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guide:creating_a_faction [2016/05/06 08:49] – Spelling mistakes. primitive_polygon | guide:creating_a_faction [2023/12/20 18:20] (current) – external edit 127.0.0.1 | ||
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====== Creating A Faction ====== | ====== Creating A Faction ====== | ||
- | If you thinking about making a faction, please be mindful that there are a number of minor played factions short on players, and a new played faction might further divide the site's player base. For this reason, we recommend that, if you wish to create a new faction, you start out by making them a background faction. You can always upgrade them later to a played faction if you can recruit people to join in an RP. | + | If you thinking about making a [[: |
At the same time, there' | At the same time, there' | ||
- | === Creating Played Factions === | + | ===== Creating Played Factions |
Be willing to work hard. Respect the process. Ideas formulate easily. Making those ideas into a reality is a long, arduous process which is largely thankless. You need to look inward and seriously ask yourself if you have the determination to work at something for months or even years before it picks up enough steam to run on its own. | Be willing to work hard. Respect the process. Ideas formulate easily. Making those ideas into a reality is a long, arduous process which is largely thankless. You need to look inward and seriously ask yourself if you have the determination to work at something for months or even years before it picks up enough steam to run on its own. | ||
* Unrealistic expectations are the death of a creation. Expect to start at the bottom of the ladder and //slowly// work your way up. There are no shortcuts. | * Unrealistic expectations are the death of a creation. Expect to start at the bottom of the ladder and //slowly// work your way up. There are no shortcuts. | ||
* Understand that you will have to run a plotship, so you're going to do double duty as FM/GM. Can you handle this workload? | * Understand that you will have to run a plotship, so you're going to do double duty as FM/GM. Can you handle this workload? | ||
+ | |||
+ | **Note: Currently Star Army is not accepting new playable factions.** | ||
==== Fill A Niche ===== | ==== Fill A Niche ===== | ||
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* A list of typical names for their members | * A list of typical names for their members | ||
- | ==== Species Submission Rules ==== | ||
- | The Golden Rule of race creation is //race approval is a privilege, not a right//. Just because you spent a lot of time on writing your species, worked hard on it, and you //want// to change it so it's approvable //that doesn' | ||
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- | === You should have some experience roleplaying in the community === | ||
- | The staff is only willing to accept submissions for major setting additions if you have been on SARP for at least 3 months, and shown you are consistently active as well as a competent roleplayer. | ||
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- | If you intend to run the race as a faction manager, you should have at least one other person with the time and inclination to Co-GM with you.== | ||
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- | In the event you have to take a hiatus and you have no GMs to take over for you it's very likely your player base may fall apart in your absence. Always have a backup GM. | ||
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- | === Unless the race is for GM use only, you must create a race-specific Character Creation Guide === | ||
- | This is to help potential players understand and play your race in the future. See the [[guide: | ||
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- | ===You should have at least one player-character for every additional planet your faction owns.=== | ||
- | Sorry, no major empires run by one or two players. | ||
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- | === Order === | ||
- | Adding a new culture should generally be submitted for approval in this order: | ||
- | |||
- | - Start with art! **Concept art is required**. | ||
- | - Initial Submissions (try to submit these at the same time): | ||
- | - Species biology and basic culture | ||
- | - Cultural quirks | ||
- | - Star System | ||
- | - Planet (species' | ||
- | - Any relevant new core technologies | ||
- | - Detailed cultural stuff | ||
- | - Character creation guide, if applicable | ||
- | - Everything else, like guns and tech | ||
- | |||
- | === Don't be more powerful than existing factions === | ||
- | Starting at a lower technology level is okay. If you start as an advanced species it may make it harder to explain the lack of encounters with your race so far in the IC timeline, as well as make the staff wary of potential power gaming. | ||
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- | ===A civilization should start with average resources.=== | ||
- | We frown on so many species starting with heavily industrialized nations on very resource rich homeworlds, or those that have some miraculous new wonder fuel/ | ||
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- | ===Cliches to Avoid=== | ||
- | These are less important than the above. Breaking the one or two is pretty common for most approved races, but breaking several at once may mean your race is quite cliche. | ||
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- | ==Avoid being pseudohuman.== | ||
- | That means you shouldn' | ||
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- | If you can't easily interchange the word " | ||
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- | ==Avoid physiologically unbalanced species.== | ||
- | **This is a big one**. This means avoid making your species stronger, faster, smarter, and longer-lived than humans with bonus powers to boot (such as telepathy, heightened senses, etc), while at the same time having absolutely no weaknesses, or negligible weaknesses that don't really bother them too much. Emphasis on the " | ||
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- | Telepathy should be avoided. In the past so many species were submitted with telepathy that it became very, very cliche in SARP. In addition, there is also the potential powergaming/ | ||
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- | ==Avoid the big bad mysterious foe cliche.== | ||
- | The mysterious evil alien attackers and/or overlords and/or monsters has been done to death. Having an antagonist species rule over yours is fine, but make sure you give it depth to avoid the aforementioned cliche. | ||
- | |||
- | ==Avoid the " | ||
- | Try not to make your race one that has a perfect corruption free government, and whose entire citizenship is always extremely virtuous to the point of dying for righteousness, | ||
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- | //For example, a race without crime or corruption may be that way because they are religious zealots who exile nonbelievers and criminals from their cities. Another example might be a police state carries extremely heavy punishments for criminals, such as torture and execution.// | ||
- | |||
- | ==Avoid the " | ||
- | What is meant by this is having your race possess a unique martial art, swordfighting technique, or mastery over Ki that allows a single person to decimate an entire squad of infantry. Having unique fighting arts is fine; just be sure to keep the power levels reasonable given their technology level. Also keep in mind your race's society; a pacifistic free society shouldn' | ||
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- | //Examples of what to avoid: An ancient sword technique that allows your race's swordfighters to block bullets, or a traditional martial art that gives your fighters the ability to punch through battle armor. // | ||
- | |||
- | ==Avoid the " | ||
- | Try to avoid having any materials totally unique to this race or planet that totally compensates for their lack of technology. This is essentially attempting to exploit or avoid the technology limitations of starting races, and is generally frowned upon. It's also considered quite cliche to have a special resource that naturally occurs on your planet, but nowhere else in the entire galaxy. | ||
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- | //Examples of what to avoid: Ancient alien artifacts that give you a totally unique and copyrighted weapon that no one else has. A natural super-potent power source that allows your predominantly low-tech race to match the weapons technology of interstellar empires. An ore unique to your planet that allows knights with plate armor to withstand laser fire.// | ||
==== Nurturing New Played Factions ==== | ==== Nurturing New Played Factions ==== |