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Campaign Project: Development Thread


Scandypandy
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Scandypandy

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Here's an example of how part of territory conquering could work; each province could require X amount of battle wins to conquer?
Yellow= Capital 

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Pew Pew You're Dead
19 minutes ago, ✪ SCANDYPANDY ✪ said:

map2.thumb.jpg.1c10889b056bdfca847534eb9c9b8146.jpg

Here's an example of how part of territory conquering could work; each province could require X amount of battle wins to conquer?
Yellow= Capital 

you don't want the game to last too long or it will lose it's gimmick and people will get bored of it

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SacrificialLamb

Through no ones fault, the development of the campaign has faltered a bit. This thread will be used to discuss how we could continue the campaign or replace it with something else.

My current idea is to create a sort of league with different teams. At each week's event, you would have one team facing off against another in a series of battle rps. Team leaders will be responsible for bringing their members. Randoms can join whichever side they wish. The only problem I see with this is that factions might deliberately turn up and fight for one team against their rival. Points will be given to the winner of the overall event or maybe done through a 'how many rounds you win in an event' system.

People would apply to form their team and be given a nation of their choice (with 2 teams having the same nation being possible). Depending on interest, we may have to obviously limit the number of factions. Everyone would only be allowed to join one team.

Officer slots would be reserved for team members.

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Gay_ningaja

@joeriig i'm a bit busy to talk about details right now, but what do you think about incorporating what lamb says in our mini follow up campaign? 

We can do the squad fight thing but make it so that one team will be the commies, second one the whites or smth. So basically keep the story, do what we were planning on the follow up campaign with a map/leaderboard but incorporate lambs idea so that squads fight not only against each other, but for the campaign at the same time

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Well the original campaign how I planned it with Scandy showed to be too ambitious and too much work, for me personally as well! Having said this, a lot of progress has been made and a lot of brainstorming has been done! The concept of players moving armies and playing for both land and power on a persistent campaign map is something I wont give up on so easily! I have always fully supported cross-battle persistence and will do so in the future! That's one of the reasons I wanted to try these events! I will never abandon the idea of a campaign in NRP but we might have to change up a few things here and there to make it more of a feasible concept! What I proposed a while ago and what I propose again now is to to maybe start a mini-campaign! A proof of concept as you will! An idea which requires a lot of planning and preparation but I am confident that we might pull it off!

 

I spoke with ninjaga about this and that's why it came up in this discussion! Now with that out of the way, I don't really intent to merge all our ideas together! It would make things overly complex! See my proposition as a long-term concept for after the ninjaga revolution weeks! As for merging it with a league of some sort, it could work but I want to make sure we have the time to make it a reality! A league and a campaign is pretty much the same thing without the map aspect so I wouldn't be surprised if we were able to fuse things together! Still it all depends on if you guys! Are you up for hosting a campaign/league of some sorts? 

 

@SacrificialLamb @Gay_ningaja @19th𝗠𝗶𝗻𝗶𝘀𝗶𝗲𝗴𝗲

 

 

 

 

 

 

 

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Scandypandy

The campaigns stagnation is my own doing. I spearheaded it and honestly could have done it far better in hindsight.

The events you guys have done seem to have worked well and a level of persistence across all of them show that it's certainly doable. With the right people behind it there's no reason why it can't work.

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Pew Pew You're Dead

I'm busy for the next year or so. Fix it yourself.

 

I'll contribute like

 

maps maybe

if i think of anything good

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Scandypandy

Why not put it to the players? Ask what might make them a little more invested/what would help with the event stuff. More regimental outreach is also neat, promising them officer slots to pit them against NRP hordes would always be neat. NRP always adores being put against some sweaty regiment, they feel like they're fighting for NRP's greatness or some retardation when it's the pleb hordes vs some organised regiment.

 

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SacrificialLamb

Seeing as there is interest to continue developing the original idea of a map based campaign, we'll continue down that route. We'd want the campaign to start at the latest in late June/ early July.

If you have any further ideas, feel free posting on this thread or contacting Joeriig directly, he'll be in charge of the campaign. At the moment, I'll keep this thread admins-only. Once we have an almost finished campaign, we can make a more public announcement and let players give some feedback. This is so we avoid hyping it up.

We will obviously have to change a couple of things from the original idea and from now, Joe will post weekly-ish comments on this thread to let all know where we are at the moment. Feel free to give any constructive feedback on them.

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SacrificialLamb

Just a quick update, The Tax Collector has decided that he wants to help us get the original campaign done. He is writing out a new ruleset and if all goes well we can get that old campaign on the road.

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SacrificialLamb

From @The Tax Collector:

 

The NRP Campaign

Rules and Overview

The NRP Campaign is a war simulation game that will attempt to play out smaller-in-scale representation of the real campaign(s) that Napoleonic armies enacted in a fictional world with original lore, the participants of the campaign being roleplay characters made by the players who will participate in either soldier, general(officer) or faction leader roles. These fictional characters will be roleplayed by their players to whatever extent their players crafted them to in this early 1800’s Napoleonic Era, be it the dutiful second-in-command, the nervous conscript, the steely eyed medic or to the thousands of other personality and character variations that players come up with for their characters and are encouraged to do so to the best of their ability.

 

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These characters may permanently die if they participated in the losing side of a battle too much or they may even shape the history of their faction if they take special action in either helping their team during the battle in some way, giving morale or they may find themselves rewarded and recognized for playing their character in an immersive and good manner. Some may even find themselves rising into an official officer role if they get enough recognition for their talents. These actions will be recognized by the admins who will be incharge of watching the battlefield and teams for such shining stars but characters  may be put forward as candidates by the other players who bear witness to the actions of their comrades.

 

The Campaign is divided into 3 factions, lorewise representing a variation or an extension of the ingame factions of France, United Kingdom and Russia. They are named “La Grande République (The Great Republic)”, “The Crown Colonies” and the “Rossiyskiy Soyuz (Russian Union)” Each have a different set of unique traits and abilities that will encourage a different playstyle by the leaders, but mechanically will play out mostly the same way in normal engagements with slight variations and advantages (Or disadvantages) to take into account by the officers in-charge. This will encourage only the best tacticians and strategists to succeed if they correctly press their factions advantages in battle while exploiting the disadvantage of the other.

 

All roleplay characters will be tied to one existing faction with faction switching not allowed on the same character. Players are encouraged to use one main character during the campaign for their respective faction during engagements and to play an alternate character when there is a battle not involving their faction.

 

The Campaign Map and Armies

The Campaign takes place in both a strategical level on an “out of game” war map consisting of faction owned tiles and also on a tactical level that will be a head on battle engagement between two factions in game. Factional armies will move across the map with the shared objective of all 3 factions being the destruction of the other two. Army actions can only be determined by the Faction Leader, if the faction leader is unable to be present to make an action a replacement from among the generals may decide for him until he is available. The actions will be taken with all leaders together present with the staff included, as the turns can go by quickly if no engagements happen in a faction turn and all leaders will need to be together to hasten the campaign map phase. Army locations on the map will be tracked by staff during a campaign session and inbetween battles.

 

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The Campaign will be turn based with each faction completing their actions on their turn before it goes to the other. If an engagement begins on a factions turn, then the campaign map turn will freeze until the engagement is finished on the tactical level and decided on the closest campaign battle day in the week, after which the next faction will able to make its move and etc. The campaign map turn begins with the Russian Union, then the Grand Republique and finally the Crown Colonies. When it is back to the Russian Union a full campaign map turn is considered over (This is important for traits and abilities where full map turns are important).

 

Campaign actions for armies are simple, the army can either be ordered to “Move”, which will result in it moving to the tile that the faction leader designated to move to, or it can “Defend”, which means it will stay on the tile it’s already on till it’s the faction’s next turn. An army can move 3 friendly tiles at a time or 1 hostile tile at a time during their turn.  An army may not move across both friendly and hostile tiles in the same turn, for example; The 1st French Army cannot move 2 friendly tiles then onto 1 hostile tile. In the Crown Colonies case, an army may not move over land to a sea bordering territory then embark on the sea on the first turn.

 

The Crown Colonies have a special trait when it comes to moving armies. They have the ability to move across the sea. In order to move across the sea the army in question must be on a tile bordering the sea and the faction leader must designate the tile he wishes to sail the army to before it embarks. The tile he designates must be one bordering the sea, however the Russian tile of R10 will not be suitable to land on because of its geography while the western coast of the Grande Republique cannot be landed upon until the garrisoned fort in F12 is taken. The army will land on the designated tile after 2 full map turns pass, during which it cannot change course. When it lands it will be during the first phase of the campaign turn (Russian Phase) so it will be vulnerable to attack in enemy territory, so choose your landing zone wisely.

 

When an army arrives at a hostile tile without a present enemy army or garrison, the tile is automatically conquered. If the tile contains an enemy army then the both armies enter into an engagement, when this happens the campaign map turn is frozen until the engagement is resolved in the closest battle day. An engagement is a battle set out in two geographically similar maps consisting of 3 rounds each, with the one getting to 4 winning. If the rounds end in a stalemate of 3-3 then a bonus round will be given. An engagement will always be between 2 opposing armies as armies cannot stack upon a single tile.

 

If an army moves into a hostile “Garrisoned” tile then it will automatically engage with the garrisoned army and the campaign map will freeze. Garrisoned tiles are tiles marked on the map as having an unmoving garrison and must be taken in order to advance into the tiles adjacent to them. They contain a garrison that automatically replenishes after it is taken, so the previous owner or another faction must fight to retake it. The 2 Garrisoned tiles are “F12 and U27” The fort in F12 was made by the French to protect against possible sea incursions by the Colonies while the one in U27 was made by the british to buy time against a possible land invasion from the north by the French. The French Capital tile is considered a garrisoned tile per its trait.

 

In order to defeat a faction for good, their capitals must be taken. All three factions have different traits regarding capitals and defenses against their capture;

-        The Crown Colonies  have the trait of “Mayors Mandate” which allows them to move their capital to a friendly land tile that was adjacent to their previous capital and declare it their new capital with a new faction leader. They may only do this two times! After the second time a new capital is taken the faction will be considered defeated!

-        The Grande République have three defensive tiles (F2, F3, F4) protecting the capital that must all be taken in order to invade the capital, which is considered a garrisoned tile. If the assault on the capital fails then the army must take damage and retreat just as it would per normal army rules and will be destroyed if it already sustained a previous loss.

-        The Rossiyskiy Soyuz  have the advantage of not having a capital at all. In order to defeat the Union for good, all except 1 tile needs to be in enemy hands. When cornered to one last tile, the Union will be considered defeated.

Each faction has a number of “Armies”. These designate the moving units of the faction that is able to enact the action of taking the enemy’s tiles in order to defeat it. If an army loses an engagement with an enemy army or garrison, it must retreat one friendly tile back, it will also earn a permanent modifier that it lost an engagement. If it ever loses a second engagement it will be considered destroyed with the all the soldiers in it considered kill in action. A random amount of generals will be considered slain according to a dice roll made by the admin team. If the dice hits 6 then all generals including the faction leader if he participated in the battle will be slain and new generals will be made by old and new players. A destroyed army will respawn in the faction capital after 2 full map turns pass. In the Russians case the army can spawn in any friendly tile.

 

The Russian Union starts with One default army.

The Grande République starts with Two default armies

The Crown Colonies start with Two default armies and One defensive army that is only able to defend and move on friendly tiles, it may not set foot on enemy tiles. If the first capital is lost then the defensive army is destroyed and may not respawn again, relying on the other two armies. The defensive army may not respawn after the original capital is retaken.

If a faction controls 6 enemy tiles then an extra army will spawn at its capital!  This army will follow normal army rules. If the faction loses control of its conquered territories and has less then 6 enemy tiles in their hands then the new army will dissolve immediately because of resupply issues. A faction does not get another army when they control more than 6 enemy tiles (For ex they do not get a second extra army for controlling 12 enemy tiles)

 

Overview, Traits and Guidelines for the Factions

All players are heavily encouraged to read upon the lore for the factions on the forum in order to familiarize themselves with the bearing and background their characters may have gone through in the game universe. Below is trait section for all the factions with their main details in the above sections. Also given below are short guides for assisting on playing out your characters.

 

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Traits and Special Abilities

The Crown Colonies

• May embark their armies over sea and travel to another sea bordering tile, the sail time being 2 full campaign turns.

• Have access to a third default army that only possesses defensive capabilities and is destroyed completely after the first capital is lost to the enemy

• Have “Mayor’s Mandate” which allows them to declare a new capital from a tile adjacent to the old capital to a maximum of two times.

 

The Grande République

• Has three defensive tiles around its capital that all need to be captured before an assault on the capital is made, the capital also containing a garrisoned army

• Gains an increase in building points for enemy tile it conquers (will lose the extra bp if its tiles are reconquered but the bp may not go down its default number when core tiles are lost)

• Has “Military Masterminds” which gives the Republique 40 seconds at the beginning of every round to gain a head start on positioning their men or just allow them to organize their units. (Peace will be active and enemy team will wait in spawn)

 

The Rossiyskiy Soyuz  

• Has no capital, being able to say undefeated until it is cornered to 1 last tile, after which it is considered defeated for good.

• Because of the harshness of its territory and to simulate the dangers an enemy army faces when going deep into the land of the Russians, the Union gains extra bp for each default Union tile it loses to enemy hands. The bp will be lost when the tile is regained.

• Once per engagement with an enemy army, the Russians  may use “Mass Assault”. They will gain an great boost of manpower resulting in a 1 to 3 French – Russian ratio but the entirety of the Russian army will be composted of partizani (Not line militia) while the heavily outnumbered enemy faction will have access to their cavalry, artillery and sappers. Though if the “Mass Assault” is successful, the victory will be considered 2 round wins instead of 1, being high risk and high reward. Only the commanding general of the Russian army may decide to use it as he sees fit.

 

Roleplay Guide to Factions

 

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Roleplaying in a non-intrusive and immersive way using your character is encouraged, but not required. Officers are encouraged to type their orders to their men as frequently as they can while providing necessary exposition in order to encourage and give morale to their men while official soldiers are encouraged to engage in banter with their comrades and engaging in behavior they find suitable to their character without annoying or proving purposefully detrimental to the team. Successful roleplay will help characters get chosen amongst other players and will help providing an overarching story that everyone will participate in, be it the heroics of an individual soldier defending the corpse of its horse to the zeal-inspiring trio of pep talking musicians facing a hail of bulletfire. Such actions will be recorded and archived for all to see.

 

The Crown Colonies

As the Crown Colonies are an alliance of different colonies and towns of British origin with a military scheme nearly identical to the British Army at that time, players already familiar with the “British” way to do things may feel themselves at home when roleplaying their characters. Compared to the revolutionaries of France, British characters should feel more accepting of the clergy, God and old nobility with a majority portion of their officer class consisting of this noble class. As the colonists possess a decentralized nature compared to their French neighbors and are far from Royal authority, players are encouraged to give their characters some rebellious fire when it comes to political authority, perhaps some colonists had a bad run in with the law, or came from the mainland to seek escape from the iron fist of the crown or perhaps some are Irish immigrants seeking to find a land finally suitable to grow anything other than potatoes.

 

Going in line with the corrupt and rivalry filled nature of the colonies, with the mayors and individual towns nearly going to war with each other before their neighbors pushed them into an alliance, officers of the faction are encouraged to dabble in treachery and rivalry to one another in order to attain the most amount of individual glory and honor, while soldiers of a regiment are encouraged to belittle and engage in rivalry with other regiments and to “go against the grain”. Basically by a colonist’s logic if your infantry line is doing the same thing as an allied infantry line, then something is seriously fucking wrong!

Such actions for the purpose of “glory” may be rewarded by the recording it into the history of the campaign even if its detrimental to the rest of the team, and may even be recognized as future faction leaders for the colonies and be made a Mayor-General…incase the old one dies of course…somehow.

 God save the Colonies!

 

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The Grande République

The Republic is the most centralized faction, with causes pushing it to be so in order to avoid chaos in its ranks. As its ranks will be filled with citizens and soldiers usually found in the armies of the Empire of France, its philosophy and culture will be more akin to mainland Europe and be affected by revolutionary ideas from France, mainly a distaste for old European royalty, ideas championing for secularism and increased individual rights for the common man and the law code set by Napoleon, who himself is an inspiration of the normal man fighting against fate and rising above all.

 

The rank and file of the Republic is composed of disciplined levy troops trained heavily in the militaristic fashion befitting a society ruled by the warrior class. As a soldier of the Republic it is apt for you to behave in a more disciplined fashion than your redcoat enemies or the Russian barbarians. This means that the official soldier will find himself acting as a junior nco of sorts, assisting his officer with enacting his orders, repeating what needs to be repeated and helping along any conscript (Pub).

This also means that military psychology will take hold, with a more pragmatic and darker way of living with the ever looming threat of total war and the rigors of a militaristic Spartan like existence to protect your piece of island rock. Contrasts to previous vocations or lifestyles the characters once experienced in an old lifet compared to their current predicament can be roleplayed. What does the tailor that used to patch up the dress of local noble ladies think about having to become a professional soldier to protect his newly owned cabbage farm, does the retired officer think back to his days fighting in the mainland for the Empire fondly or is the island more representative of the revolution of his youth that Napoleon reversed by crowning himself Emperor?

It is for you to decide. Vive la république!

 

The Rossiyskiy Soyuz

 

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Made up of scores of different families and tribes who followed their noble chiefs, lords or patriarchs on the promise of new land away from the harsh rule of the Tsar and the deadly short life of rural Russia, the Union is made up of made bickering slavs who tried to toil away isolated in their own parcel of land on the island using their outdated tools and implements and continuing the same kind of feudal serfdom that they have for centuries under their rulers.

 

The general culture and psychology of these Slavic peoples has been static for the past few hundred years, though the ones on the island have developed an uncharacteristic ferocity and independence not usually found under the Tsar’s subjects. Even though disunited and apart from eachother with dozens of feuds and much bickering between the bloodlines, all Union members will rush to their guns, axes and pitchforks when the one piece of land they’ve found on this Earth not to be tainted with bad harvest, corrupt royal linages or marauding professional armies from the more “advanced” European powers is in danger of being lost from their hands.

 

The members of the Union will be more ignorant, passionate and emotional compared to the other two powers, with strength being respected in the individual man and hordes following the leaders they’ve chosen amongst the battlefield, usually following the greatest (Or loudest) warriors. Bravado and fearless determination in the face of total defeat is expected for the average slav, something he probably faced every minute back home in the mainland. Controlled chaos of the horde is expected and encouraged from the officers who think they can control this stampede of destruction.

The Union will be destroyed before it falls!

 

Some Guidelines for Admins

• Atleast two admins will be needed in spec and at least 2 admin each per team whose job will be to watch out for players who shine either through their actions, their roleplay or other ways that provide their team either assistance or enjoyement. The admins in spec will make sure the events go smoothly as they are fragile and high maintenance compared to past events,

• Admin commentary will be less important in these events as it will be non-scripted and player driven. Player commentary will shine hopefully.

• Encourage people to roleplay (Yes I know that’s abit faggy but this campaign is gonna be doing roleplay) Shut down any blatant trolls or spammers that try and ruin it for the playerbase that are actually getting ready for it

• Make sure to give enough time before the rounds to the rules, no need to rush em, better to have a good run match that takes a minute longer than a faster one with many people going around confused/

• Make sure that each team is ready before starting by consulting with their faction leader or whoever is leading the army during that battle first. Don’t let background problems be detrimental for a faction in the campaign.

• Try and have fun with it yourselves too, its not everyday that we do something like this.

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