Tradetown...ideas for a new RP thread.
Posted: Sat Oct 16, 2010 8:51 pm
As we have not heard from the DM of "Karazan ...the new city" for a month, i would like to restart something along the same lines.
This type of RP is the kind of thing that interests me.
So here is the basic idea.
A small town on a river, populated by zero level / normal men, is close to a set of standing stones, they allow one way access into the demiplane.
Tradetown (name can be changed), is home to Eleven factions.
Catfolk (Rakasta in 3E ??) (Sherriff and peacekeepers) Uptown
Drow Traders (Eilistraee followers) Uptown
Drow Craftsman (Eilistraee followers) Downtown
Drow farmers northside (Vaeraunite followers)
Drow farmers eastside (other side of the river -Lolth followers)
Kenku farmers west side ( Thoth followers)
Drow farmers southside (Eilsitraee followers)
Ibixian Loggers farwest ( forrest spirit-god)
Deurgar silver miners far east
Lizard folk boaters... live on the river.
Wood Elves Hunters /Furriers ( Ranger stockade) Far south
The factions are paired , helping one means annoying the other.
The PCs roll into town and attempt to help various factions and bring them under the control of their "House/Organisation.
Each house has 5 action points to spend each season.
Each turn is a season.
All the roleplay will take place during the "Council Hall Meeting" of each season.
There would be 3 phases to each season.
1/ agenda phase- where the DM details problems to be solved.
2/ the Council Meeting roleplayed. (players bid)
3/ Season Report , DM gives a rundown of how things were resolved. And players report how the problem was resolved.
Edit....The players spend their action points on ;
1 AP to set up a base/headquarters
(one per player- +3 influence on faction at that location )
1 AP spent on gaining influence with a faction. (Choose)
1 AP starting a rumour about a PC/NPC,
destroying or discrediting anothers influence.
1 AP bid during the Council Meeting.
(in order to resolve the towns issues/problems...and thereby gaining Influence with various factions)
Highest bid wins.
All ideas welcome.
This type of RP is the kind of thing that interests me.
So here is the basic idea.
A small town on a river, populated by zero level / normal men, is close to a set of standing stones, they allow one way access into the demiplane.
Tradetown (name can be changed), is home to Eleven factions.
Catfolk (Rakasta in 3E ??) (Sherriff and peacekeepers) Uptown
Drow Traders (Eilistraee followers) Uptown
Drow Craftsman (Eilistraee followers) Downtown
Drow farmers northside (Vaeraunite followers)
Drow farmers eastside (other side of the river -Lolth followers)
Kenku farmers west side ( Thoth followers)
Drow farmers southside (Eilsitraee followers)
Ibixian Loggers farwest ( forrest spirit-god)
Deurgar silver miners far east
Lizard folk boaters... live on the river.
Wood Elves Hunters /Furriers ( Ranger stockade) Far south
The factions are paired , helping one means annoying the other.
The PCs roll into town and attempt to help various factions and bring them under the control of their "House/Organisation.
Each house has 5 action points to spend each season.
Each turn is a season.
All the roleplay will take place during the "Council Hall Meeting" of each season.
There would be 3 phases to each season.
1/ agenda phase- where the DM details problems to be solved.
2/ the Council Meeting roleplayed. (players bid)
3/ Season Report , DM gives a rundown of how things were resolved. And players report how the problem was resolved.
Edit....The players spend their action points on ;
1 AP to set up a base/headquarters
(one per player- +3 influence on faction at that location )
1 AP spent on gaining influence with a faction. (Choose)
1 AP starting a rumour about a PC/NPC,
destroying or discrediting anothers influence.
1 AP bid during the Council Meeting.
(in order to resolve the towns issues/problems...and thereby gaining Influence with various factions)
Highest bid wins.
All ideas welcome.