Glorified Mercenaries: The Rebootening

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Glorified Mercenaries: The Rebootening
#1
Glorified Mercenaries: The Rebootening
MrGuy Wrote:The year is 3021, 9 years after the end of the Millenial War. The nations of the world have, more or less, rebuilt, and for the fortunate few, the world is entering a golden age. Planes, cars and motorcycles are becoming commonplace, greatly expanding opportunities for travel and work. Both big cities and small towns are constantly growing and improving, and advances in magic mean new careers seem to pop up every few months. The media is, by and large, idealistic, yet artists are making great strides into themes and techniques not explored before.

But others are finding things far worse. Families have been destroyed, old prejudices intensified; even with the buildings returned to their former glory, the losers' economies have yet to fully recover. Women, minorities, and "weirdos" are marginalized, and new discoveries are both exciting and terrifying, with a growing movement that seeks to return to a time before industrialization – by force.

The dark side to the prosperity is exemplified by the Worldwide Guild of Explorers, Cartographers, Collectors and Do-Gooders, formerly colloquially known as The Adventurers' Guild, now more often referred to as "that haven for freaks" or "those poor, hopeless souls." Back in the day, it was exclusive, its members respected, its finds many and impressive. But nothing, it seems, can last forever.

The bad times started when the vast majority of the planet's surface was mapped out, "Cartographers" becoming little more than an artifact in the guild’s name - maps didn't change as much anymore, and the only time anyone seemed to really need a new one was to accommodate a new street or suburb, or some tiny territory gain from a war. Soon afterwards, all the old tombs and temples were cleared of traps and beasts, and a new wave of archaeologists displaced the old-fashioned explorers, being more able to find and carefully retrieve valuable artifacts. The remaining frontiers – space and the deep sea – required a new skillset and expensive technology, so new organizations were set up to explore them instead. The war may have catalyzed the Guild's collapse, but it was really just the last nail in the coffin; everyone agrees it was more or less inevitable.

Now, the Guild is more or less a glorified synthesis of a mercenary corps and a detective agency, more known for violence than great discoveries. There is neither prestige nor an impressive salary for those who they employ. The only people who join are fools who still think they can scrape some glory off the bottom of the barrel, and people who – by skills, past behavior, bad luck or simply the way they were born – can't find employment anywhere else.

As you might have gleaned, you're one of them.
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GENERAL STUFF YOU SHOULD KNOW!
So this is a Tabletop RPG, like Dungeons and Dragons or GURPS. The system this game is using is called Lightweight RPG, and I’m using it mainly because it has enough depth to be interesting, but not so much that it’s difficult to learn and administrate I’ve uploaded the full rulebook for your perusal here; it has information on character creation, and is (as the name implies) a pretty light read, particularly if you only look at the super-important stuff. For any questions not answered by the book, or anything that isn’t quite clear, I’m almost always in the #eagletime or #grandbattle IRC when I can be, so pop by and shoot me a PM.

If you want to join, think up a character concept that fits within the bounds of the setting – if you’re unsure if it works, you might want to run it by me first, but I’m pretty flexible. Character creation rules are in the linked materials so I’d appreciate it if you got statting and such done and posted too (again, if you need help, I’m usually in IRC). Once you’ve got the character sheet and stuff all posted, you’re a candidate to play. Note: If there’s any Secret Backstory Stuff or similar things you don’t want others to know yet, just forum PM it to me. I’ll probably wait a week, week and a half to give people time to set up their dudes – if you need a little more time than that, tell me, I’m totally cool with waiting a bit. I’m probably going to go with 4-6 players, so anyone above that I’m afraid I won’t have room for. Sorry if that leaves anyone out, but it’s just for practicality in balancing encounters/crafting a comprehensible narrative – and you can always look into starting or otherwise getting in on another RP or game!

If you do join, please contribute regularly – even if you don’t have time to make a wordwall, you can put in five minutes a day for an action or a couple lines of dialogue. Disappearances are the bane of roleplaying, and can severely mess up a game’s momentum. If something important comes up, I totally understand – but please try to tell me that you won’t be able to contribute for a while, and give me a decent estimate for how long that’ll be if possible. If you don’t act for a while without any warning, I will skip over your turn (if you’re in a rolling-for-stuff situation), and if it goes on too long I will kick you out and find someone willing to replace in.

Once the game’s in progress, if you aren’t finding the game super-enjoyable for whatever reason, tell me, but give me specifics. Specific feedback means I can try to improve the situation, and do my best to make things fun for everyone – no feedback or vague feedback and I can’t.

WORLDBUILDING INFO
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SPECIES (probably a good idea to read this before making a character)
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GEOGRAPHY
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MYTHOLOGY
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MAGIC
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Many thanks to bigro for help with refining magic and geography, as well as providing the graphics for them! You're a peach~


Messages In This Thread
Glorified Mercenaries: The Rebootening - by Granolaman - 06-14-2013, 09:47 PM
RE: GM OP - by SleepingOrange - 02-02-2014, 07:11 AM