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Difference between revisions of "Overview (RPCSS)"

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This article is intended to serve as a detailed overview of how RPCSS is suppose to work in design for those who are trying to wrap their head around the concept. For those of you who prefer to listen, a pod cast of this article is available.  Further details can be found in the RPCSS category on the Wiki, as well as on the RPCSS Manual page, also on the wiki.
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<b>RPCSS, which stands for Role-Play Conquest Simulation System began with the premise it is nearly impossible to create large scale armed conflict in games which have only individual players on each side.</b>
 
 
 
While this design didn’t begin for Torolf, Mith and I with trying to create a Game of Thrones like story, it is a more familiar example than the fiction we started with.  For those of you who are unfamiliar with Game of Thrones, simply consider any medieval world war from any fiction or history you like, and you’ll be on page with me.
 
 
 
To begin, we must accept the general point that it is difficult to effectively, fairly and consistently create a player driven storyline involving armies and kingdoms using <b>nothing</b> but role-play and combat between players. Without a larger scripted storyline being managed by someone, the back and forth begins to feel like cowboys and indians, not the War of the Roses. “I shot you!”, “No I shot you!” becomes a common refrain.
 
 
 
<b>However, most role-players are not interested in playing out a scripted story where who wins and who loses is pre-determined.</b>
 
 
 
Most of us who role-play have also played tabletop games like Dungeons and Dragons. Creating a set of rules is the next logical step for guild leaders and game masters when confronted with the challenge of creating any storyline that involves the use of armies.
 
 
 
<b>The first set of rules includes making decisions such as; how big is each teams army, how much money do they have, what resources do they have access to, where do they get their money from, how much land do they have, and so on.</b>
 
 
 
This can take weeks for a single game master to work out, and much longer if there are multiple guild leaders who all need to agree.  It often gets more and more complicated, and someone is stuck with the nearly full time job of managing these numbers every week.
 
 
 
The first thing RPCSS does is manage this information for our guild/faction/noble house leaders using a base set of rules and the advantage of a programmed solution that doesn’t go on vacation or get bogged down at work. 
 
 
 
RPCSS tracks and manages a teams treasury, taxes collected from controlled land, when and how often armies can be replenished, the cost of forts/castles, salaries to soldiers, the costs to implement new infrastructure, political influence and the size of spy networks. The design is  not complicated, we kept it simple; but it is a lot of work for someone to manage by hand.
 

Latest revision as of 16:32, 18 December 2020

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