OOC - Information and Discussion Thread

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OOC - The thread is up and ready to be joined, but I thought I'd put up a little bit of information about the setting first so you'll know somewhat what to expect. As (for other projects) I'll be making mroe detailed accounts and overviews of the setting and individual parts of it, I'll keep you up to date with new information. Feel free to use this thread to discuss lengthier OOC comments on the happenings of the main thread so we don't clog it up too much.

Some Notes
Introducing my Setting
This is somewhat essential when you create a new setting, to reveal to everyone else exactly how things are meant to go, otherwise people are forced to improvise (which they hate to do in case they guess something wrong.) Trust me, I know from first hand experience, so this time, I’m writing a sort of ‘guide’. I’ll try to keep it short. Basically, I’ll just go through the main features of the setting from my initial notes and have a look at some of the potential characters of the world.

Tabis
This is our central town, Tabis relies on it’s agricultural success in the breeding of Brahman to it’s advantage, trading for knowledge and weapons which they (along with food) proceed to stockpile. It can be dangerous to travel to this town, and as such, some caravan companies refuse to travel here, leaving Tabis inhabitants forced to wander out themselves in search of trade. As such, their caravan companies are known for their bravery and success despite extreme odds against them. Both the Border Patrol Forces and the Laramie Caravan Company have set up outposts here. Travelers coming from Tabis are hardened, veteran warriors otherwise they would be out of business already, they are always brave and the vast majority can be described as heroic. The rest of the population finds itself working either as farmers or in the orchestrating of trade agreements. Some travelers who come here can afford to ‘buy’ protection on outgoing caravans.

Gray Cliffs
Set on the edge of the ocean, the Gray Cliffs is what remains of a pre-war town somewhat expanded after the war, though many of the buildings (except those sheltered in between the cliffs themselves) are somewhat in shambles. One can find haven in Gray Cliffs and its inhabitants have good, successful lives. Many people wander in on caravans and remain for long periods of time, settling down here. With Fraternity territory to the north which can be plagued by raiders who make their way as far south as this town, travel in that direction is not particularly safe. The closest town across west is Tabis, though the route there is perilous as well, this may be another reason why so many people choose to remain here. Inhabitants are particularly sheltered from the politics of the world around. When they do choose to leave, it is usually for a short period of time.

Red Water
The town of Red Water is the most communal center of merchants and traders. It depends almost entirely on trade with outsiders and much of it is dedicated to tourism. The center of the town is ruled by the Trappers, hunters who kill animals, skin them and sell off their remains. These can be for practical use, however in places are used as currency. These two factions are constantly at war, and in occasions this makes the town uninhabitable for visitors. The conflict does not look like it will end any time soon. Merchants can be found selling almost anything in the market’s of Red Water, legal or otherwise. Prices, and the personality of the traders varies heavily. In times when the trade in Red Water is not good, many Merchants venture out to set up shop in another town. Some of the traders own a small shop or house in another town which they can travel to and stay in during these times. Trappers live in Red Water because the animal population (especially Geckos) is heavy there. They may travel off elsewhere to sell their skins, but they usually remain where the source is heaviest. There is a strong sense of unity and community bonding around the Trapper Town especially because of the ‘war’ with the Merchants. Red Water has very little caravaning trade, though those that do exist are prosperous, often used by the Trappers to ship out Skins, Red Water usually relies on business coming to it, not the other way around.

Fraternity of the Blade
The Fraternity is perhaps the most unusual of factions in the Wasteland. Every operative of the organization wears a mask of some description upon his face which is never removed. Little is known about the Fraternity except that they are heroes. Their home territory is far east on the wasteland, eventually bordering the sea. This territory (or at least its borders) can be plagued by raiders. Even without these, it is forbidden to enter this sacred territory without the permission of the Fraternity. Outsiders are never allowed into central territory, and even then, can only visit the outside territory if they escorted by a patrol. Through their territory, there are many encampments. Patrols wander between these, picking up and depositing personnel as they go. Travelers forced to enter their territory can be ‘dropped off’ at these encampments until a patrol heading outward arrives. What the secrets of the Fraternity are, and the goal of the organization are kept very secret and operatives who leave the main territory will never speak of their overall goals, (though their immediate goals are usually obvious.) The Fraternity is widely acknowledged for its heroism, and because of that nature of the organization, nobody really cares about them being so secretive.

Carba
Carba is the window into the true desolation of the north, beyond this point, the wastes are truly terrible. Vicious sand storms wreak havoc, there is no civilization or immediate source of food or water, except that sometimes there can be violent thunder storms, also there are predatory animals ready to attack. Carba is the last safe town before this. It is here that one can buy all the equipment needed to even attempt traversing this terrain. Carba is relatively isolated from the politics of the south. Many people decide to leave Carba because of its independence, although others choose to remain in this would be haven.

Border Town
This town is on the Border of the Earthen Shores, it is perhaps the most dangerous of towns what with the threat of raider attacks from the west. Not to mention the scorching heat, only the tough can bear living in Border Town, and even then, few remain for long periods of time. The Border Patrol Forces base themselves here, as does the most successful caravaning company, Laramie Trucking Corp. There is a large metallic wall several layers thick that surrounds the town. The streets are close together and very cramped in an attempt to block the sun out above, many of the buildings are empty and are up for rent by passing merchants who wish to use them as warehouses or as shops. Frequent caravans comes to Border Town as the east of the town is relatively safe. Other than the Border Patrol, there are very few people who remain in the town for a lengthy period of time. Caravaners come and go very frequently on the inbound and outgoing caravans. Border Town can be subject to heavy raiders attacks from the west, though the current Chieftain is focusing the majority of the raider’s assets elsewhere and has not had time for large raids.

The Earthen Shores
This large basin is a massive dried up lake west of Border Town which is no a hive of raiders and slavers who live in shanty encampments. The scorching sun blazes from above, making the basin one large hellhole. Anything goes here, there are no laws or rules to adhere to. The ruler of the Earthen Shores is he who sits upon the Iron Throne, a literal throne made out of scrap iron and steel, built high at the head of the palace. The ruler is known as a Chieftain, and he rules until he dies, one way or another. The current ruler is going through many revisions to ‘policy’ and a lot is changing. Nobody knows much about the raiders and slavers here. Many seem to be nomadic, wandering between shanty encampments, always changing home, fighting and competing amongst themselves. Others nearer the central Palace and the throne (which can also be known as the Steel Throne) are less nomadic and remain longer in the central city, and if they do leave, often return as soon as possible.

The Ghouls Reactor
The Ghouls, to the south east of the Wastes, are operating a nuclear reactor. It is optimized to the point it is spitting out power tenfold the amount needed to sustain itself, and the excess is put into ‘batteries’ and sold to outsiders. The Ghouls never contact outsiders however, they go through a local tribe which believes that they are their spirits. The Ghouls have also seemingly discovered a technique to effectively make a pure-strain human into a ghoul (which the Tribes often go along with ‘being made into spirits.’) The reactor is frequently under the threat of invasion, but as yet nobody seems to have made an attack on it.

The Council
The Council of the All Knowing, or the Council of Knowledge, act out of an old pew-war Vault. The Vault has taken heavy damage and was practically dead when they came across it. But from one room of computer tied up to the library network, they learnt everything that was needed to know, both about the wastes, pre-war matters and many trivialities as well as information that could be potentially useful. For one thing, they now knew how to go about fixing parts of the vault in which they were able to turn the power on in. They also created many ‘hidden rooms’ or so the rumors say. The Council is divided into the Circle of Elders and Three Orders, the third Order works with the guards patrolling the town built above and around the Vault. The other two Orders purposes are unknown, although one is seemingly dedicated to espionage as they have spies, and in some cases saboteurs all over the Wastes. Little more is known, very few who go to the Council ever come back, and those who do always fumble denying knowledge or refusing to talk about their experience.

The Bringers of Fate
This faction acts out of a large pre-war shopping mall which has been converted to their base of operation. The building has now been converted into a Library dedicated to knowledge in the form of books or pip-boy data disks. Within the faction, there are a great many sub-factions who are given areas of the Library for their own usage. Although, some shops still exist, trading in any number of essential or non-essential commodities, a Caravaning organization has been set up to trade away their excess supplies and to acquire the resources they need. The head three of each of these families is known as a Master (Mistress) and the highest among them as a Lord (Lady.) The most powerful of the families have their Lord named as a Prince (Princess) and the most powerful of all is hailed as the Sovereign, the ultimate ruler of the Library. The current Sovereign is convinced that the last remaning shops should be closed down and converted into further Libraries, at least for now, as he has his eyes set on the Ghouls’ Reactor and is desperately seeking a way to claim it as his own. Although past Sovereigns have left the library open for others to browse through, and to make purchases from the Families, the current ruler has the Library closed to all Outsiders except those he expressly allows entry. (Who are given special robes to wear, like those of the Bringers themselves but a different color.) The Library is somewhere north of the Council’s Vault, close in part to the Earthen Shores, Border Town and Red Water. They rarely ever leave the Library except on caravans, although potential operatives are said to be spread throughout the wastes as spies.

The Slayers
This faction is probably the least-known of all the factions, though anyone can picture the heavily armored grunts (or Paladins as they like to call themselves) that they send around, the faction’s motives are unknown. Their base is to the far north east of the wastes, and no one ever dares go there. Their politics work months ahead of every one else’s, and via some sort of a communication net, they are always able to keep up to date with the latest news all over the wastes and be in contact with each other and their superiors at the same time. The exact number of Paladins or other staff or their exact strengths and motives are heavily shrouded in mystery, and everything established thus far is simply guesswork.


There may be more towns/factions etc. in the future, I was planning to add a few more but I think this (my original stuff) will do for now.

Creating a Character in this New Setting
Don’t rush yourselves into this, just because the RP is beginning now, doesn’t mean you have to get straight on in. Waiting a little while (maybe a day or so) for an entry opportunity to open up is a great idea (although somebody needs to be introduced now.) It heavily depends on what sort of character you want to have. The inn where Fang begins the story is full of many travelers, so that could be a way to get in. It is a communal place where groups meet up the easiest. You’ll want to think about your characters motives straight away. The most likely thing is that they have arrived on a caravan, because there are so few here perhaps some of them know each other already. Perhaps the character has been waiting here for some time to meet a group of people willing to wander out with him (for protection.) Because many of the towns and environments are enclosed, that doesn’t leave much potential. Basically, the choices you would have are a guards, traders, trappers or heroes (general wanderers.) Don’t feel confined to this though, many characters have more extreme backgrounds, think about it, see what you can come up with, feel free to explore the setting as much as you can.

Just thought I’d make this brief word to ease you into the setting, it is kind of a crap one. Sorry if I seem that I’m treating you like babies, but for your first (or second RP) it can be hard to go straight into a new setting as weird as mine. Thanks for listening thus far, and let’s go have some fun.


"If we cannot live proudly, we die so!"
-Eladamri, Lord of Leaves
 
Dear Fang-

Great for the wonderful world map. THis looks like it will be quite a bit fun. I have a few thoughts but want to look at this a bit more before.

I hate to ask you this, but because the world map is so rich as described above. Would it be possible to provide something like a map. This cold be a simple scratch job, perhaps a pdf, that can be scanned in, just so we can figure out the placement and distances? I am sorry if this adds to your work, but it might help for the above.

Cheers!
 
I've thought about this a lot, but I'm not sure quite how to go about it. I could scan in my "map" which is basically a series of dots with barely legible labels to show the orientation of towns, however distance I haven't quite planned yet. I suppose I could come up with how many days walk each town is away from each other, but actual measurements of distance, I don't think so unless someone can converted 'days walk' into that form.

"If we cannot live proudly, we die so!"
-Eladamri, Lord of Leaves
 
Dear Fang-

To be honest I am not sure how this could be done. I recall when I was more into pen and paper RPG that it was fairly easy to make a map, and scanning shouldn't be that bad, but putting it on the message board- not sure.

There are a number of RPG games could provide the travel time issue. I would guess a mile should take around a half hour. Also that one would have to figure travel time of a day to include whether this is an easy march or a forced march, counting in rests, etc.

A couple of questions. I am assuming we can use characters developed in different games here. Is this ok?
Also what about non-player characters?

Do you have objections about locations from other threads? Or old associations?

I am considering using my past character Grim again and to introduce him as former badge (law officer) who has turned bounty/head hunter and is looking for a raider gang. Would this work?
 
I have many, many questions since I am new to this:

Is it possible if I integrate my character into the world? (i.e. make him a member of the Fraternity)

Do we have to necessarily "join" up with each other or can the group split up?

Should we follow your lead for story progression so that the overall plot doesn't go down the drain? (I.e. someone decides that the group should travel to Mars in a space ship and fight aliens)

BTW, thx for the great environment and setting. Kudos to your innovative thinking.

"Credo Ut Intelligam"- I believe so that I may understand.
 
I am with Gunslinger on this- I have a lot of questions.

For one thing, are we going to play this "close" to Fallout "rules" or are we playing a more "realistic" game?

ALso what level players are we talking about? If we have fellows with power armor and pulse rifles, I would assume these are fairly powerful characters. Alternatively, if we are dealing with characters that are lucky to be carrying a pistol or a shotgun we can assume these are pretty low level. How do you want to play this?

I also think Gunslinger is right, we need to know a couple of things. For example can our characters become members of the fraternity or the slayers, and if so does that mean we know the secrets of the organization?

It might also be wise if we follow your lead on this for now.
 
[font size=1" color="#FF0000]LAST EDITED ON Dec-01-02 AT 09:40PM (GMT)[p]Ok, normally, we just let the thread go where it wants to go, and that normally works.

I think that we are playing a rather 'Fallout' style game, but feel free to fall back on good old logic if you need to. I don't know any of your characters yet, but if there's major power gap in the group, we'll have to come up with something.

As for bringing up other locations and settings, the odd mention is unavoidable, as long as you can justify a reason. This place is far, far away from the Fallout world we know.

Ok, control level, I think that you can for the most part control NPCs (just don't do anything stupid with them) and you can take the plot where it sensibly looks like it should go, just use common sense to guide you and we shouldn't go completely wrong. Doesn't really matter if the group is divided at any point in time.

In this world, I think you're born where you're born, and change is a hard thing. New organizations aren't going to trust you if you show up looking for entry. Of course feel free to have characters already in these organizations, as Gunslinger has done with his cha.

For now, let's forget rules and just play.

"If we cannot live proudly, we die so!"
-Eladamri, Lord of Leaves
 
Ok, that works for me. But sorry to be a stickler, BUT...

What about the controlling of action? So far in the game we have one character initiating a battle and another ending it. Now this is bound to happen, and probably should, but what about controlling other character's actions?

I assume good faith and courtesy means hands off my character or don't do anything stupid. The logical outcome of actions seems fair, and little more. But that might interrupt game play especially as players may venture in and out of the thread during long lulls.

Perhaps it's me but I would also think violence could be toned down a bit. Blowing away virtual strawmen might be lots of fun, and essential at times, I think it might be more of a challenge and a enhancement of the story if we emphasize more story and less action. When violence occurs I think we need to balance this with commensurate consequences.

of course this comes from a character that currently is carrying a head in order to collect a bounty.

Ok, I'll shut up and get back to play.
 
ok...this is looking good apart from a few screw ups on my behalf...sorry for them in advance.
I have changed the first part of my story so that Rogue enters as the fight begins and not as it is ending, or well atleast i will have when i finish this post.
As for the reletive ease on enetering Tabis...that was just a plain fault of mine and i didnt think, but i have corrcted that in the second post( Well tryed to correct it) from me, and i hope that this works.
As for the reletive lateness in my posts i would like to appologise for that also, but i am swamped in college work and exams are coming up before christmas break so i need atleast a minimal study time for that. I will try to post as soon as i can which will normally be in the afternoon after 3pm on weeks days and anytime that i can at the weekend. Hope this doesnt cause to much trouble. :) and errr nice start to the rp the, characters are great



This is not an auvoir but a bonjour to an ever lasting dream with out wakening....
 
Were is the coucel of knowledge on the map...the above doesnt say were it is like to the east or to the west, just infomation on it...
Thanxs for the reply if it come :)


This is not an auvoir but a bonjour to an ever lasting dream with out wakening....
 
I think it might be worthwhile if we have at least a cursory list of important non player characters-

The Innkeeper (at nameless first bar) seems to be little more than a trader of information and a tender of the bar.

Mr. Mckinner- Offical of Tabis, responsible for regulating caravans. Decides who can come in and who goes out. Raises taxes. McKinner is currently plotting a take over

Claire McKinner- wife of Mr. Mckinner, possible torturer, apprently involved in bigger conspiracies. What is her relationship with McKinner besides being married. Unsure.

Chandler- Partner of Kroeger, was running operations in Bordertown after Kroeger (the traitor) left. Apparently dead.

Mendez- Leader of the Red Fangs, local organized crime gang of Tabis and partner with McKinner. Currently worried that he's running out of men

Kroeger (the traitor)- villian. Sells weapons and armors, instrumental in carrying out the conspiracy throughout the area, in in league with McKinner for the town. Role in all still a bit unknown. Shadowy figure (not loved by Slayers apparently). Currently in hiding on the outskirts of town. Careful

Mandrake- Kroeger's assassin and torturer. Creepy villian who is into sadism, high leveled character probably. Works alone and in contempt of most everyone else.

Other characters?
 
I'm a little burned out on the story so far, considering
the lengthiness of my few posts. Hence forth, I'll try to work more on storyline than shootouts (Caleb's killed fifteen raiders in one day and that's a record for him). I might have him attempt to warn the encampment of his Blade brothers outside of Tabis about the upcoming raider siege and maybe have him set up a last stand against them. We'll see.

NPCS-

Blades: I don't know whether the conspiracy contains the Blades or if Caleb just happened to be at the wrong place or time. Whatever the reason, the Blades camped outside of Tabis might play a role.

Slayers: Of course, we have the group of Slayers aiding Fang in taking out McKinner.

Border Patrol: Seems like the only group of local good guys. Might be good if we give them a warning about the upcoming raider attacks.

Of course, Caleb still has the map of the marked out raider strikes and it would be invaluable. Don't want to sound selfconceited, but I think we *might* have to spring Caleb out of the raider warehouse. I like the idea of Mandrake shadowing the group as we go along so I'll have to restrain Caleb from outright killing him.

"Credo Ut Intelligam"- I believe so that I may understand.
 
I agree with this Gunslinger, and I hope that bringing the three characters together at this point in the game (the Junkyard battle) has helped.

To be honest I think its taking way too long for us all to meet. Time to bring the characters together.

Right now we got Caleb and Grim together in the Junkyard (they just have to become friends). Rogue will probably join them, I hope and than I was thinking the party will either have to slip over the wall or go into hiding. I had a feeling that there might be a new ally in the Junkyard (ghouls) who might help out hide the group until Fang makes the connection.

To be sure I am getting tired of Tabis too. Let's whack this McKinner bastard or blow this joint.

It might be nice if one of the big warrior groups have an inner circle or a 5th column of bad guys. But to be honest I wouldn't mind tagging along with Rogue on her trip to the Council. While joining the Blades or the Slayers isn't really Grim's thing, a more cooperative relationship might be good.

Please, by all means, take this where you wish. I think I am giving this too much overplot. The worst thing we could do is box this is too fast.

Ok, - More characters-

Sand Dragons- One of the raider groups out in the wastes. Not a major faction, mostly ambushing caravans and small groups, but they have gotten armor and some heavy weapons. This could cause problems.

Bucks- Buchaneers- one of the less violent raider groups. This group has been more a mercenary service than any other, working for towns as 'contract agents'. They weren't trusted to be part of the conspiracy so they are slowly being wiped out. Not much of a force left of these folks.

Ghouls - of Tabis. Generally discriminated as Ghouls generally are. There is a group of them that works the junkyard and other areas of town where no one else goes- providing the types of services that no one else wants to do. Kind of an "untouchable" group. But they also know a few things the rest of the town doesn't.

The police/law- like badges everywhere, these are law enforcement civil servants. Most join because its a honest job, usually pays well, or, well someone has to do it. In Tabis the chief is undecided. Either he joins or he doesn't join. He knows about the raiders and the blocade but thinks there is a chance of profit (even considering killing McKinner). However the chief is risk averse at this point. Too many gangs, too much risk. The Red Fang loses are welcomed. But he might still switch to the "official" side and betray McKinner. Right now he wants things to settle down and will soon be sending his forces to find the "troublemakers" and put an end to all the killings. But he wants to capture the trouble makers more.

The main problem up to this point for the bad guys is whether the Slayers and the Blades are working together or not. If not, then they can strike. If they are, well, that's a problem.

But please, lets end this situation!
 
I'm away or busy most weekends so I don't get much chance to read. I'll make a post tonight. I'm getting kind of bored of this situation, and it seems that we're in a kind of stalemate because of the situation.

If we have McKinner killed, the raiders just take over. It might be a short-lived alliance, but it could leave the people of Tabis under raider control for months. As for Kroger's death, while it would be appropriate in ending the current situation, we need him alive as a link between this segment of the story and the next.

I'm going to have Fang go ask some questions about our friend Grim, then perhaps when you catch up (I'm a day ahead story time) we can have the two meet. I think it's likely that one of the people Fang questions will note it to Grim the next time he's near and then Grim will likely do the seeking out himself.

I'll have Fang go and meet with the Blades outside Tabis, I'm not sure how they'll take to an outsider, especially a Slayer approaching them, but Fang would likely try to orchestrate some kind of a truce, given the situation, that is if their superiors aren't already cooperating.

I'll see how your current situation plays out before I make the next plot move, but needless to say we will be moving forward soon. While I think we may have a recurring theme, something new would be nice. Should take about a week before we can leave, I do want to wrap things up properly rather than just blow off all our hard work so far.



"If we cannot live proudly, we die so!"
-Eladamri, Lord of Leaves
 
Dear Fang-

I agree that it's time to move on. I, and I think the other players, are kind of waiting for your lead on this and where you want to take it.

I would suggest that rather than leave the encampment to warn the raiders, something it seems Gunslinger wants to do. We should also think of how to bring Rogue's idea into the plot. So far all we have is a grand conspiracy to confront, but this could be resolved here in Tabis if only the caravans begin to run and the raiders are divided.

The main problem seems to be two fold. Bringing the group together and resolving this situation (either fight or flight) and move on. I think rather than leave the other characters to our own devices, it might be better ot bring everyone together first.

Rogue- seems interested in getting her quest going.
Caleb- seems interested in doing whatever Caleb needs to be done.
Grim- just wants a little revenge really.

Mckinner can be killed, Kroeger can escape and move on, Mandrake can still shadow us. The raiders can be divided and the bad guys continue to live for another day. As for the Blades outside, better that Fang and the Blades meet, or we get Caleb over the wall.

I will try to have a third party make the contact between Fang and Grim. That might speed things up.
 
It's been awhile since we have used this thing but I think its fair if we open it up and ask, "what the fuck?"

The way this thread is going, without some serious imput by other players (with the exception of Gunslinger) this thread is the Titanic going down.

If the game is going to take a different course, take it. There is a question of putting all the work that has gone into this and throwing it away, but that's just sunk costs.

If you want to take this thread in new directions, do it. If you are bored with it, than change it. Show some initiative, this is your thread. Isn't that what this kind of open roll playing is about.

Look, I understand that we are all busy. That exams are coming. Well exams came a few months ago, we all dropped back and waited, there was another short lived gasp of air, and then this went dormant again. We're all busy. But putting in a few moments once and awhile isn't like it's going to kill you.

Gunslinger is right, why contribute if the other players don't? I am glad we got a new bunch of characters.

But if you want to change directions, then make a move. This, "oh I am bored." Well, what the fuck?

I mean do something.
 
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