Primary vision:
- Players create a faction based in a small town, and start off small.
- One, maybe two characters to begin with.
- Two main veins of gameplay: IC RP and 'Weekly Faction Plans' ("WFP").
- Players predominantly play in 'solo' threads with the Keeper. However everything they do will impact the other players in the game, through their WFP.
- Factions work to expand their resource pool during the WFP. Obviously a larger resource pool will allow the player to achieve more things...
- The IC RP unfolds, guided by a Keeper. At the end of the IC-week, each player submits their WFP to the Keeper. The Keeper resolves the WFPs with die rolls and the results are used to provide story sparks for the next IC-week.
- Keeper resources will be delivered as 'cards' - locations (buildings, geographical places), NPCs, NPOs, events, equipment, tomes, monsters, story sparks etc. Including vital stats, modifiers, descriptors and [creative-commons] images.
- Story Sparks. These are 'quests', or seeds, that the Keeper will drop into the IC-week. Characters/Factions may or may not choose to take a spark on. They may fight for it, or against it. If a player "wins" a spark, they may be rewarded. Sparks come in different sizes... from 'Homeless people are going missing...' to 'The University Library has been robbed...'. During the players WFP they may choose to initiate a spark - in which they propose a major event their faction wants to accomplish. The opponents may have this spark dropped upon them the following week, as a lead. Whether a spark is Keeper or Player initiated is unknown to players.
- Rewards. These are special resources that contain attributes or modifiers that work toward the Faction's resource pool, or be character-equipable.
Secondary visions:
- Absent players are ok
Players can set 'default WFP' for times they are absent, so if an IC week rolls over, their faction can maintain their resource pool. Eg, player may set 'research tome x' as default action, and then they may be busy for three weeks and can't post. Meanwhile, their faction is still participating in the game, albeit indirectly and inactively.
- Scalable design
This will mean a single instance of the game can grow to cover many towns, many cities, many countries. For example, roughly speaking,
1 x Keeper for every 4 players,
up to 8 players per town,
up to 3 towns per territory,
up to 10 territories per country.
The scalability will dictate an inter-keeper protocol for tracking elements like player/faction travel, and how player/faction events effects flow to other towns.
It may also dictate the need for Whole of World Keepers ("WWK"), so to speak, who, in effect, manage/moderate/administer the 'Keeper's Portal'.
WWKs will need to ensure certain player/faction events are felt across the World.
WWKs may run larger, Whole of World ("WW") NPOs and NPCs - such as Governments, Guilds, Cthulhu herself, etc. WW NPOs and NPCs may serve to provide Major Sparks for factions.