Master Chris
10-28-2003, 08:23 PM
It's come to my notice that a few people in da RPG forum and possibly a few others in GD and such are interested in the idea of a World War 2 alternate reality type RPG, well, we all like Red Alert don't we? I'm tempted to seriously look into the matter if there are people who would back the idea.
My proposals:
While some of us are Wermacht fans and others have more allied tastes, I suspect that the best course of action would be to have all Players, excepting mods I'd assume, be allied soldiers of one sort or another. If we had players on both sides of the war we'd only end up having them crash into one another at some point and that's not entirely preferred. While having an entirely axis cast of players wouldn't be good for gameplay either, some people would protest the use of Nazi characters by the protagonist players, so that's out. We're left with the only viable option of having an exclusively allied starting line up, although German freedom fighters might be accepted.
The storyline would somewhat follow the lines of:
Germany invents and produces a series of superweapons that stem the allied tide. Their advanced jet fighters regain air supremacy over Europe and help keep their beleagured ground dwelling comrades from succumbing to the massive numbers of allied forces, German super heavy tanks roll across the muddied countryside, ruling unchallenged, only falling under the combined firepower of infantry and heavy tank support. Japanese soldiers, women and children continue to hinder American occupation of Japan, the marines have their foothold on Japanese soil but continually struggle to maintain it. German and Japanese saboteurs have successfully prevented Project Manhattan from completing, nobody has the *bomb*.The war has come to a stalemate similar to the trench warfare tactics of the first world war, allied commanders have recruited a group of elite soldiers, saboteurs and so forth in order to conduct raids on impregnable German installations and either steal or destroy German technology. Their mission is so secret their own codename has a codename.
The general plot and niggly details can, of course, be negotiated to a point of universal agreement.
Technology: (Yet again, negotiable)
Generally, we'd stick with standard equipment and some 'post-war' tech for the allied troopers and standard Wermacht soldiers while elite German forces would get all sorts of weird and wacky equipment, we're talking the difference between the RA2 soviets/allies and Yuri forces.
Characters: (As always, negotiable)
With the prolonged warfare sapping man power, both sides are starting to introduce women to frontline combat roles, young children and old people are also inducted into the horror of combat. In other words, your character can be of either gender and any *reasonable* age. ie. 90 year old people, men or women, aren't able to keep up with fully trained and fit soldiers, you can be 90 years old if you wish but beware the consequences.
While characters won't be strictly pigeonholed as particular classes, there should be a certain specialisation in certain skill types for each character. I'm thinking:
Combat classes:
General Infantry (proficient with rifles, SMGs, pistols, grenades and so forth)
Sniper (proficient with rifles, pistols and sniper rifles)
Support Infantry (proficient with HMGs, bazookas, other heavy weapons)
Lieutenant (uses light weaponry, able to contact HQ for artillery and airstrikes)
Scout (uses light weaponry, specifically silenced weapons)
Special Weapons Infantry (We're talking weird weapons, flamethrowers and their ilk)
Freedom fighter (uses all weapons with average proficiency, close combat and stealth orientated)
Demolitions expert (light weaponry and explosives)
Non-combatants:
Medics (first aid, also uses light weaponry)
Engineer (similar to demo expert but focuses upon passive instead of aggressive action)
Spook/Intelligence (fairly obvious, smart character with little combat experience)
Transport detail (someone who focusses upon the 'to and fro' aspect of covert operations, may operate military vehicles in a combat capacity ie. tank gunner)
Native Guide/Malcontent/rebel network (like a freedom fighter but with an emphasis on non-combat skills, providing supplies for allied soldiers, interpreter, local contact etc.)
Once again, I'd like to point out that this is all negotiable and subject to change, well, assuming anyone is interested in the idea in the first place...
My proposals:
While some of us are Wermacht fans and others have more allied tastes, I suspect that the best course of action would be to have all Players, excepting mods I'd assume, be allied soldiers of one sort or another. If we had players on both sides of the war we'd only end up having them crash into one another at some point and that's not entirely preferred. While having an entirely axis cast of players wouldn't be good for gameplay either, some people would protest the use of Nazi characters by the protagonist players, so that's out. We're left with the only viable option of having an exclusively allied starting line up, although German freedom fighters might be accepted.
The storyline would somewhat follow the lines of:
Germany invents and produces a series of superweapons that stem the allied tide. Their advanced jet fighters regain air supremacy over Europe and help keep their beleagured ground dwelling comrades from succumbing to the massive numbers of allied forces, German super heavy tanks roll across the muddied countryside, ruling unchallenged, only falling under the combined firepower of infantry and heavy tank support. Japanese soldiers, women and children continue to hinder American occupation of Japan, the marines have their foothold on Japanese soil but continually struggle to maintain it. German and Japanese saboteurs have successfully prevented Project Manhattan from completing, nobody has the *bomb*.The war has come to a stalemate similar to the trench warfare tactics of the first world war, allied commanders have recruited a group of elite soldiers, saboteurs and so forth in order to conduct raids on impregnable German installations and either steal or destroy German technology. Their mission is so secret their own codename has a codename.
The general plot and niggly details can, of course, be negotiated to a point of universal agreement.
Technology: (Yet again, negotiable)
Generally, we'd stick with standard equipment and some 'post-war' tech for the allied troopers and standard Wermacht soldiers while elite German forces would get all sorts of weird and wacky equipment, we're talking the difference between the RA2 soviets/allies and Yuri forces.
Characters: (As always, negotiable)
With the prolonged warfare sapping man power, both sides are starting to introduce women to frontline combat roles, young children and old people are also inducted into the horror of combat. In other words, your character can be of either gender and any *reasonable* age. ie. 90 year old people, men or women, aren't able to keep up with fully trained and fit soldiers, you can be 90 years old if you wish but beware the consequences.
While characters won't be strictly pigeonholed as particular classes, there should be a certain specialisation in certain skill types for each character. I'm thinking:
Combat classes:
General Infantry (proficient with rifles, SMGs, pistols, grenades and so forth)
Sniper (proficient with rifles, pistols and sniper rifles)
Support Infantry (proficient with HMGs, bazookas, other heavy weapons)
Lieutenant (uses light weaponry, able to contact HQ for artillery and airstrikes)
Scout (uses light weaponry, specifically silenced weapons)
Special Weapons Infantry (We're talking weird weapons, flamethrowers and their ilk)
Freedom fighter (uses all weapons with average proficiency, close combat and stealth orientated)
Demolitions expert (light weaponry and explosives)
Non-combatants:
Medics (first aid, also uses light weaponry)
Engineer (similar to demo expert but focuses upon passive instead of aggressive action)
Spook/Intelligence (fairly obvious, smart character with little combat experience)
Transport detail (someone who focusses upon the 'to and fro' aspect of covert operations, may operate military vehicles in a combat capacity ie. tank gunner)
Native Guide/Malcontent/rebel network (like a freedom fighter but with an emphasis on non-combat skills, providing supplies for allied soldiers, interpreter, local contact etc.)
Once again, I'd like to point out that this is all negotiable and subject to change, well, assuming anyone is interested in the idea in the first place...