RP Idea: Rotting Empire

Post » Mon May 02, 2011 2:23 am

This is not supposed to be yet another OB rant - not in the FF/RP Forum ;) However, I always found it disappointing that the rumours in MW werent expanded upon in the next game. The unrest in the Imperial City, rumours of the Imperial Princes being doppelg?ngers, those kinds of things. Instead, next game, OB, we got the sledgehammer: Imperial Princes? What Imperial Princes, theyre dead! And MW also presented an interesting scenario for a post-Tribunal Morrowind, with an ambitious new King, the Tribunes gone, the possibility of the legions being recalled... and that, too, got the sledgehammer treatment of Daedric Invasions.

So, the idea of this RP would be to have a Tamriel where the Oblivion Crisis didnt happen. Maybe Mankar Camorann fell and died, leaving the Mythic Dawn cult desintegrating or something ;) It doesnt matter, thing is, the assassination of the Emperor and his family and the Daedric Invasion doesnt happen. Instead, the Empire accelerates the speed with which it just fades away.

The scenario would be that Uriel VII still dies within two or three years, of old age. His successor (Geldall by age, but maybe he dies before...) is not universally regogniced by everybody in the Empire, due to the accusations of him being a magical doppelg?nger. The Shornhelm Septims (Septims by law but not blood, as per the Brief Histroy of the Empire) raise a claim and find many supporters, but there are also many isolated revolts, and the loyality of the Legions is in doubt. In short, the Empire is crumbling.

The game would take place, or at least start, in one of the outer provinces, one of those that have a great resistance to the Empire anyways - Summerste, Morrowind, Hammerfell, Elsweyr... I would tend towards Morrowind, simply as we have the most information and hence most complex background about it, and as then the aforementioned local conflicts could be integrated. OTOH, I realise that this is kinda clichee, and that there are quite many RPs placed in Morrowind.

So, would there be interest in such a game?
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Add Me
 
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Post » Sun May 01, 2011 12:16 pm

It's a good prospect, and the background of the RP is very original, from what I've seen, but what the game comes out to is fairly overdone; there are already at least four "crumbling empire" RPs active right now, and at any given time there are about two floating about.

If, though, the time setting were a bit different, it could be genuinely original. Say, have the time setting be two years after Dagoth's death.
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Megan Stabler
 
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Post » Sun May 01, 2011 6:41 pm

Well, yes, but all those RPs have the Oblivion Crisis happen, dont they? The difference here is that instead of a great apocalyptic event, the Empire is supposed to just slowly wither away.

As for timeframe, yes, that was kinda the plan. Two or three years after the Nerevarine Incident, Uriel dies instead of being assassinated, and things get worse. Shortly afterwards the game would begin.
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Agnieszka Bak
 
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Post » Sun May 01, 2011 3:58 pm

Like Tom Bombadil said; the no daedric invasion is very original, the crumbling empire idea is unfortunatly not.
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Danii Brown
 
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Post » Sun May 01, 2011 4:05 pm

Just because an RP premise isn't entirely original doesn't mean it won't work. Most crumbling empire RPs are distinctly different from what we see here. Also, many lack enough structure and plausible, functional background to work out or be RPed in with any integrity.

If one were to be well-thought out, it could well turn into one of the 'first' curmbling empire RPs, if you get my meaning. :) Besides; it's a premise that at least appeals to a very particular kind of RPer, and thus won't have any lack of interest.
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Kieren Thomson
 
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Post » Sun May 01, 2011 10:40 pm

What kind of genre were you thinking of making it? Would it be a set storyline sort of thing, a political one, war, free form, other...?
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Shirley BEltran
 
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Post » Sun May 01, 2011 2:23 pm

This RP would be a very hard RP to pull off. It would end up having so much political intrigue and large scale conflicts and depth it would be hard to rp. Not impossible, but hard. Of course, that means this RP would also be extremly fun to do, and would probably be successful.

So, lets make a background story and take off from there, eh?
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Lynne Hinton
 
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Post » Mon May 02, 2011 4:12 am

What inconvinient time to have had no internet for two days.

Anyways. I had planned it to be an advanturer-party kind of RP. The whole disintegrating Empire (and I stress again the differnece between "crumbling" and "already desintegrated" ;) - the Empire still exists! ) thing would hence merely be background. The players would not assume posts of faction leaders, though of course they will come in contact with them (ideally). Instead, they would start as a group (since, as I said in the Men of Akavir thread, I think that makes things so much easier then different starting points) and be led through the RP, with me as a kind of GM. Rulewise pretty freeform of course, like most RPs here. Hence, all the intriguing and different factions is no great problem, either - Id keep track of it in the background, but for the players its only then relevant when they encounter it. Though of course players would given information for their chars as most people in the region would have.

Further idea was that it would indeed be in Morrowind (with the caveat I added in the OP, that so many RPs start there), then probably starting in Tear. Issues in Morrowind: Helseth still has to struggle to stay at power, starts to work on the slavery issue, some Legions are called back, but Morrowidn is not given up, provoking open resistance to imperial rule, and the Shornhelm Septims also have some supporters in Morrowind.
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Ryan Lutz
 
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Post » Mon May 02, 2011 2:06 am

Oooh, I like it being set in Morrowind featuring a crumbling empire. Not enough RPs aventure rps are set in morrowind, in my opinion (what's the point in being there if all you do is send each other letters?) and with the crumbling empire, I feel that in Morrowind, it would be even more tangible and a much more obvious point.

And of course, the balance of House power would change again- without such a strong imperial presence, House Hlallu would certainly weaken... unless it went in an even less legal direction.

The factions already there- most of whom seemed to have had a strong imperial influence to begin with- might begin to branch off a bit, start doing their own thing, and perhaps unsanctioned factions and guilds might appear, rivalling the old ones in a new time of uncertainty- as would happen. :) When one thing is challenged, folks take it upon themselves to challenge everything else.

I'm still unclear, though, as to the purpose of the group. Assumably we come together at the beginning of the RP, but why and to what end? What is our first objective?
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NeverStopThe
 
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Post » Mon May 02, 2011 4:24 am

Well, if you like it, spread the word. Doesnt seem to have much response here, heh.

My thinking about the advantages of having a group is - well, Ive seen RPs that never really got off the ground because the players all started in different places in the scenario, and then didnt manage to come into contact with each other, making RPing a bit futile. Thats the idea, basically: Keeping the chars together, with the feared alternative being chars being too isolate for RP. The group would assemble as mercenaries/agents send out for , or something.
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Auguste Bartholdi
 
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Post » Sun May 01, 2011 1:44 pm

No interest? Ah, well... :(
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Stacyia
 
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Post » Sun May 01, 2011 7:05 pm

Well, if you like it, spread the word. Doesnt seem to have much response here, heh.

My thinking about the advantages of having a group is - well, Ive seen RPs that never really got off the ground because the players all started in different places in the scenario, and then didnt manage to come into contact with each other, making RPing a bit futile. Thats the idea, basically: Keeping the chars together, with the feared alternative being chars being too isolate for RP. The group would assemble as mercenaries/agents send out for , or something.



I might join.

I'll definitly join if the summerset isles are the location. FREEEDOOOOM!!!!!!!!!! Elindrin shall spare no Imperial Lackeys.
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Alina loves Alexandra
 
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Post » Sun May 01, 2011 11:06 pm

Well, if you like it, spread the word. Doesnt seem to have much response here, heh.

My thinking about the advantages of having a group is - well, Ive seen RPs that never really got off the ground because the players all started in different places in the scenario, and then didnt manage to come into contact with each other, making RPing a bit futile. Thats the idea, basically: Keeping the chars together, with the feared alternative being chars being too isolate for RP. The group would assemble as mercenaries/agents send out for , or something.


I understand the need for a group; I usually won't join RPs where there aren't groups for that same reason. I am however, curious as to the specific purpose of this group- this seems to me like quite a large part of the roleplay. Yoiu have said lots about the background, but not a lot about what the characters will actually be doing, and what the character do is often the main selling point of an RP.

As for not much interest here; don't worry about it. Ideas threads rarely get as much attention as the actual thing. :)
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Big Homie
 
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Post » Sun May 01, 2011 12:46 pm

Very well, I suppose this should be discussed here as well. Especially as I am indeed still unsure.

I think it should be in Morrowind (location will effect what the groups up to, of course). I also think the basic idea is "group sets out for ANY reason and finds itself in some weird [censored]" (of which I have some ideas, but dont want to spoiler ;) ). WHat is the group set out for, starting location and initial task:

-As said, an initial idea was Tear. Group, as mercenaries, get hired to make trouble in Argonia, or against the Hlaalu. This would have some advantages, because the Morrowind/Argonia borderlands will pretty certainly play a role. OTOH, might be too direct.
-Another one is Old Ebonheart. With Nerevarinists radicals running Vvardenfell, many refugees come to there, allowing players to make practically any char background they want. The initial task would probably be a delegation to Murnhold, allowing the game to show more of whats happening in Morrowind.
-Of course, Mournhold itself is an idea, too, with all the power struggles there. Maybe the chars find themselves at the wrong side of one, maybe even only by accident. The first task would then be to, well, get away.

So... Ideas on that? Other sugegstions?
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brenden casey
 
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Post » Sun May 01, 2011 4:43 pm

Very well, I suppose this should be discussed here as well. Especially as I am indeed still unsure.

I think it should be in Morrowind (location will effect what the groups up to, of course). I also think the basic idea is "group sets out for ANY reason and finds itself in some weird [censored]" (of which I have some ideas, but dont want to spoiler ;) ). WHat is the group set out for, starting location and initial task:

-As said, an initial idea was Tear. Group, as mercenaries, get hired to make trouble in Argonia, or against the Hlaalu. This would have some advantages, because the Morrowind/Argonia borderlands will pretty certainly play a role. OTOH, might be too direct.
-Another one is Old Ebonheart. With Nerevarinists radicals running Vvardenfell, many refugees come to there, allowing players to make practically any char background they want. The initial task would probably be a delegation to Murnhold, allowing the game to show more of whats happening in Morrowind.
-Of course, Mournhold itself is an idea, too, with all the power struggles there. Maybe the chars find themselves at the wrong side of one, maybe even only by accident. The first task would then be to, well, get away.

So... Ideas on that? Other sugegstions?



Can there be sharks with frikkin' laz0rs on thier heads?
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Aman Bhattal
 
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Post » Sun May 01, 2011 9:56 pm

No interest? What! You've got at least three or four people as is, and if you make it, more will come. :nod: I'm in.

I kind of like the Ebonheart idea. Mournhold would be good, but it is a very, very big city. Bigger than the game depicts, I would assume. Or not. That's up to you. Tear might work, but that takes away the familiarity with the environment for the players. That isn't bad, necessarily, but it might take us a bit longer to get used to the feel of the place.

I think Ebonheart is the best of the three choices, with Mournhold as a close second. I love Vvardenfell. :)
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Amber Ably
 
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Post » Sun May 01, 2011 11:44 pm

Possibly start in a smaller town/city?

All RPs begin in the large areas, start somewhere small maybe this time. ;)
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Cccurly
 
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Post » Mon May 02, 2011 1:46 am

If its cool with you guys, I'm in once we get everything sorted out, all 3 ideas are pretty good. I'm partial to the 3rd.
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GRAEME
 
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Post » Sun May 01, 2011 11:21 pm

I think Ebonheart is the best of the three choices, with Mournhold as a close second. I love Vvardenfell. :)


Ehem, Old Ebonheart, according to Tamriel Rebuilt and http://www.imperial-library.info/maps/minibigmaproadslore31gv.jpg. Mainland facing Vvardenfell. Of course, it could also start on Vvardenfell with the original tasking that holds the group together is trying to flee it. Its... unpleasant for non-Dunmer there at the moment, and even Dunmer might per accident end up on the wrong side of political struggles there.

Hm. Yes, I think you named good reasons for a start on Vvardenfell, though, and as said, "refugees" allows for really any character to appear... so Ill try to think of a starting scenario and what will come then, and post the main thread.
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Grace Francis
 
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Post » Sun May 01, 2011 8:06 pm

RP open - http://www.gamesas.com/bgsforums/index.php?showtopic=966857
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Rach B
 
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