• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Noco19

Little Creole
77 Badges
Nov 20, 2011
835
41
  • Crusader Kings II
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Reapers Due
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Hearts of Iron II: Armageddon
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Nemesis
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Stellaris Sign-up
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Prologue

It is October 15th, 2016 in our world, a time where superheroes are firmly a thing of film and comics, where powers are something dreamed of by children, not seriously regarded in this time of technological progress. Most everyone is too busy in their lives to give much thought to such flights of fancy, to really consider the possibility of superhumans in their midst.

But it is October 15th, 2016, and in a few days, such a luxury will not be afforded to the world, and soon the question must be answered: how will the world look when Gods walk amongst Men?

How To Play

GAM returns, but now very different. Just as I've removed a great deal of the campiness, so too have I changed the mechanics for how this game will run. Both as a test-run for a future project's viability and simply because I love narrative-driven games, GAM: Awakening will be wholly driven by ICs and player choices.

How will this look? For one, this game will be heavily reliant on the players, whether that's making decisions, introducing options for where they want to go and so on. Because of this and my desire to make a very focused adventure, I forsee this game having a core base of 4-5 players, who will be the generative force behind the game as a whole. Yes, I have been drafting story arcs and yes I will be introducing antagonists/plot points/general information, but player reaction and interaction will be the key point of action, facilitated through ICs.

I am giving players a strong degree of freedom when describing the specifics of their setting as well as their interactions with side-characters. Undoubtably, this game will require a hefty level of cooperation with your fellow players through joint-ICs, and cooperation with me when dealing with important events - like talking to an important NPC or taking a strong action. I understand this sounds vague, and that is because it simply is. We won't be having real stats nor concrete mechanics as some may be used to, but I hope that this freedom fosters creativity.

Signing Up

The first step in joining this adventure will be to post your character using this handy-dandy template:

Name:

Age:

Abilities:

Ability Progression:
1)
2)
3)
4)
5)

Location:

Background:

Most of these are self-explanatory, however I am sure that the free-form nature of the abilities section may produce some questions. In short, I ask that players be sensible in their powers, and that they establish some sort of central theme, rather than a mish-mash of random powers (see: Superman).

Understanding that this could be a messy system, I've decided to implement guideslines in the form of the progression section. Essentially, no one will begin with their powers manifesting, and when they do, they will behave similar to a muscle. Undeveloped at first, only through use and understanding will they reach their full potential. Thus, I ask everyone to submit a five-point path of general progression.

To give an example using the power of pyrokinesis:
1) Can manipulate small flames, bending them and extinguishing them
2) Can control existing flames of any size, begin to produce sparks out of nothing
3) Can produce flames from thin-air, skin develops minor resistant to burns
4) Can masterfully control fireballs, skin unfazed by heat
5) Can produce devastating fire-storms and become an avatar of fire

Consider this a loose thing to emulate, but I am really opening this part up to how players interpret, to be approved by me on a case-by-case basis. I'll be clear on when I see players ascend through the levels, but don't take them as gospel, so to say. Theoretically, a "level 2" could do a "level 3" amazing feat under extreme stress and exertion, but relating to the muscle analogy, you risk overexerting yourself to detrimental levels of strain.

IRC Channel

Link: Coldfront

Channel: #GAM

Instructions:

1) Use the link provided above.

2) Choose the Flash app or the Java app.

3) Create a screen name; it’s recommended that you use your forum name, if available.

4) Close the #coldfront channel that opens automatically.

5) In the command box, type “/join #GAM” without the quotation marks.

6) You’re in the chat! Welcome!

General Guidelines
  • Pretty standard, no metagaming, powergaming, and the like
  • Keep it PG-13, don't get freaky with it, this is an adventure, not a teenage romp. Some romance is fine
  • Paradox Rules, of course, apply
  • Other common sense rules that I have failed to specifically list out
Table of Contents

____

So here's my sample OP for an upcoming game by yours truly. Given its intensive demand for involved players, I of course wanted to gauge opinion and get people interested. Feel free to submit questions, queries, letters of admiration, and cease-and-desist orders in this thread. I whipped this up quick, so if anything was vague, I'll be happy to clarify.

Expect a setting post later today to introduce our city and give general guidelines for how it looks, which will be important for determining location in the character sheet.
 
LskKM7W.png

Setting


A storied metropolis in the American North-East, similar to New York City. Sprawling, it spans many districts, a few of which are islands, and at its best can be found the greatest corporations, and at its worst can be found poverty and intense city-wide crime, inflamed by years of mismanagement and neglect from the government. Still, it remains a cultural and economic giant in America, and is seen as one of the faces of America worldwide, for spheres both legitimate and illegal.

Founded by settlers under the patronage of the Karham Company, a venture sponsored by the British Lord Karham, the earliest traces of local development can be seen as early as the early 18th century, excluding the native Wampanoag peoples who were driven off in the 1600’s. With the continued support of the Karham dynasty, the village prospered, becoming home to a burgeoning port, which proved highly successful for the natural harbor it encompassed.

As Karham grew, it became the central hub for the whaling industry, and many credit this now-frowned-upon activity as responsible for the modern status of the city. Irishmen, Portuguese, and French Canadians flocked to Karham in the 1800’s for the maritime trade, and with them they brought a great host of diversity. This was further bolstered by an expansion of manufacturing and textile plants, which brought in Polish and Jewish, especially Eastern European Jews, immigrants throughout the 1900’s.

The industrialization of Karham was a vibrant occurrence, spurred by its maritime popularity and its unique population, and while not touched upon in detail in this text, it successfully created a foundation for the prestige of modern Karham, a pillar within southern Massachusetts and the Eastern Seaboard, a hotbed of technology, international economics, and social advances.

But one cannot be taken too far with glittering generalities, for despite the overall progress of Karham, union-violence and immense poverty among the lower classes reigned just the same, and still show scars even today. When legal work provided untenable, crime sprouted, and it is often seen within the various immigrant groups and impoverished neighborhoods, gangs began to form from desperation, forming the ancestors to the crime-rings that are still combated by the Karham Police Department.

__

I am in the process of making a better map, with a detailed outline of where the major districts are, landmarks, and so on. For now, the gist is that the major, central inlet where you see the more artificial land-masses jutting out are the city proper, and it's constructed around the waterfront. Expect such a map tonight or tomorrow.

However, I will stress that I want to make the environment inclusive to the players. So the area where you put your location, I invite players to flesh out the neighborhood, give us a glimpse of what a Karhamite from that area experiences. This should be easier when I tell you folks the districts.
 
Very interested, obviously. Will hope to have a char up shortly.
 
Sweet, happy to see interest.

For those writing up stuff already, just wanted to give y'all a run-down on how the game will basically begin. At start, no one will have powers and will be generally "normal". When the games launches, I'll give everyone time to do some sort of IC during this period, to just establish some backstory/normalcy. Players can basically be anywhere from the Greater Karham Area so long as they are tied to the city proper.

The idea with our opening posts is that it was also set us up for our first true update, the formative event that will reveal the beginning of everyone's powers. To facilitate that simply and in a way to bring all the players together so that they have a baseline of interaction, all the players will happen to be at the same place at the same time. As the current idea is, all players will be taking the same ferry, presumably for all sorts of reasons: maybe you have a job interview at the power plants on the East Side, maybe you wanted to visit Grandma over at the swanky Gull Sound community, or maybe you just wanted to snap some sweet pictures for your terrible blog on the journey across. Who knows.

Again, any questions, ask 'em here. Also, I will be accepting characters here, as I plan to base off the story in some respects through the cast.
 
Interested.

EDIT: But I don't want to be a hero.
 
Interested.
 
Will this be set in the same universe as the original GAM?
 
No, probably not.

It takes place in the present-day, and the OP said that "superheroes are firmly a thing of film and comics".

Was hoping to play as Deadshot 2.0 (I named him before I learned he shares a name with a Batman Villain, and he was basically teleporting batman anyways), who is another homicide detective trained by Deadshot to take up his mantel once he retired.

Or play as an aging Deadshot, now in his early 90s :p.

Oh well, I have another character in mind.

Also, unlike the original GAM, are we required to have powers now?
 
Addemup2002 is correct, this setting is divorced from the original GAM timeline. I know its levels of camp irked some people and my premise for this game is meant to be rooted in a much more serious environment, so it's the world of today.

As for powers, I'll say yes, you need powers to really be relevant to this story, but if you have a really good idea, I won't rule out looking over it. No promises though. For inspiration, I looked a lot into the show Heroes, as themes in that were more in line with what I had in mind.
 
Addemup2002 is correct, this setting is divorced from the original GAM timeline. I know its levels of camp irked some people and my premise for this game is meant to be rooted in a much more serious environment, so it's the world of today.

As for powers, I'll say yes, you need powers to really be relevant to this story, but if you have a really good idea, I won't rule out looking over it. No promises though. For inspiration, I looked a lot into the show Heroes, as themes in that were more in line with what I had in mind.
Do you have to play as a hero? Are you only allowed to use your powers for good? Or can you be some hopeless schmuck caught in the middle?

EDIT: I mostly ask because I don't want to have to wear tights.