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Amirsan
07-15-2004, 02:37
Hey, I am amirsan. I am the administrator of Strategic Command Center (rtw fansite). I have just begun the construction of a Role Playing Game/Wargame/NES/Boardgame based entirely on Rome: Total War.

I am here asking for ideas, helpers, suggestions, thoughts, questions. Anything. I can use as much as I can get. As soon as the rules are open and I get enough supporters for the game, I will begin it.

I will post rules in the next post...

Amirsan
07-15-2004, 02:39
ROME: TOTAL WAR
Role Playing Game
Created by Amir aka Amirsan M.

Introduction
Rome Total War RPG is a forum/text-based game inspired by Glen Botto’s Wargame and Legion Total War’s RPG. I have created this game for our forums, to recreate the game of Rome: Total War before it is bought. The rules are based on the actual game, aswell as the settings, though the system is based on the Wargame.

It is not too hard, but it is a game that requires your full leadership. J In the following I will explain it from top to bottom.

Setting
This game will consist of 21 nations (like RTW) where some are unplayable by the users. There can only be a limit of 16 leaders of 16 nations. Though this does not limit how many users/members can play in this RPG, more info soon. One nation will be the senate, which is controlled by me diplomatically and 4 nations are barbarians.

This game begins on 284BC, closing near the first Punic War. Rome is divided into 4 factions, like RTW, Brutii, Julii, and Scipii. This is also after Alexander’s death and the division of his great empire, leaving most of Europe in the hands of many factions.

Object of the Game
The object of the game is to become the last leader in Europe by either making other leaders your warlords, killing all other leaders, conquering their nation, and such. If you have been defeated in a war, the warlords and leaders if that is part of the treaty, may join as part of the winning nation, and become a warlord themselves. So all in all, the way to win is to be the last leader standing in the end.

Characters: Leaders and Warlords
In this game, members of SCC can be the leader of a faction or a warlord/governor under another faction holding the same responsibilities as their leader except they do not control the diplomatic state of the nation as whole, etc. The governor’s power will be decided by the leader depending on how many cities, troops, money, etc the leader grants to the governors when they are assigned, and from then on, the governors start making orders of what to build for his/her cities, and all that. I will explain a bit more lately on this foggy subject, I am sure you would understand. This would allow all members who couldn’t get a nation or one they wanted to still play, and would also encourage leaders to drag in their friends to register and begin playing under them aswell.

Nations Economy
The nation’s economy may be the most important thing in the game. It is run just like RTW, with the Denarii. Gained mostly by cities and trading, there are still many many other opportunities to gain money. A couple ways is diplomacy, random events, looting/pillaging, ransom (enemy capturing another’s warlord; if killed, warlord player is thrown out of the game), and last but not least, fulfilling missions of the Senate.

You can use Denarii in many many ways aswell, to name a few there are building more cities, buildings, military, trade, and more.

Game play Turns
Each human day (depends, I may change this) will be 6 months in the game. Every turn you must post what you are doing for the turn (movements, builds, troop recruitment, whatever) in the Orders Thread. Each turn the orders thread will be renamed to correspond with the game date and turn, and then you post your orders for the turn. When finished, you must then keep track of your orders and apply them to your nations stats in your nation profile thread, which is posted in the Nations forum. In your nation stats, all the info for you nation will be there. That is where most of your time will be. You will have units, each city, your income, and everything tracked and up to date for your reference and everyone else’s.

Trade
Trade is simple, not as complicated as many. You can do two types of trade, internal and external. Internal is trade between your cities and external is trade with other nations.

To begin trade of any kind you must have either of the two units; caravans or carracks. When purchased, you must then specify the routes of your caravans/carracks. Caravans are meant for inland routes and carracks for sea routes.

Specifying your routes is easy. All you have to do is decide how many caravans/carracks are going to travel between which two cities. The longer the travel, the more income you will gain. Every 100 miles of travel will gain you x Denarii. (Note distance is the same as real life, I recommend using a real European map.) Every 100 miles of travel will equal as one game turn.

Example: Greece has begun a good relationship with Rome. They have agreed to allow trade between all cities. So Greece decides to export to the city of Rome. Rounding down all through see the travel is 700 miles. Therefore it will take 14 turns for a carrack to leave Athens, go to Rome and return with money back to Athens. Therefore Greece will gain xx Denarii for that trade route.

You may send as many units to as many cities as you desire. It takes only one trade unit to gain the standard amount.

Cities
Cities are a vital part of your economy. In the beginning of the game all nations only begin with a capitol. Cities are divided in levels. There is a village, town, city, and metropolis. All capitols are on level 3 City. Every new settlement is a village. Your city only grows as more decide to settle. It all depends on your settlement area, trade near the city, terrain, garrison, buildings and so many more factors. Us moderators will announce as a Random event whether a city grows which is determined by many factors. In each of your cities you may build standard improvements. Be creative. You must track your cities status, like level, buildings, garrison, etc in your nations template. Cities level determines unit productivity aswell as how much money they produce. All of this is provided in easier to read info in the cheat sheet.

Buildings
Buildings have many benefits to your nation and your people. You can only build one unique building in each city. For example, you can only build one temple in Thrace, you cant built two. But you can have multiple temples in your empire spread throughout the nation. Buildings are listed with detailed description in the Buildings Thread. Some buildings help economy, make your people happy, put defenses, and enable special troops to be trained and more. As you build more buildings and prosper, more buildings and infrastructure will be available throughout the game.

Military
Now for the fun part of the game. Military will not be too complicated, but will be very realistic. This will be very much related to Total War games. You can only build as many and as how big as your cities are. The chart is as below:

Villages can build 0 unit per turn
Towns can build 1 unit per turn
Cities can build 2 units per turn
Metropolis can build 3 units per turn

Each turn you can build as many as shown above as long as you will pay for it. For example, you are Athens, you are at war and you need a military. Your cities are Attica and Delium. One hoplite unit costs 2 Denarii (we are using small numbers here). Attica is a Town and Delium is a City and Athens the capitol is a City. On maximum, Athens (nation) can build 5 units (2+2+1). They do decide t build 5 Hoplite units thus spending 10 Denarii on military for the turn (2x5=10). Not to hard once you understand. Each nation is given a unique unit, which can only be built with a specific building. Moderators will notify in the Building Thread when the building you need to construct is available.

There will not be any HP, stats and all that for units. There will only be a small description and movement rate in the movement chart. You can find the list in the Units Thread. Maybe when RTW comes out we can implement a fully unique unit list for every nation.

Battles
The moderators will determine battles outcomes. When attacking a nation you must post a notification thread that you are attacking in the Battle’s Forum giving as much info away as you want (you MUST provide the name of the nation you are attacking). Then you must send a Private Message to one of the moderators with the following information of your attack;

a ) Which forces, how many and what types will be fighting.
B ) Deployment of units
c ) Strategy

We will do the rest. Make sure the area you are attacking is within the movement distance of your forces.

The defenders have 24 hours to supply a defense to the attack or else the attacker takes the city/land without resistance. Defenders must provide the same the attackers must provide to the moderators. In the attack notification thread the moderator/s which is determining the outcome of the battle will post the results stating the winner and the loss of troops on both sides.

Movement
Movement will be applied for building cities, units, and trade. When building a city, it will take 1 turn times the how many hundreds of miles from you’re nearest other city. For example, if you have one city, Rome, and you decide to build the city of Naples in its correct historical position, rounding to the nearest hundredth, it will take one turn to build the city. If you had Rome, and you were off to build the city of Palermo in Sicily, it will take 300 miles, which will take 3 turns to complete the city.

This is the same for troops movement. For every 100 miles of movement it will take one turn. For cavalry it’s double. For ships it is triple. As you may remember, the 100 mile rule relates to Trade aswell, though unfortunately Carracks are slower then military ships and transports.

Troop movement and such must be shown in your orders and the exact locations of all your troops must be shown in your nation thread.

Diplomacy
Diplomacy can be done in any way you guys want in the Diplomacy forum. Each nation would post a thread as their embassy. If you want to make negotiation with another nation all you have to do is post the diplomacy in their embassy.

All we disallow is SECRET ALLIANCES. None whatsoever will be tolerated.

Stories
What would be an RPG without stories? Stories of your character can be placed in the Stories forum. You are not limited to the amount of threads you can make for your stories, just make sure they are stories.

-----------------------

Thats pretty much it for now. I plan to open this as soon as I finish. Any comments, suggestions, thoughts, questions? Also, is anyone interested in playing when open by its looks so far?

The forums for this would look like this...

Category: Rtw RPG
Forums:
General: General Talk of the Game
The Game: Nations info, rules, buildings list, and all game info here. Its where everything happens.
Battles Forum: Where battles are posted and happens.
Diplomacy: Where you discuss with other leaders make deals demand and such.
Stories: For stories.

Amirsan
07-15-2004, 02:41
The main topic in my forums is right here:

http://www.stratcommandcenter.com/forums/i...hp?showtopic=81 (http://www.stratcommandcenter.com/forums/index.php?showtopic=81)

Amirsan
07-15-2004, 05:31
All the work I have done and no replies? :(

anyways...

VERY VERY VERY IMPORTANT RPG ANNOUNCEMENT

Alpha Version 1.2 has been released. Spanning many posts with units and buildings and map and such, I will not post here and in the other forums I have this topic for. It will be only in one topic which will be in SCC Forums (place where this will be held).

The page with the update:
http://www.stratcommandcenter.com/forums/i...wtopic=81&st=20 (http://www.stratcommandcenter.com/forums/index.php?showtopic=81&st=20)

The update is 10 posts down. I suggest ALL read all changed sections and additions.

Comment comment comment. There will probably be one more version release until BETA and all then we need is the Unit and all the other reference rules finished. Then I will schedule a time for signups and game starting. The time is near for this. :)

Amirsan
07-16-2004, 16:00
bump?

Amirsan
07-16-2004, 16:06
Game starts tommorrow 6:00PM est. First come first serve.