Ideas and thoughts for wider-scale RP propagation
Posted: Sun May 22, 2011 1:22 pm
In previous posts, I've spoken about a variety of different ideas and thoughts we've had on how we would encourage large-scale imm-run RP.
Recent posts and discussions here have made me wonder if this is the wrong approach, and if we can't put in place some structures that would encourage bottom-up RP instead.
Building on, and parallel to the adventurer's guilds ideas we've been discussing, I think it would be helpful to have some kind of regional-based power structures, maybe secret ones called 'factions'
Just thinking allowed here, what if we said that in a given city, it's faction might consist of:
1) 1 or 2 of the highest ranking members of the adventurer's guild.
2) A representative from each temple which has a base in that region or city.
3) 1 or 2 representatives from the merchant's guild - the merchant's guild would be re-jigged somewhat to be based on player-run shops. If a city or region had more than say, three player-run shops, it would get a seat on the faction.
What would a faction be able to do? What about:
1) Set/remove/add crimes to the area-based justice system.
2) By majority vote, remove representatives from the faction, so, for example, they could kick off a particular merchant and get a different one, or perhaps, kick out a temple representative (who would be an FM) and replace them with another - essentially changing the FM of that faith.
3) Provide some ways for factions to interact with each other, such as fighting for 'jurisdiction' over smaller areas in between, setting up trade routes (player shops) and then protecting them etc...?
Just some thoughts on an idle sunday!
Recent posts and discussions here have made me wonder if this is the wrong approach, and if we can't put in place some structures that would encourage bottom-up RP instead.
Building on, and parallel to the adventurer's guilds ideas we've been discussing, I think it would be helpful to have some kind of regional-based power structures, maybe secret ones called 'factions'
Just thinking allowed here, what if we said that in a given city, it's faction might consist of:
1) 1 or 2 of the highest ranking members of the adventurer's guild.
2) A representative from each temple which has a base in that region or city.
3) 1 or 2 representatives from the merchant's guild - the merchant's guild would be re-jigged somewhat to be based on player-run shops. If a city or region had more than say, three player-run shops, it would get a seat on the faction.
What would a faction be able to do? What about:
1) Set/remove/add crimes to the area-based justice system.
2) By majority vote, remove representatives from the faction, so, for example, they could kick off a particular merchant and get a different one, or perhaps, kick out a temple representative (who would be an FM) and replace them with another - essentially changing the FM of that faith.
3) Provide some ways for factions to interact with each other, such as fighting for 'jurisdiction' over smaller areas in between, setting up trade routes (player shops) and then protecting them etc...?
Just some thoughts on an idle sunday!