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Other Forums => Scrapyard => Topic started by: Sheo on 21-08-2013

Title: Plot and Events
Post by: Sheo on 21-08-2013
So, I've thought up some ideas on the server and how to handle some things with it, that I'm going to pitch to you guys. I'd like your thoughts and opinions.

~~

Events and how they effect Roleplay

The first and most important change I'd like to see in the way events in the server are handled. Most often in Gmod RP it ends up being that servers have no direction, and no plot. Events, while exciting, are 'one-time' endeavors. They don't last, and when they're over often times they've had no impact, and players who have missed the event are left out.

I'd like to move away from events being isolated instances without significance, and move towards a meaningful plotline.

To do so, I'd like to implement what I'm calling an 'Episodic Story'. What the Episodic Story will mean for the server, I'd compare to a good TV series. In a TV series, often times you'll have an over-arching plot. For example in the Walking Dead, the overarching plot focuses on the survival of the main group of protagonists.

Likewise, our server focuses on the survival and struggle of the independent station.

Now, every episode for the walking dead usually goes something like this: Exposition, Conflict, Resolution. Every episode a new conflict is introduced that engages the characters, and changes the story. I'd like to translate a similar model to the server by making weekly 'episodes' -- Chains of events that over-arch and connect over a week long period. To take writing and atmosphere from the page and into the server.

After discussing the idea with Dev, A good example of an idea for one of these episodes for the beginning week of the server would go something like this:




>Introduction of the council (Event)
In this beginning event a council meeting is called for the independent station. Player characters who are citizens of the independent station are invited to sit in on the meeting. In this event we'd immediately introduce a problem. Bandits of Novokuznetskaya have stolen some of the ammunition shipment from Belorusskaya. The meeting is to look for a solution and to discuss how to deal with the bandits. One council member advocates open hostilities, and is adamant about an attack on Novokuznetskaya immediately. There is mixed support for the attack, a vote is to be held on the matter in three days time. Meanwhile, council members are to speak to the other citizens of the station to determine thoughts of the public on the matter. Due to some of the ammunition being stolen, ammunition prices rise in the station.

>The Vote(Event)
Three days after the initial meeting the council meet to vote. The council member who advocated the attack requests permission to speak before the vote. He talks about the need to stand ground in the face of adversity, and that the station shouldn't let itself be unjustly pushed around by bandits.

-DIVERGENCE-

Here's where things get interesting. We can have multiple roads for the episodes to go down depending on player input. For this example, 'Plot A' will assume that the majority of players have responded positively to the idea of an attack. 'Plot B' assumes that the playerbase has responded negatively, and wishes to try more diplomatic approaches.

#PLOT A#

Before the vote begins one of the 'citizens' sitting in on the meeting pulls a gun and assassinates the council member advocating the attack. Players are free to retaliate or capture him but the assassin will attempt to flee for the tunnels. The assassin was sent by Novokuznetskaya to make an example of him. This implies that there is a spy amongst the independant station.

The vote does not continue as planned, the station prepares for conflict before taking a vote to remain defensive or go on the offensive.

>Gathering Force (Event)
The station recruits guards and distributes low quality weaponry and armor to them, in preperation for the upcoming conflict.

>The Conflict (Event)
#PLOT A-A#
The station decides to go on the offensive. An attack on the bandit station is staged, with the possibility of recovering some of the stolen ammunition to restore ammunition prices to normal on the chance of success.

#PLOT A-B#
The station decides to go on the defensive. Further ammunition shipments are completely ambushed. With no new ammunition coming into the station, prices continue to rise. Soon, the bandits attempt to demand entry to the station. A defensive battle is waged against the bandits. If they succeed, the bandit station is weakened, if they fail, they are weakened. Either way, ammunition prices remain high, impacting the server.

>The Negotiations (Event)
@PLOT B@

The vote fails, and more diplomatic options are opted for. Ammunition prices stay slightly high, due to the bandits continuing to take a 'tax' on their shipments. A council member volunteers to enter into discussions with Novokuznetskaya's leading gang. Players are recruited as guards for the council member for this discussion.



Tension is high as the dwellers meet with the bandits in their station - the possibility of violence from the bandits seems strong, but the council member opts for negotiations anyways. An agreement is reached that they will pay the leading gang for protection of the ammunition shipments. This puts them at a loss, but less of a loss than if their shipments continued to come in 'light'.


-BANDIT SIDE-
(Since the two major stations are the bandit station, and the independant station, we have to involve the bandit station in the weekly events as well, in a manner that compliments the independant station. )

>Introduction of the Novoruski(Event)
The Novoruski are an organized crime syndicate based in the bandit station. They are the anti-thesis to the independant station's 'council'. They're rather dominant over their station. And, for the beginning event they will lead some of the players from the bandit station to intercept the independant station's ammunition shipment. This will lead to prices of ammunition for the bandit station falling, and likely recruitment of player bandits into the Novoruski crime family.

The bandits will stop the caravan, and forcibly take some of the shipment. Not all, but some. As a 'highway tax'.

#PLOT A#
>Gathering Force(Event)
Upon hearing that the independants may be moving towards hostilities, the Novaruski family sets out to recruit player bandits and distribute low-quality weaponry and armor. Recruited bandits are given a bit more ammunition than the Guards for balance. Let's face it, we'll have more guards than we will bandits.

#PLOT A-A#
The bandits defend against an attack by the independent station. If they lose, they are weakened, and distributation of ammunition to player bandits in the Novaruski crime family will come at greater cost to the players, and in sparcity.

#PLOT A-B#
An initiative to intimidate the independent station moves forward. A fight breaks into an offensive skirmish against them, weakening them before they ambush the next ammunition shipment completely.

~~

So now I know what you're thinking: "That's all fine and good, but how do we make this actually /happen/?"

Well, the plan is to manage the plot through special admin / trusted player ran characters known as 'Plot Characters'. First of all, I should eliminate the concern of these characters being flaunted as 'special privileges'. The way these episodes are going to be ran and the nature of plot characters /will not/ be disclosed. This is because we want to involve the players in the events and the decisions on what happens and not let the player base think that the 'cool kids club' get special characters.

The sole purpose behind a plot character will be just that. To further the plot. Because of this, they will be required to preform or help in a role of the weekly episodic events if they are needed. To suppliment this, as we're writing these episodes and events, if it's needed for the event, that character /will die/. Or be captured. Or be maimed. The nature of a plot character is one that is to be used for the server's story.

A good example is the council members and the leading members of the Novaruski family. One of the council members, depending on how the story goes /may/ be killed. With no way around it - It's what plot characters are there for. Same goes for the assassin. Chances are, they will be caught, interrogated and killed.

Traders will be handled in a similar manner to Plot Characters. As the plot will influence prices in the economy, minimum and maximum prices for traders to sell their goods at will be mandatory. This will also allow us to control how fast players can acquire gear.

Reich, Rangers, and the Red Line will also be handled in a similar manner to Plot Characters. They will not be allowed to be played outside of their stations or hideouts in passive RP unless there is a weekly episode that requires their faction influence. This is to prevent the disorder and mayhem that can happen when you let loose 'bored' 'elite' spetznas troops into the station to cause havok.

Traders and Plot Character will both be under a similar ruling of No combat outside of what is needed for an event. Exceptions will be handled on a case-by-case basis.

I should mention, that minor traders such as someone who owns a bar, or a small farm can be ran by the server populace freely. They won't be subject to the same restrictions as 'major' traders are.

I believe that's everything. Let me know what you think.
Title: Re: Plot and Events
Post by: Plunger on 21-08-2013
The idea of story arcs is interesting and something I can get behind, but depending on how large the player base grows the restriction on the various factions being event only might need to be repealed, but only in regards to the Reds and Reich. Though this would be no means make it okay for them to raid various stations, kill random citizens, and be dicks about their faction.
Title: Re: Plot and Events
Post by: Sheo on 21-08-2013
Aye, I could see that. Though, I'm under the impression that we want to focus the server on the independant station and the Bandit Station and their groups and characters, so as to encourage more of the 'average every day metro' feel and atmosphere, rather than focusing on the traditional 'major faction' type RP.

My view really on the red line/reich/rangers would be that they really would be minor characters. Someone who's app'd for a Red Line or Reich characters would app /knowing/ that they'd only get to use that character outside of the faction's respective hideout in special circumstances -- leading to them focusing on their bandit or independant character more as a result -- and contributing more to the plot line that way as well.

EDIT: In any case, with permission I'd like to make a 'launch week' schedule thread for the first plot arch and a roster for characters needed for the plot line to be filled by admins/trusted players and the basic needs / rules for those characters.
Title: Re: Plot and Events
Post by: Plunger on 21-08-2013
Are we designating Stalkers as their own faction or just putting them under the umbrella of independent.
Title: Re: Plot and Events
Post by: jaik on 22-08-2013
Quote from: Plunger on 21-08-2013
Are we designating Stalkers as their own faction or just putting them under the umbrella of independent.

Anybody can be a stalker. Stalkers are just individuals who are hired to go on the surface and scavenge.