I'm hoping this is the correct place to post this. It's not really an advertisement but a request for input. Feel free to yell at me or move it if you need to.
So, I recently took a little break from MUing and now the itch is back and I'm feeling fresh-faced and inspired. At one point, I was working on a post-apocalyptic MU which never got off the ground due to some code complications. I've decided to have another go at it, with a slightly altered setting and some new game mechanics ideas. None of this is set in stone. I simply want to get a feel for whether or not there would be any interest in the game I am envisioning and perhaps get some input about things I should tweak.
Ok, first, a bit about theme
Basically, the game is set just months after a zombie outbreak. The world is still in turmoil. Very few people understand what is really going on. There's confusion and horror in the air. Survivors are just beginning to encounter one another. Settlements are unstable and temporary. Death is a constant threat and scavenged resources are the currency of the world.
What are my goals?
I want a zombie game that takes place just after the outbreak, so no one's certain of anyone's intentions and the zombies themselves are still a very big threat. Where no settlement is permanent and violence could erupt at any moment, with the zombies or between settlements. Where alliances can be made and just as easily broken, where members of a settlement don't always see eye to eye, where betrayal exists and there's a fuzzy line between heroism and cruelty.
I want a game that mixes casual RP with extreme danger, the requires forging alliances and also sometimes breaking them, where even the landscape of the grid changes over time depending on the players' actions.
The game would be World of Darkness, using GMC rules (but not so much the theme), with some minor modifications such as new merits fitting to the theme. All characters would be mortal, although I am contemplating allowing low level psychics (perhaps one dot allowed at Cg and working up from there). This is one of the points I'm still debating.
Ok, moving on to the technical bits.
-
Grid - The grid will be composed of 7 zones. Each of the four settlements will have their own grid space, as well as three neutral zones. The neutral zones consist of one PvE danger zone (a ST may choose to begin an impromptu PrP in this zone), one potential-PvP-ish danger zone (players may go head to head with each other - but be warned the effect this may have on the relationship between your respective settlements!), one casual neutral zone (where people may RP, interact, without fear of imminent danger or death - the place where friendship and alliances are made). These zones may be expanded but for now I'm keeping it small and simple.
-
Settlements - There are four settlements. As the game progresses, old settlements will be destroyed and new settlements will be formed. How, you ask? Each season (every three months), a settlement will be destroyed. Members of that settlement may choose to rebuild or disband. If rebuilding, they use their Resources (see below) and get to vote on what sort of location/settlement they would like. The list for which settlement will be destroyed which season is created pre-game (for the life of the game) so that there is no question of favoritism. Because of this, there will only ever be four settlements at one time. Starting settlements will be:
The Prison - Highly defendable but rather bleak. Bonus to Structure, penalty to Comfort (see Resources below).
The Town - It's almost like old times. Bonus to Comfort, penalty to Power.
Military Outpost - The last remnants of the military. Bonus to Power, penalty to Health.
The Farm - Laying low and hoping for the best. Bonus to Health, penalty to Structure.
-
Resources - There are a total of nine Resources. Each settlement will begin with one dot in each Resource except their bonus (they will receive two dots) and their penalty (they will receive 0 dots), so that all settlements begin with 10 dots dispersed. At the beginning of each month, ever member of a settlement by choose to spend their Resource merit dots towards Settlement Resources at the rate of 1 to 1 dots. Settlements may also gain Settlement Resources through approved PrPs. Settlement Resources include:
Building (materials) - Wood, metal, nails, etc. +1 to building new structures.
Building (tools) - Hammers, shovels, limited power tools (available to those who have Technology (power), etc. +1 to building new structures.
Food (supplies) - Scavenged, stolen, otherwise acquired food. Settlement uses 1 Food (supplies) Resource each month for every 5 members.
Food (sources) - Gardens, livestock, etc. Provides nothing for it's current month but will provide Food (supplies) 3 for each dot the following month.
Technology (power) - Allows the use of lights and some electronics. Level of Technology (power) determines how much energy is created (each dot can sustain 5 people in comfort).
Technology (communication) - Allows for the use of communications devices. Requires Technology (power) of 1 and allows players to use radios, communicating with up to dots/players at a time (this can be used during scenes or for investigation but be careful - it's not telepathy and the squawk of a radio can give you away, not to mention they aren't always guaranteed to work).
Armory (weapons) - Weapons. Each dot allows for an additional weapon in the Armory that can be used by any member. Uncommon weapons may require a plot to obtain.
Armory (ammunition) - Allows the use of guns. Each dot will provide 20 rounds per month. Use them wisely.
Medical - Medicine, equipment. Reduced healing times, emergency health boosts.
-
Settlement Resource Stats - The amount of Settlement Resources a settlement has determines their stats in settlement conflicts (because both diplomacy and warfare are options). It goes something like this:
Attack (Power) - Armory (weapons) + Armory (ammunition)
Defense (Structure) - Building (materials) + Building (tools)
Health - Food (supplies) + Food (sources) + Medical
-
Policies - Basic stuff. I'm debating alts because I'm not sure if it'd cause conflict in the settlements or inspire RP and could use some advice there. XP, I'm thinking 1 experience a week, with the option of beats/aspirations (with a 1 experience per week cap), as well as ST bonuses, which I'll address below. 18 and up. Keep graphic sexual RP to private areas. Utilize a FTB policy when graphic violence may occur. I'm still typing these up but it's general common sense. I'll hit a couple of them, however:
Plot and Incentive XP - Participation will grant 1 beat. The STer will get 2 beats. After that, it's the Exceptional RP bonus. Players can recommend other players, or staff. Staff can recommend players. If approved, player or ST can acquire an extra beat for the scene. I'd like to also extend this to Exceptional Staffing, meaning a build/admin/job staffer who is polite and prompt can also get get a recommendation to use on one of their characters. Each recommendation would be approved to prevent abuse.
Harassment - None. 3 warnings at most. No warnings require for particularly grievous offenses (which are thankfully rare). This includes staff. IC douchebaggery is fine but none of us have time for that crap OOC.
I know there's a lot of tweaking that needs to be done. This is a general idea and I left a lot out. What I want to know is whether or not anyone is interested in such a game. That said, I'm always willing to listen to advice and constructive criticism as well, so don't be shy. Just remember, rough draft! Just brainstorming here. So, yay or nay?
Edit: I need to adjust things a bit. Comfort was originally going to apply as a bonus but I need to re-write that. I did edit for the settlement stats to make more sense otherwise.