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by The Federal Republic of Aigania. . 57 reads.

Proposal of Rules for Lazarus RP on the Map - version 1.0

Aigania proposal for RP in Lazarus

1. Introduction

Welcome to everyone interested in this. Since there has been a recent spike in interest in RP here in Lazarus and the question of how to balance the stats, the interests in RP and avoid godmodding while preserving some semblance of coherence I submit this proposal for consideration.

To the point. To maintain some balance the proposal shall take this points in account.

Maximize the plausibility of the whole stats and maximum backgrounds.
Idem for the issues of the game that present a RL plus some near future questions in some choices.
Incentive the playing of the game and response to issues and no merely "sitting"
Although the background is RL with a bit of science fiction, to balance with those not selecting those issues and the players that goes in the fantasy direction, an equivalence of sorts between "science" and "magic".
A revamping of the scale for more realistic influence scale.
Additional links for calculators for helping configure the RP.
The scale use will be this made on game for the players.
And the scale will be tweaked to put most of the nation on the present tech & near future setting as much as possible, while allowing for the most constant to be able to do the planet hopping.

viewtopic.php?f=23&t=363018

NOTES:

(The rank is the Region Rank used on the Tech/Magic/Influence table is given by the Rank tab as Top x % since this is customized for Lazarus). Of course if desired it can be extended to the rest of the game.

2. Nation States and the Planet

The question of how to make room for enough nations, when even some medium player has a nation with planetary number of inhabitants is straightforward.
We will assume that each nation (the big ones once you reach the billions stage) are planet size nations at last. That take care of the massive populations, and the difference backgrounds, some of different possible timelines.
It is assumed that in this specific case, planet Lazarus is simply a nexus where the planet states have part of their territory as an embassy / reserve / commercial mission of whatever.
It is given that with enough tech / magic the problem of starflight or planewalking it is achievable the change of setting.

As a help here is a generator for Star Systems.

LinkStar System generator.

To generate it require a seed. It can be use a conversion of the name of the nation to numbers.

For example, here.

LinkLetters to number cipher.

3. Technology Tier
The Technology Tier Scale measures a civilization's advancement in technology: scientific discoveries, knowledge of mathematics, etc. are rated on this scale. Most Tiers fall under one of the traditional NS labels (MT, FT, etc.)Note that all tech examples are examples, not requirements. If you have technology that would meet a Tier 6 categorization, but somehow lack nuclear reactors, then you are a Tier 6, not a Tier 4.

Rank

Technology Tier

100 %

Tier 0 - Innovation Infant (Pre-PT)
Tier 0 is the start of every civilization. Tier 0 civilizations have not developed any technology, they may utilize fire or raw materials as tools, but cannot make anything themselves. If you have not yet figured out what a wheel is, you are here.

90 %

Tier 1 - Clever Craftsman (PT)
Tier 1 civilizations have discovered primitive tools. Crafting weapons or other items out of raw materials such as stone or wood is common, and on planets whose environments allow it, fire can be created. Concepts such as wheels, pulleys, or levers may have been discovered. Agriculture may have begun.

80 %

Tier 2 - Simple Smith (PT)
Tier 2 civilizations have discovered some more advanced chemical processes: Metallurgy, the creation of metal alloys and the use of them in equipment. Architecture is beginning to be understood, and writing has allowed ideas to be communicated more easily. A beginning understanding of science and mathematics allows the further progression of technology.

70 %

Tier 3 - Studious Scribe (PT)
Tier 3 civilizations have grasped the elementary principles of physics, chemistry, and mathematics. The use of chemical reactions to create ballistic weapons is emerging.

60 %

Tier 4 - Innovative Industrialist (PT)
Tier 4 Civilizations have begun utilizing machines to replace citizen labor. Chemical reaction powered devices operate in typical commercial applications, and firearms have rendered most other infantry weapons obsolete. Breakthroughs in the sciences have led to the use of electricity as a power source.

50 %

Tier 5 - Practical Physicist (MT)
Tier 5 civilizations now understand the atomic nature of matter and the structure of atoms, they may even have ventured into general relativity and quantum mechanics. Nuclear Fission may now be utilized in limited capacities. For Earth-like planets, powered flight has been achieved.

25 %

Tier 6 - Digital Discoverer (MT)
By now, civilizations may have managed their first ventures into space, if they did not dwell there already, and may safely reenter some planetary atmospheres. Travel on a solar system scale is likely possible, but very slow. Computers and/or a knowledge of genetics has likely emerged as a possible, but still far off, path to the creation of new life. Nuclear Fusion may be used in some applications, but is likely not an efficient energy source.

10 %

Tier 7 - Stellar Settler (PMT)
Civilization may now travel across their home star system if they have one, with slow but practical speeds. Colonies on multiple planets are technologically feasible, and slower-than-light interstellar craft may have been sent out into the void. Genetic engineering and cloning are probably possible. Nuclear fusion may be utilized. Directed Energy Weapons may have become practical.

5 %

Tier 8 - Void Venturer (FT)
Civilization now probably has access to faster-than-light travel. Sentient, but not sapient, artificial intelligences may have been created. Antimatter can be utilized on a larger scale, as either a weapon or a tool, but likely is costly and impractical. Understanding of biology may allow the creation of entirely new forms of life. Cybernetic enhancements or Genetic modifications are likely the norm.

1 %

Tier 9 - Wise Wanderer (FT)
Tier 9 societies have begun to unravel the very fabric of physics. Reactionless drives, utilization of zero-point energy, energy shields, and/or FTL weapons systems may be utilized. FTL communications not involving the use of ships likely exists. Cybernetic or Genetic enhancements have likely rendered baseline members of the civilization's species obsolete. Construction of Megastructures such as Dyson Spheres is possible, but likely extremely difficult or impractical. It may be possible to destroy whole planets with some weapons.

0.1 %

Tier 10 - Eternal Elder (FFT)
Travel between universes is likely possible with a Tier 10 civilization. At any rate, the construction of megastructures is probably child's play. Even stars can likely be created by a Tier 10. Immortality was likely long ago achieved, and weapons have become so advanced that destruction of entire star systems is possible. Not even Tier 8 civilizations stand any hope of defeating a Tier 10 civilization in battle.

0.01 %

Tier 11 - Dimensional Diety (Post-FFT)
Civilizations at this stage can manipulate the laws of physics easily and at will, a feat achieved even by common civilian appliances. Creation of new universes might be possible, and technology resembles magic even to those in Tier 9.

0 %

Tier 12 - Oldest and Omnipotent (Post-FFT)
A civilization at this level is so advanced, I can't even imagine what they would have the ability to do.(Max Barry / programmers level. So it is rendered out of the scale)

4. Arcane Level
The Arcane Level Scale measures the average magical ability of the average citizen of a civilization. "Magic" here means "non-physical means of affecting the world", whether than means spells, psionic abilities, the Force, or spiritual abilities. In cases where the average citizen is non-magical but rare magic users exist, please utilize the Level corresponding to the average Voodoo practitioner in your civilization.

(For a balance with Technology for "underdeveloped" nations (with the codified conflict science vs teligion) two stats, so you can choose the highest for your nation: the % of the top rank to choose will be The Most Devout in Lazarus that will assumed that the powers are of Divine origin, or The Smartest Citizens in Lazarus as being of pure Arcane origin as it is customary in RPG games to conflate magic ability to intelligence)

Rank

Arcane Level

100 %

Level 0 - Inept
Individuals of this rank have no magical abilities to speak of.

90 %

Level 1- Telepathic Teller
Individuals that fall into this rank are able to interact with their environment through non-physical means in an extremely limited manner, such as receiving premonitions or sensing the emotions of others.

80 %

Level 2 - Sage Soothsayer
Individuals of this category have a greater degree of active control over the physical world, able to directly influence it in minor ways rather than just passively interact with it. Examples may include active clairvoyance, minor psychic abilities, or small feats of alteration of the physical world.

70 %

Level 3 - Clairvoyant Cultist
An Individual that falls into this rank can more competently act on the world through magical means, although still in a limited fashion. Examples might include slightly greater feats than those that might fall under Level 2, the ability to conjure, or perhaps even brief alteration of local time and space.

60 %

Level 4 - Able Acolyte
Individuals under this definition have a more impressive control over their immediate surroundings, and the local environment may easily bend to their powers. Examples might possibly include weather manipulation, large scale conjuration, or destructive abilities on small scale.

50 %

Level 5 - Mystical Magician
At this Level, Individuals have mastered control over their local environment, possessing a great degree of control over their surroundings. Control over the remote or on a grand scale may exist in limited forms.
(This cutout at the middle of the practical scale is for consideration of the typical greater than life leaders that usually are employed in storytelling)

10 %

Level 6 - Sly Sorcerer
Individuals of this Level can influence the wider world through non-physical means to a greater degree than any previous Level. Perhaps this includes long distance teleportation or dimensional travel, long range magical spells, or remote psychic abilities such as mind control.

5 %

Level 7 - Wonderful Wizard
At this rank, magical members of a nation are extremely competent, possessing great control over their local area and high control over more remote or otherworldly environments. They will be able to perform all feats one might at earlier levels but with greater ease and efficiency.

1 %

Level 8 - Mighty Mage
Individuals of this rank find that magic comes easily, almost second nature, and can use it to exert very high degrees of control both locally and remotely, even with only minimal training in the arcane.

0.1 %

Level 9 - Almighty Archon
At this rank, the non-physical will seem almost as real or perhaps even more so than the physical realm. The laws of the physical world are less concrete than the laws of magic to those who can use it, and they use it to bend the universe to their will.

0.01 %

Level 10 - Terrible Titan
Beings of this rank effortlessly influence the world around them, possibly possessing the ability to wipe away worlds with their magic or create life depending on their preference. Non-physical manipulation of the world on an impressive scale comes to them almost without thinking.
(This is level for RETCONNING own nation, planet makers and for RP establishing rules. Within reach but with extreme difficulty).

0 %

Level 11 - Cosmic Creator
At this rank, beings have no limit to their ability to influence the universe. Possibly they can create whole worlds or realms, or instantly travel to any location (in any universe) they desire, or even permanently alter the laws of physics. There is nothing that a species at Level 11 cannot do.
(The description fits perfectly with the programmers and game moderators so it is voided from reaching)

0 %

Level 12 - Dauntless Divinity
There is nothing a being at Level 11 cannot do, except what the, for all intents and purposes, gods of Level 12 can do. Their magic is omnipotent and incomprehensible to all but their own. Examples may include creating all that we know, being the source of all reality, existing outside of time, forming a rock heavier than they can lift, and resolving paradoxes.
(Max Barry level as a creator of the "universe" so it is barred from reaching it).

5. Influence
The Influence Type Scale measures how much of the multiverse is impacted by a civilization. Note that actual direct control of territory is not necessary to be considered influential, merely being able to heavily affect the actions in a given area counts as influence.

(This scale only really begin at Type 4 since even the smallest, just created nation in the game is a nation with a few millions inhabitants so it wouldn't be realistic to use the lower part. They are conserved here for people that want to have an idea of the progression or want to RP something smaller)

(Obiously the Rank considered is of the Regional Rank Influence)

Rank

Influence

100 %

Type 0 - Household Head
A civilization of Type 0 is hardly a civilization at all... they influence but a single small family.

100 %

Type 1 - Clan Chieftain
A Type 1 Civilization holds sway over their extended family, and maybe a few other families too. Their clan is significant in some very small corner of the universe.

100 %

Type 2 - Tribal Tyrant
At Type 2, a whole people group is held sway by the civilization. They can make an impact on a few local villages, and maybe interact with a larger nation, but little more.

100 %

Type 3 - Wilderness Warlord
Type 3 civilizations control a small region, usually within a larger nation. They may unite several smaller tribes together under a common banner or goal.

100 %

Type 4 - Domestic Diplomat
Type 4 civilizations control their own nation, and may interact with neighboring civilizations, though on a limited scale.

50 %

Type 5 - Regional Regent
A civilization in the Type 5 category holds sway over several nations on their own homeworld, which may be protectorates, puppets, commonwealths, or separate nations. Control is not necessary... influence via trade or threats may be used.

25 %

Type 6 - Planetary Politician
Type 6 civilizations have extended their influence across their homeworld, and may even have extended the political sphere out to space and to other astronomical bodies.

10 %

Type 7 - Astro Ambassador
Many planets, planetoids, moons, space stations, asteroids, or other large stellar objects are under the influence of a Type 7 nation. These bodies do not necessarily need to be in the same star system or even the same universe.

5 %

Type 8 - Stellar Senator
A Type 8 civilization regularly influences the actions of multiple star states across several star systems.

1%

Type 9 - Galactic Guardian
The home galaxy of this civilization is heavily influenced by the actions of it. Interstellar empires regularly rise and fall at a Type 9's whims, and most advanced life in the home galaxy has at least heard rumors of the Type 9. A few civilizations in other galaxies may be aware of the Type 9.

< 1% %

Type 10 - Universal Uniter
Multiple galaxies are held in the control of a Type 10, and those that aren't are still affected by the actions of the Type 10 power.
(Issues makers and particularly heavy active and powerful Regional Delegates)

0 %

Type 11 - Multiverse Monarch
Type 11 civilizations have begun reaching out beyond their home universe, and into the many universes beyond. Civilizations in many different universes feel the impact of a Type 11's actions.
(Programmers and moderators)

0 %

Type 12 - Everlasting Emperor
Nothing happens anywhere without the say of this civilization. I really hope you didn't choose this, as you are clearly delusional.
(Max Barry creator level: impossible level)

6. Other considerations

Final Notes

(For how you get to Lazarus, what it is the focus of your tech or what kind of magic do you have ... I made several old polls for that. You can use the options for flavoring your RP).

Lazarus Planet Lazarus Customs Control For how do (your nation) arrived at Planet Lazarus.
page=poll/p=143449

Lazarus Re: Lazarus Subcontractors For Tech
page=poll/p=143056

Lazarus How do you come to life again or achieve immortality? For Magic (the immortality is the McGuffin for the usual practice of having a greater than life head of state).
page=poll/p=143255

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