Post by finnoestonianempire on Jan 22, 2021 20:38:50 GMT
Greetings! I’m Finno/The Finno-Estonian Empire, and I am running for the position of Councilor of Roleplay. I promise you that I’ve got plenty of ideas here on how our roleplay should be run, and if everyone is willing, we’ll be able to implement them.
Without further ado, here is my platform!
One Does Not Simply Walk Into DSA RP - When I first got into the RP, I had ABSOLUTELY no idea what to do. I wasn’t sure what the difference between the IC and Solo channels were (still guilty of mixing and matching them), I didn’t know how to start building my way of magic or even how to make IC contact with other nations. Because of this, I don’t just want to make a comprehensive guide on not just how to get started, but also a guide on how to help and fully flesh out any new nations that would like to join and immerse themselves into our world (such as how to help them on their lore, the flavor of their nation, etc).
Low-Fantasy? What’s That Mean? - Something that I noticed when I first got into the RP here in the DSA is that the topic of magic is a very divisive one, specifically on WHAT is allowed with magic and what isn’t. Sure, we’ve had a set of loose guidelines, such as not summoning storms or meteor showers, and I wholeheartedly believe that moving towards a high-fantasy way of RP is not what we should be doing here in the DSA RP. HOWEVER, what I believe should be done is that we should not use the term “low-fantasy” to describe what can be done via the ways of magic, but we should be focusing on the actual repercussions on what the magic can actually do, and have a strict set of guidelines on the controlling of certain elements and magical forces (such as the ability to control fire).
With this in mind, we won’t have to ask the question, “is it high-fantasy?” because that term is wholly subjective and can mean different things to different people. The question is if that ability is considered overpowered compared to the other branches and specializations that a nation should take (such as in conventional warfare). Someone can throw a baseball-sized fireball, and that’d be considered high-fantasy by our standards, but is it stronger than a flamethrower that can dispense a cone of fire (at least until it runs out of fuel)? These are the questions that I believe we should ask when thinking about what magic can and cannot do.
Communal Mechanics - Currently, the mechanical aspect of our RP is under construction, and I believe that we have many members here in our community that can be of great help in assisting in the mechanical aspect here in the DSA. As such, I would like to start delegating aspects of unfinished mechanical parts to our #experimental-features channel on our Discord server to ANYONE who wishes to aid the Councilor. Although we cannot guarantee that your ideas will be added in the final version of the mechanics, we can certainly guarantee that each idea will be vetted by the Councilor and their cabinet aides.
Story First, Mechanics Second - I’ve talked quite a bit about mechanics now, but I would also like to remind everyone that RP is a way of telling a communal story, and that telling a good story is more important than focusing on who wins or loses a dice roll. Two or more nations can act out the events of an entire war without rolling the d20 of fate even once, if they so choose. However, if anyone wishes to make things a bit more exciting and left up to chance, our strengthened mechanical system will certainly make things a bit more interesting if they don’t know how their story is going to go next!
A Southern Incentive - For a long time, the two most populated continents on Delusia (the DSA planet) were Iskar and Romaxia, or our western continents. Although RP in these two continents prospered, the eastern continents (Frimunira and Debsia) stagnated in the amount of RP that took place. Recently, a great incentive was created that gave more starting land to a nation if they chose an eastern nation to start in, and an extra expansion. This has been quite successful, with Frimunira’s population increasing to almost as many nations as Iskar, our most populated continent. However, Romaxia’s population has been dwindling (below Frimunira now), and I believe that it would make more sense to now change our incentive to no longer the eastern nations, but the southern nations.
While I was unable to secure the nomination for the inaugural Councilor of Roleplay the first time around, I feel more than confident in my abilities to run the second time. There has been a lot of great work done within the CoRP to make sure that proper mechanics (such as a focus system and rules for war) are properly implemented. If you vote for me as your CoRP, then I assure you that we will take proper steps in making the DSA's roleplay a great experience for everyone.
Any questions that you have about my platform, feel free to DM them to me on Discord, and I’ll be sure to answer! Cheers!
Without further ado, here is my platform!
One Does Not Simply Walk Into DSA RP - When I first got into the RP, I had ABSOLUTELY no idea what to do. I wasn’t sure what the difference between the IC and Solo channels were (still guilty of mixing and matching them), I didn’t know how to start building my way of magic or even how to make IC contact with other nations. Because of this, I don’t just want to make a comprehensive guide on not just how to get started, but also a guide on how to help and fully flesh out any new nations that would like to join and immerse themselves into our world (such as how to help them on their lore, the flavor of their nation, etc).
Low-Fantasy? What’s That Mean? - Something that I noticed when I first got into the RP here in the DSA is that the topic of magic is a very divisive one, specifically on WHAT is allowed with magic and what isn’t. Sure, we’ve had a set of loose guidelines, such as not summoning storms or meteor showers, and I wholeheartedly believe that moving towards a high-fantasy way of RP is not what we should be doing here in the DSA RP. HOWEVER, what I believe should be done is that we should not use the term “low-fantasy” to describe what can be done via the ways of magic, but we should be focusing on the actual repercussions on what the magic can actually do, and have a strict set of guidelines on the controlling of certain elements and magical forces (such as the ability to control fire).
With this in mind, we won’t have to ask the question, “is it high-fantasy?” because that term is wholly subjective and can mean different things to different people. The question is if that ability is considered overpowered compared to the other branches and specializations that a nation should take (such as in conventional warfare). Someone can throw a baseball-sized fireball, and that’d be considered high-fantasy by our standards, but is it stronger than a flamethrower that can dispense a cone of fire (at least until it runs out of fuel)? These are the questions that I believe we should ask when thinking about what magic can and cannot do.
Communal Mechanics - Currently, the mechanical aspect of our RP is under construction, and I believe that we have many members here in our community that can be of great help in assisting in the mechanical aspect here in the DSA. As such, I would like to start delegating aspects of unfinished mechanical parts to our #experimental-features channel on our Discord server to ANYONE who wishes to aid the Councilor. Although we cannot guarantee that your ideas will be added in the final version of the mechanics, we can certainly guarantee that each idea will be vetted by the Councilor and their cabinet aides.
Story First, Mechanics Second - I’ve talked quite a bit about mechanics now, but I would also like to remind everyone that RP is a way of telling a communal story, and that telling a good story is more important than focusing on who wins or loses a dice roll. Two or more nations can act out the events of an entire war without rolling the d20 of fate even once, if they so choose. However, if anyone wishes to make things a bit more exciting and left up to chance, our strengthened mechanical system will certainly make things a bit more interesting if they don’t know how their story is going to go next!
A Southern Incentive - For a long time, the two most populated continents on Delusia (the DSA planet) were Iskar and Romaxia, or our western continents. Although RP in these two continents prospered, the eastern continents (Frimunira and Debsia) stagnated in the amount of RP that took place. Recently, a great incentive was created that gave more starting land to a nation if they chose an eastern nation to start in, and an extra expansion. This has been quite successful, with Frimunira’s population increasing to almost as many nations as Iskar, our most populated continent. However, Romaxia’s population has been dwindling (below Frimunira now), and I believe that it would make more sense to now change our incentive to no longer the eastern nations, but the southern nations.
While I was unable to secure the nomination for the inaugural Councilor of Roleplay the first time around, I feel more than confident in my abilities to run the second time. There has been a lot of great work done within the CoRP to make sure that proper mechanics (such as a focus system and rules for war) are properly implemented. If you vote for me as your CoRP, then I assure you that we will take proper steps in making the DSA's roleplay a great experience for everyone.
Any questions that you have about my platform, feel free to DM them to me on Discord, and I’ll be sure to answer! Cheers!