Pagan's Game(s) Planning(s)
06-20-2015, 11:25 AM (This post was last modified: 06-20-2015 11:27 AM by Pagan.)
Post: #2
RE: Pagan's Game(s) Planning(s)
Anarkismo (Name subject to change)

I have an idea for a social revolt type game. It'd consists of two (or maybe more if I want to make it more complicated) basic factions, the Anarchists and the State.

Each player would apply as an influential figure on either side, detailing only a job title, their personality, a little character history, and their name.

On the side of the State, each player accepted would be publicly revealed, but afterwards they will be talked to as a group, where they would flesh out details of the laws and policies of the State, and then each gets to anonymously make a single change to these structures.

On the side of the Anarchists, none of the accepted players will be announced until their character is know to broken a law, as detailed above, and all character applicant names are valid targets for actions of the state. This means your character will exist within the world, as an Anarchist, even if idle at the moment, which allows you to enter as a radical at any point where a player dies or drops out.

Turns would be weekly, each representing an in-game week. Players would run their lives, either with day-by-day commands, or with broad goals for the week. The exception to this would be during direct actions.

"Direct actions" are where the game slows, to an action-by-action command chain for all those directly involved. The exacts would vary from situation to situation, for instance, a sit-in would likely have a small police response, but also potentially build support for future actions. Likewise, a riot would garner large police response, but have any number of outcomes dependent on how both sides handle the propaganda. Meanwhile, sabotage and assassinations would catch the State off-guard unless they prepared in advance. To build numbers for an action, pamphlets and graffiti can inform the people, regardless of what side they are on. It'd be multifaceted, and detail would be rewarded.

If I create the game with more than 2 factions, it'd allow for various kinds of radical insurgents, with varying ideologies. This would likely be preferred, as it adds depth and room for creativity. In this case, all "radicals" would have similar details to the "Anarchists" described above, but different factions would have different end-games, and could cooperate and compete freely between each other and the State.

The game will likely be modern technology, and based on the State made by the player's, the rest of the world would impact the game slightly, but at a smaller, and harder to interact with scale.

Any comments/questions/concerns? I'd love to hear everyone's thoughts on the matter.

Working Name: Anarkismo

Messages In This Thread
Pagan's Game(s) Planning(s) - Pagan - 06-18-2015, 07:52 AM
RE: Pagan's Game(s) Planning(s) - Pagan - 06-20-2015 11:25 AM

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