RPG

Does that site give any more information about there RPG? Such as, ships your on, members, period, etc. I noticed they have a few grayed links at the top so are they updating or something?
 
Horus said:
Does that site give any more information about there RPG? Such as, ships your on, members, period, etc. I noticed they have a few grayed links at the top so are they updating or something?

The links have been grayed for more than a year. This is from the news post.

Beginning during the final bloody days of the Terran-Kilrathi War, The Edge of Chaos has continued into the year 2676. The Edge of Chaos deals with life after the Terran-Kilrathi War and new threats in the frontier regions of space.

That should pretty much sum up the ships, people, period, etc. What were you wondering about?
 
The links at the top of the page have been greyed out for a while now, however that is because the site is being worked on since a major redesign within the past year. While the information may not be available that way, feel free to ask your specific questions here or on our forums at www.wcrpg.com
Or if you prefer a more personal line of communication, feel free to email me at nemesis@wcrpg.com and I'll do my best to answer all your questions (for the stuff Im allowed to say at least ;) ) and provide any other information that you may want.

-N
 
Regardless of the status of the information available on the website at the moment, the RPG is currently quite active and in the middle of a rather involved storyline right now that has tie ins to campaigns that we've had going as far back as 5 years ago. We have one session a week on Saturday evenings (various opinions over the past few years have found this to be the best time to cater to as many people as possible) and for the most part, the sessions are almost never cancelled.

The links at the top of the page have been greyed out for a while now, however that is because the site is being worked on since a major redesign within the past year. While the information may not be available that way, feel free to ask your specific questions here or on our forums at www.wcrpg.com
Or if you prefer a more personal line of communication, feel free to email me at nemesis@wcrpg.com and I'll do my best to answer all your questions (for the stuff Im allowed to say at least ;) ) and provide any other information that you may want.

-N
 
In the news posting, I didn't really give much information about the RPG itself. Players take on the personas of pilots (of course) in the Black Eagles fighter squadron, a group of misfits with too many skeletons in their closets to serve anywhere else, but too valuable to discharge outright. The RPG is set in WC2-era (current game year is 2662). We have sessions every Sunday at 9pm (EST) and RPing takes place on our forums throughout the rest of the week.

Nemesis, I'd be interested in learning more about your group and sharing information about ours. I'll be in touch.
 
Since we´re talking about rpgs and i happened to notice it here, there are othe rpgs around, like Wing Commander: Frontier. We´re been going since 2001 and got quite a few members.

The main game runs around the Alliance Militia, and the players play the part of pilots/soldiers who fight for an alliance of independent worlds in a frontier-like region of space Confed left alone due to the need of resources and men for the war (the story is currently at the end of 2667)

We have recently began some reworking on the main game (which is at the moment closed for new players), but also started some runs on Mercenaries (both space and ground missions) and two new games, Iceholme, where players are soldiers fighting for a warrior nation in a world torn by constant wars in the Frontier and Crimson Kings, where players are part of a Government-sponsored 'colonial marshall' force whose mission is to pacify the Frontier around the 24th century, during its colonization.

Check the new site for more information at the website here and the board, or email me at kalfor@wcfrontier.com
 
We've also just re-launched Wing Commander : Galactic Conflict.

Our RPG is a bit differant then the others listed here, it focuses more on Ship-Ship Combat, where you Command a Fleet (or a Task Force, or even an Individual ship).

This RPG has been active and inactive for the last two years, but we seem to be rallying at the moment with a new Site Admin, an updated website, and some active players.

We just kicked off our first Campaign over at our Forums, and are Always looking to recruit new players.
 
RPG Stuff

The main thing I've noticed in attempting to peruse the various WC RPG sites is that none of them seem to have any sort of summary intro that really explain the functioning of the RPGs. Most of them mention what roles you take on or what ship you're on or something like that, but none seem to go into the basic rules system they use or how the game proceeds.

WCRPG I know has the rules available in a PDF or Word format for download, but they're somewhat outdated and are many pages. The other websites I had trouble finding out much information about their systems or policies or anything like that.

If I could, I'd ask that those involved in the various games post explanations of what their games involve, how one gets involved, and how the games are played. Y'all should get that info on your website right up front as well, but for expediency I'd suggest you post it here right away if you have the chance.

I'll save Nem the effort and do it for the WCRPG: The Edge of Chaos myself since I'm an old hand at that game.

www.wcrpg.com is a WC role-playing game set currently in the WCIV years or shortly thereafter. The players take on the roles of various pilots on board the TCS Maelstrom, a carrier usually based in a quadrant of space that is in the early days of exploration and colonization. The game is played on IRC, and each player begins with a new 2nd Lt. pilot who has just been transferred aboard the ship. There is also an academy run by Nemesis which helps to train and develop both players and characters for a few weeks before they graduate and join the Maelstrom; new players are asked to join in these sessions to get the hang of the game before they're allowed to begin their careers on the carrier.

The game, much like the video games on which it is based, is very free-form and social when pilots are on the carrier off-duty or in briefings and the like. Basic rules for this portion of the game are basically that you only speak for and take action for your own character and behave appropriately to the situation with respect to ranks and position and the like.

When the pilots launch on various missions, as with the original computer games, it becomes a more direct combat simulator. An initiative system and turn-based combat comes into play; a 'Host' or game-master runs a proprietary software program known as the HCP on their computer which tracks shields, energy settings, damage, weapon use, positions, fuel, etc. for each of the players' ships and the enemy ships as well. On their turn, players 'roll dice' by requesting dice rolls of a random number generator (Also provided by the host) in the channel and select their actions: firing at other ships, evasive maneuvers, aggressive or defensive posture, shield recharge settings, gun recharge settings and so on. The HCP processes all the numbers and tracks success and failure at gunfire, missile shots, and the like. Pilots are able to communicate with one another and give and receive orders from wingmen and squadron commanders and how they handle their teamwork often makes the difference between a successful mission and the EJECT button.

Games are played on Saturdays, but there are usually a few seasoned players hanging out on IRC at any time of day or night who are usually happy to answer questions and tell more about the game for interested parties. Nemesis, as he mentioned earlier, is always happy to help new players find out if they want to be involved.

The HCP also has rules for hand-to-hand and infantry-style combat, and there is a related game in which players play the members of the Maelstrom's Marine detachment, for those more interested in laser rifles than bombers and fighters. It is usually restricted to more experienced players however, so those interested are encouraged to play a SF pilot first to learn the game.
 
I'll post for WCGC, since I seem to be nominal leader. I should add that our website is currently under development (It's about 50% done, which is progress when you consider that on Monday this RP was dead, no posts whatsoever).

We're including a "New Commanders" section of the page to help people get started. We also have a forum at our boards dedicated to "Orientation" which is helping players get started.

Our format is pretty simply. We have a GM who assigns forces and missions, and the player is responsible for accomplishing whatever goals the GM sets forth. At the moment our GM controls all Kilrathi Forces and the players are primarily Confederation. It's completely based on the honor system - you decide how much damage your going to take and the GM can sometimes (but rarely overrules you).

There is some PLayer Vs. PLayer combat in our Wargames Forum, which is mostly just simulations and strategy, it's just getting started but progressing at a fairly brisk rate.

So that's it - we don't really have any rules. Respect your fellow players, be responsible for your Role-playing posts, and keep posts in their relevent forums and that's really all you need to know to play our game. =P

Well, and our link again:

http://wc.kuattech.com/forum/index.php - for the RP Forums

http://wc.kuattech.com/terran/ - Confederation Website
 
I'm one of the leaders of Battle for Enigma, and we proceed in the same manner as Jason's game, although on a smaller scale. Like 'traditional' WC RPGs, our characters play the role of a single fighter pilot. However, like Jason, we use an honor system. Our game is much more about character interaction and development than it is about getting kills, earning medals, etc. It's based on the honor system, and we don't roll dice. So aside, from learning the basic terminology of Wing Commander, the specifics of the current plotline, and chat-based RPing, there's nothing really to learn.
 
I think what is being asked is the format. So to answer his question, you guys would write story snippets on a forum, right? That part's being left out. What do you actually *do* when you "play"?
 
Well, in that sense, wc:frontier is similar to edge of chaos. Our games are IRC-based, but are not necessarely trapped by the usual 'rp, mission briefing, mission, debriefing' nature.

For example, the last campaign, master of puppets, that have just ended last week, players were sent on a special mission to locate the missing son of an admiral (both recurring characters), just to find out he had been kidnamed by two former enemies (one from the first campaign and another from a mini-campaign a couple of years ago). This specific campaign had the players investigating what was going on and deciding what to do about it. So, while in one game session they might go against enemy fighters in the usual briefing-mission-debriefing fashion, there was a lot of ground ops, investigation and simply RP-based sessions happening.

Basic game sessions are like this: we start with the Host giving an update on whatever have been happening, allow players to ask questions, then begins RPing. Combat is handled with some game helpers (created by the Host and volunteers) and the use of IRC dice scripts rolled as needed.

Now, wc:f has a few differences from most other wc rpgs. First, each player makes his own character stats using the game rules. so you decide his reflexes, inteligence, what skills he has and what good traits (like having his own ship, a patron, better resistance to jumpshock or pain) and bad traits (fobia, following a vow, enemies) he has. The game rules are not online at the moment because of two factors: first, I have just put up that new website thrusday, second, as I mention on the website, right now the main game is not taking new players. But the three others (Mercs, Iceholme and Crimson Kings) are. If anyone is interested, just drop an email to either me or the respective game hosts (emails at the website).

And about the forum, we use it for rping between sessions. The current, new board has little on WCF, but you can find the link to the old board, where there are lots of posts, among them personal logs, news, short stories and the campaign stories. Yes, each campaign begins with a short 'intro' story and new ones come up as necessary. Take a look and have fun.
 
wcrpg

Blackfaer covered things pretty decently so there's really not much left that I can say as far as the basics of the format of the RPG itself.

Just as a clarification though of how advancement works in The Edge of Chaos, though the standard flow of one of our sessions is Pre-flight RP -> Flight -> Post-flight RP, very little of the potential character advancement is a result of the number of kills you get or the number of medals you're eligible for.

Rewards are more directly related to a players RP merit, that being that the more someone RP's and the more effort they put towards the RPG, the better the chance of some more interesting stuff being thrown back their way in the form of character side plots within the frame of a campaign.

As far as actual character "skill" in the RPG, currently we lie more towards the freeform side of RPng for character skill outside of the the Missions themselves. In the missions however, there is a chance to earn custom pilot settings that provide a character with certain bonuses (as well as penalties as the situation may call for) based on how the character is RPed both in and out of missions, as well as their performance within the mission structure. As an example of this, my character has over the past few years developed a pretty good hand at piloting any craft oriented towards Space Superiority, meaning that the second he's put in a bomber he pretty well has a lesser chance than a Civilian at surviving a torpedo run. On top of that, in mission after mission (most of the time purely due to lucky rolls) he's become a specialist with Bearcats, so that if the situation calls for him to pilot one of those particular craft, then his potential bonus increases yet again.

Essentially, the vast majority of character development is a direct result of the roleplaying of a character in part to combat the risk of "min-maxing" that can be found in any rpg both online or offline (and Im sure I dont have to say this, but I just mean in general, I'm not referring to any of the other fine games being discussed here). You say your character is an ace in a bomber? Well put your RPng where your mouth is, and you'll see the results :). Part of this theory of character development means that any new characters must have no previous military experience (which isnt all that much of a restriction when you think about it), which essentially gives everyone an equal start and an equal chance to mesh with whatever storyline may be occuring at a particular date and time.
 
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