground, air, and sea. Expeditions can be sent out to bring back findings; terrain, new plants, animals, etc. Expeditions require at least one Agriculture, Economic, Military, Medical, and Population point to be launched.




Unique Projects, Programs, and Other Misc Stuff
Another awesome feature of the Children of Earth is the Unique Projects/Programs mechanic. Give me a detailed plan for a project (it could be something simple as a road network or something as complex as building a factory to produce robotic warriors) and I’ll quote you a price; projects will almost always be extremely, especially with more resources invested into them.

Other things: this game is going to be pretty freeform, and the ruleset I’ve outlined above is more of a guideline than anything else. If you have a cool idea, or want to do something, make it so in your orders, or write about it, or whatever. I really want people to turn this into a story about mankind’s last chance on a foreign rock in the sky and not as much of a game, though I of course still want it to be fun. If you think you want to do something that would be possible, invest some resources into it and I’ll see what we can do.
 
Considering that the year is 2109, what can we expect about the technological and scientific state regarding non - space stuff (cybernetics, biocontrol methods etc.)
 
Considering that the year is 2109, what can we expect about the technological and scientific state regarding non - space stuff (cybernetics, biocontrol methods etc.)

I'll leave that largely up to the players.
 
I had some thoughts on sliders and I've come up with the idea that they're what the entire game will be based around, with slider points being able to be traded and spent on various things.

Points in your sliders CAN be traded. The points you have here are what can be “spent” on various things.

Agricultural: The more advanced your agricultural industry is. This is necessary to feed people. 1 agricultural point can feed one population point, but you need a surplus for population growth.
Industrial: How advanced your industrial complex is. Industry ties in with almost every other field, and Industry points can be invested into other fields to garner more points there, or reinvested to further increase your industry.
Economic: This is a pretty broad one that includes miscellaneous stuff related towards the economy; infrastructure, currency, interest rates, et cetera. Econ points can be invested into building and maintaining infrastructure, setting up trade, stuff like that.
Cultural: The artsy fartsy side of your nation. What gives it soul. Television, painting, drawing, music, all of that. Culture makes your people feel united, beneath a national identity, and helps increase unity. This is something mostly increased through roleplay, but if you don’t have the time or energy to write anything major, hit me up and I’ll work out a workaround for you.
Military: Self explanatory. Military points represent the strength of your military, the size of it, quality of equipment, etc.
Medical: The state of your available medical facilities and personnel. This world is strange and, with it, has many strange diseases. You need to protect your people from all the various plagues if you want to survive here.
Scientific: Again, self explanatory. How advanced you are, scientifically, compared to other nations. Perhaps science is not the most important thing towards survival on a strange new world, but the march of scientific progress is the one thing that has bound humanity together across the centuries, hasn’t it?
Luxuries: Available luxury goods for your people. One luxury can be spent on one population. People get angry when they don’t have luxuries.
Population: One population point represents a thousand people, and can be assumed to be roughly 500 men and 500 women of various ages.
 
91pmv8r.png


Merchants and trader ply the waters of the Atlantic and Pacific seeking access to new markets and products to fuel the insatiable demand of the growing commercial empires. In a Parisian cafe, intellectuals fling ideas back and forth as they eat food with dashes of valuable eastern spices, and as the air runs thick with western tobacco.

Can you create a rich and lasting colonial empire? Will you be able to meet the insatiable demand of your people? Or will you, like so many rulers before you, see your dynasty overthrown by republicans and pretenders?

ER:II is about commerce, war, and gaining access to new markets in the name God, King, and Country.


Key Elements

1. Gold makes the world go around. Players can't just send money to one another, but need to purchase gold first. The price of gold varies from country to country. Likewise, you may be able to take out loans in cash, but creditors want to be repaid in gold...

2. To continue from the first point, as your country exports and imports, its gold stocks will flower or dwindle. Gaining access to valuable luxuries such as spice and sugar is a good way to keep momentum on your side (besides controlling gold and silver deposits yourself!)

3. Resources range from grain to iron and sugar. Some goods have simple demand related to your population size (such as grain, fish, iron, etc.) whereas some goods are based on the affluence of your population. Some resources, such as naval supplies, iron, copper, and cloth, are demanded by your military as well as society.

4. High taxes, wars, and high food prices can hurt the affluence of your citizens.

5. You can also become a slave trader. Having slaves will provide a "productive" (and if you're producing sugar, expendable) workforce. Likewise, your country can export slaves, but too much of either will cause social strife.

6. This map.

7. Prolly to be hosted in NES.
 
why do you play with my emotions like this, sone
 
I had this idea a long time ago in the middle of last year. To synthesize is a play-by-post wargame-IOT-like with a Master of Monsters setting. For those unfamiliar, it would be a wargame where you are a hero that summons monsters in which the goal would be to control towers and eventually defeat your opponent. I'm trying to develop a map, I have only the skeleton of what will be. I've been thinking about doing skirmishes rather than something that takes many turns.

About Game Settings: Work in a similar way to MoM. Each monster would have three levels; the turns have day and night system; monsters of light, dark and neutral - and weaknesses and advantages.

Spoiler :
zB587D8.png


I'm just posting here because I think is an interesting idea. :crazyeye:
 
I want to gauge interest to see if anyone would be interested in this IOT:

9KeJqlG.png


Pokémon no Yabō

It's 1570. Japan is divided by daiymo clans, fighting amoungst each other to have supreme control over the island clans. By far the most powerful clans are the Kanto clan, the innovative and westward-aligned nation ruling the similarly region of Japan; the Johto clan, the clan in Kansai devoted to the ancient traditions and customs of Japan; the Hoenn clan, great seafarers who rule Kyushu and the waters of Japan; and the Sinnoh clan, an Ainu clan in Hokkaido who hold onto their heretic faith.

However, ancient Yōkai have been reemerging from the forests, mountains, and oceans surrounding ocean. These magical monsters, commonly dubbed "Pokémon" by Kalosian missionaries, are powerful creatures with fighting abilities far surpassing even the strongest samurai. However, they are little more than animals, and are easily domesticated by anyone brave enough to stand near these creatures of death and train them. With the century-long civil war raging on, some daiymo have been thinking about capturing some of these Yōkai, and make their armies invincible...

FEATURES:

SENGOKU JIDAI: Stake your clan's claim in feudal Japan, and fight through ink and sword for your family's birthright to be shogun

GOTTA CATCH 'EM ALL: The Yōkai known as "Pokémon" have increasingly encountered by humanity. Domesticating certain species of Pokémon will grant in-game bonuses that will easily give you an edge above your rivals

DYNAMIC WORLD: Religions will be a feature in this game, based off of the various mythos in the Pokémon universe. Traders and missionaries from the Kingdom of Kalos will also show up, offering western technology to anyone willing to pay the price. Beware if you get on their bad side...

ARE YOU AFRAID OF THE DARK?: A shinobi system will greatly encourage those who perfer to fight with a shuriken rather than a katana. Intercept enemy orders, steal specimens of Pokémon, assassinate daiymo, and much more!
 
ER was my first IOT. The Neo-Roman Empire shall rise again?
@Megs I'll play that Halidom of Ylisse is totally a Japanese clan right :mischief:
Would anyone play Venice IOT? Tomorrow I'll dig up the old post if you want.
 
i want to gauge interest to see if anyone would be interested in this iot:

9kejqlg.png


pokémon no yabō

it's 1570. Japan is divided by daiymo clans, fighting amoungst each other to have supreme control over the island clans. By far the most powerful clans are the kanto clan, the innovative and westward-aligned nation ruling the similarly region of japan; the johto clan, the clan in kansai devoted to the ancient traditions and customs of japan; the hoenn clan, great seafarers who rule kyushu and the waters of japan; and the sinnoh clan, an ainu clan in hokkaido who hold onto their heretic faith.

However, ancient yōkai have been reemerging from the forests, mountains, and oceans surrounding ocean. These magical monsters, commonly dubbed "pokémon" by kalosian missionaries, are powerful creatures with fighting abilities far surpassing even the strongest samurai. However, they are little more than animals, and are easily domesticated by anyone brave enough to stand near these creatures of death and train them. With the century-long civil war raging on, some daiymo have been thinking about capturing some of these yōkai, and make their armies invincible...

Features:

Sengoku jidai: Stake your clan's claim in feudal japan, and fight through ink and sword for your family's birthright to be shogun

gotta catch 'em all: The yōkai known as "pokémon" have increasingly encountered by humanity. Domesticating certain species of pokémon will grant in-game bonuses that will easily give you an edge above your rivals

dynamic world: Religions will be a feature in this game, based off of the various mythos in the pokémon universe. Traders and missionaries from the kingdom of kalos will also show up, offering western technology to anyone willing to pay the price. Beware if you get on their bad side...

Are you afraid of the dark?: A shinobi system will greatly encourage those who perfer to fight with a shuriken rather than a katana. Intercept enemy orders, steal specimens of pokémon, assassinate daiymo, and much more!

YOU HAVE NO IDEA HOW MUCH I NEED THIS

caps
 
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