An Apocalyptic Fantasy, inspired by the comic "When the Wind Blows" by Raymond Briggs, the films "Cabaret" and "Dr. Strangelove, or: How I Learned to Stop Worrying and Love the Bomb", and the television series "Adventure Time". And of course, the monumental 52 years after the Second World War, when the Soviets and the States were engaged in a most harrowing battle of wills; and the volatility of the times today, especially considering the rather dangerous state of affairs in the orient, concerning China, the Koreas, Japan, and the States.
For now, it's mostly framework: the setting isn't fully worked out yet, and the mechanics outside of the traditional Play-by-Post RP aren't yet made. These parts of the RP I'm hoping to finish with the help of the players who're gonna join.
Addendum:
The setting, though still not fully worked out yet, has enough to make a proper play on. In fact, we're already playing on it now, here's the link to the IC:
https://www.iwakuroleplay.com/threads/where-the-wind-blows.38380/
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Introduction:
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Setting:
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Story:
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Rules and Mechanics:
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Character Template:
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I bow, say my thanks, and wait.
For now, it's mostly framework: the setting isn't fully worked out yet, and the mechanics outside of the traditional Play-by-Post RP aren't yet made. These parts of the RP I'm hoping to finish with the help of the players who're gonna join.
Addendum:
The setting, though still not fully worked out yet, has enough to make a proper play on. In fact, we're already playing on it now, here's the link to the IC:
https://www.iwakuroleplay.com/threads/where-the-wind-blows.38380/
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Introduction:
We begin some time in the future, or in the past; you, the players, decide. Two nations, both alike in dignity, disputing something trivial, and blowing the conflict out of proportion. First, a few "peace talks" in the UN; propaganda in bad taste; a few invasions of personal space; a punch there, a tank here. After a few weeks of tense silence comes a tipper of the scales, something big, something mortal. The first bomb hits.
Everyone intervenes, as no one wants this thing to get any bigger than it already is. However, no one manages to stop it. Another bomb, and another, and another; the death toll quickly reaches the millions. But one nation (accidentally) aspires for greater, and one of their bombs misses its mark, hitting a "neutral". A new side in the conflict emerges, and the bomb count is doubled.
Tripled when this new side chooses to hit one of its other enemies. Quadrupled when this enemy chooses to hit its enemy. Quintupled, sextupled, septupled; now every nation who's every nation is involved in this great conflict. The conflict of the year. Of the month. Of the week, the day, the hour. The minute.
After 39 minutes, World War 3 is over. It is one minute shorter than what was once the shortest war in history, the Anglo-Zanzibar War. The reason for its end, however, was not surrender, but the complete destruction of its belligerents, plus neutrals.
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A fortnight or so after the end of the war, and the folks quick enough to hide emerge from their shelters. What they see is a world completely devastated. Many of these folks die, most by either famine or radiation sickness. The winds: they are the main carriers of this death, for they are the ones who bear both the ash-clouds which render plant-growth, and so food creation, impossible, and the fallout dust which irradiates the landscape.
But these winds are also, to the supernatural realm that once lay dormant around man's skeptical society, the heralds of a new age. Magic returns to the world. A new force in the game of survival played by those who were left behind. Played by you, the players, and all the other sons and daughters of mother nature.
Everyone intervenes, as no one wants this thing to get any bigger than it already is. However, no one manages to stop it. Another bomb, and another, and another; the death toll quickly reaches the millions. But one nation (accidentally) aspires for greater, and one of their bombs misses its mark, hitting a "neutral". A new side in the conflict emerges, and the bomb count is doubled.
Tripled when this new side chooses to hit one of its other enemies. Quadrupled when this enemy chooses to hit its enemy. Quintupled, sextupled, septupled; now every nation who's every nation is involved in this great conflict. The conflict of the year. Of the month. Of the week, the day, the hour. The minute.
After 39 minutes, World War 3 is over. It is one minute shorter than what was once the shortest war in history, the Anglo-Zanzibar War. The reason for its end, however, was not surrender, but the complete destruction of its belligerents, plus neutrals.
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A fortnight or so after the end of the war, and the folks quick enough to hide emerge from their shelters. What they see is a world completely devastated. Many of these folks die, most by either famine or radiation sickness. The winds: they are the main carriers of this death, for they are the ones who bear both the ash-clouds which render plant-growth, and so food creation, impossible, and the fallout dust which irradiates the landscape.
But these winds are also, to the supernatural realm that once lay dormant around man's skeptical society, the heralds of a new age. Magic returns to the world. A new force in the game of survival played by those who were left behind. Played by you, the players, and all the other sons and daughters of mother nature.
Setting:
Since this is only a few weeks since the actual war, the setting (in terms of place) is somewhere we are surely going to be familiar with. The determination of a specific setting is necessary for ease of play and the addition of a certain cultural flavor to the rp. The country, and the location within this country, is going to be determined by vote by the participating players.
The setting has to be in an English-speaking country, for my (and I bet most of the interested players') convenience. Also, no big cities, as big, real-life cities are rather hard hard to adventure in, and surely the aforesaid kind of magic would do its best to avoid reminding itself of the civilization which suppressed it. And they make for good quest destinations, at least according to my experience.
As for the setting in terms of time, it can be anywhere between around 1950 to 2020. Personally, I'd prefer the late 2000s to the early 2020s as I'd be more familiar with them, but like I said, this is gonna be determined by vote. The setting as related to the war is about a few months into the post-war period: you've come out of your hidey-holes and have gotten yourselves a bunch of goodies, but you're yet to even begin to rebuild any semblance of modern day civilization.
Now, the magic, that's something that I'm gonna have a bit more control in. Post as many suggestions as you want, but don't you cry when they're not in there. Don't worry, though. I actually read suggestions of people before utterly rejecting them (#cheek). I'm gonna post about that here later, right before the actual rp starts. Expect/suggest something mystical, based heavily on mythology and hermetic stuff and whatnot, but filled with lots of Adventure Time-weirdness (like, say, Candy-folk).
And the tech? It's only been a few months since the apocalypse! Tech is gonna be practically the same as the time period you guys decide it to be in, but with a few apocalyptic flares. Such as, you know, no electricity.
And races? Well, magical races are still being worked out on, but they're definitely not gonna be playable. So what races are gonna be playable? Well, there's Caucasoid, then Mongoloid, then Negroid, and so on (In other words, human. And not the mutated kind: too early to have mutants here).
The setting has to be in an English-speaking country, for my (and I bet most of the interested players') convenience. Also, no big cities, as big, real-life cities are rather hard hard to adventure in, and surely the aforesaid kind of magic would do its best to avoid reminding itself of the civilization which suppressed it. And they make for good quest destinations, at least according to my experience.
As for the setting in terms of time, it can be anywhere between around 1950 to 2020. Personally, I'd prefer the late 2000s to the early 2020s as I'd be more familiar with them, but like I said, this is gonna be determined by vote. The setting as related to the war is about a few months into the post-war period: you've come out of your hidey-holes and have gotten yourselves a bunch of goodies, but you're yet to even begin to rebuild any semblance of modern day civilization.
Now, the magic, that's something that I'm gonna have a bit more control in. Post as many suggestions as you want, but don't you cry when they're not in there. Don't worry, though. I actually read suggestions of people before utterly rejecting them (#cheek). I'm gonna post about that here later, right before the actual rp starts. Expect/suggest something mystical, based heavily on mythology and hermetic stuff and whatnot, but filled with lots of Adventure Time-weirdness (like, say, Candy-folk).
And the tech? It's only been a few months since the apocalypse! Tech is gonna be practically the same as the time period you guys decide it to be in, but with a few apocalyptic flares. Such as, you know, no electricity.
And races? Well, magical races are still being worked out on, but they're definitely not gonna be playable. So what races are gonna be playable? Well, there's Caucasoid, then Mongoloid, then Negroid, and so on (In other words, human. And not the mutated kind: too early to have mutants here).
Story:
The roleplay's supposed to be a rather open-ended one, without a definite story for the players. Plot is going to be determined by the actions of the gm (me) and the players IC.
Rules and Mechanics:
This is a roleplay meant only for the literate
^Written to spite, rather jokingly, Diana. Do not take this seriously. (And don't throw rocks at me! Again, a joke! A j-ouch! He-ouch! Wai-ouch! Ouch! Ouch! Orchagh!)
Okay, here are the real rules and mechanics:
Rules:
Mechanics: These'll be posted once all the kinks are worked out, like the setting. And like the setting, these're open to suggestions!
^Written to spite, rather jokingly, Diana. Do not take this seriously. (And don't throw rocks at me! Again, a joke! A j-ouch! He-ouch! Wai-ouch! Ouch! Ouch! Orchagh!)
Okay, here are the real rules and mechanics:
Rules:
-Proper Grammar and Spelling is a Must! A few mistakes here and there, or mistakes committed to fit the style of the writing (for example, stream-of-consciousness) is excusable, otherwise we're gonna have a bit of a problem. And if you are planning on doing something stylistically daring, please, do inform us here first.
-Write Long, Write Lovely. Take your time in making your posts, and try making them as detailed as possible. What we need is quality of story output, not quantity of story gone through. This rule goes out to me, too; I haven't exactly mastered this skill yet. (However, short posts are acceptable, as long as they're not vague, they meet the below criterion, and you have a sufficient reason for posting such [too busy or whatever])
-Keep the story moving. By "write long, write lovely", I don't mean one post being sixteen paragraphs about one character getting a glass of water. There has to be story in every post, something that either keeps the plot going, or makes the characters or the setting look and feel more whole.
-Inform us about important RL goings-on. Nothing frustrates me more than roleplays ending early without resolution because of real-life happenings, like getting too busy or whatever. If something big happens, and you can't continue on with the rp, please do tell us about it, and what you think we should do.
-The Works. No Mary Sues, no god-modding, no Dei ex Machinae (I think this applies to Deus ex Machinas), no controlling other peoples characters, no personal attacks via the roleplay (or via this thread), keep the story consistent, interact with people, and so on. In other words, rules that you probably already know. Mature language and actions are allowed, however, as a post-apocalyptic roleplay, however fantastical and inspired by cartoon shows, are meant to be rather mature (in the other sense of the word).
-Write Long, Write Lovely. Take your time in making your posts, and try making them as detailed as possible. What we need is quality of story output, not quantity of story gone through. This rule goes out to me, too; I haven't exactly mastered this skill yet. (However, short posts are acceptable, as long as they're not vague, they meet the below criterion, and you have a sufficient reason for posting such [too busy or whatever])
-Keep the story moving. By "write long, write lovely", I don't mean one post being sixteen paragraphs about one character getting a glass of water. There has to be story in every post, something that either keeps the plot going, or makes the characters or the setting look and feel more whole.
-Inform us about important RL goings-on. Nothing frustrates me more than roleplays ending early without resolution because of real-life happenings, like getting too busy or whatever. If something big happens, and you can't continue on with the rp, please do tell us about it, and what you think we should do.
-The Works. No Mary Sues, no god-modding, no Dei ex Machinae (I think this applies to Deus ex Machinas), no controlling other peoples characters, no personal attacks via the roleplay (or via this thread), keep the story consistent, interact with people, and so on. In other words, rules that you probably already know. Mature language and actions are allowed, however, as a post-apocalyptic roleplay, however fantastical and inspired by cartoon shows, are meant to be rather mature (in the other sense of the word).
Mechanics: These'll be posted once all the kinks are worked out, like the setting. And like the setting, these're open to suggestions!
Character Template:
Name:
Age: (Put in both your character's real age, and the age he/she looks like)
Sex: (Put in your character's biological sex, and his/her sexuality)
Skills/Advantages: (This, with the flaws, is mostly for referencing)
Flaws/Disadvantages: (Balance this out with the skills)
Appearance: (Can be a pic, but try describing the pic with a paragraph or so as well!)
Personality:
Background: (Try explaining how your character got his/her skills/flaws in this)
Setting (Time) (Optional): (Your suggestion for the year, date, and time when WW3 began. The story happens a few months after this)
Setting (Place) (Optional): (Your suggestion for where the story happens. Must be more specific than just the country)
Age: (Put in both your character's real age, and the age he/she looks like)
Sex: (Put in your character's biological sex, and his/her sexuality)
Skills/Advantages: (This, with the flaws, is mostly for referencing)
Flaws/Disadvantages: (Balance this out with the skills)
Appearance: (Can be a pic, but try describing the pic with a paragraph or so as well!)
Personality:
Background: (Try explaining how your character got his/her skills/flaws in this)
Setting (Time) (Optional): (Your suggestion for the year, date, and time when WW3 began. The story happens a few months after this)
Setting (Place) (Optional): (Your suggestion for where the story happens. Must be more specific than just the country)
I bow, say my thanks, and wait.
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