The traditional RPG is really difficult/irritating to put up into forum format. There are long delays while everyone sorts out movements and posts in initiative order, and the DM has to railroad players into dungeons and encounters just to speed things up a bit.
A few-months-old battle system concept (which I still have, btw, just decided not to post here because it used facing, which would really be a problem for internet format) gave me the initial idea of a simple game which anyone in the forum can move any character/unit/army of one side (can't move for both sides) once per day.
Al-Qahirah is essentially an expansion on that. Initially, my idea was for a Soldier-Priest-Magician-Assassin team of heroes going around mauling things, but, over time, the Assassin got replaced by the Scout (a slightly less pre-stated role) and the Priest got removed for game balance reasons, and the Merchant came into existence.
Now, these heroes seemed great, but as I started writing them down on paper, I decided to try a few individualising touches out for size. I entitled these (D&D influence) feats, and drew up a full tree-diagram doohicky and stats for the merchant and scout. After a little thought, I was wondering why on earth I needed them to be seperate heroes anyway.
The system has been reduced to a freeform selection from four 'feat trees' (Military, Mercantile, Mobile and Magical). Each tree begins with a single definining feat (grants an appropriate benefit, upping combat, granting income, adding a spell) and branches from there into three groups, each of which has two subgroups.
Thus there came into existence the three character brands (and a fourth for higher levels, but that doesn't matter at the moment)
Leader (sometimes referred to as PC - horrible D&D influences

)
Soldier (sometimes referred to as NPC soldier)
Peasant (sometimes referred to as NPC Peasant)
Hero (sometimes referred to as PPC)
My original statistics concept was simply combat strength, cost/income and movement, but it now includes Morale (reference Hit Points in any other game), to make high-level Leaders a bit less vulnerable.
The concept developed a little, and I'd always really intended that NPCs be unable to move unless accompanied by a PC, and obviously be disadvantaged in combat against an equal level PC. The experience required is the thing I've thought least about at the moment.
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