colony roleplay challenge

Started by keylocke, March 02, 2014, 03:44:56 PM

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keylocke

so anyways, i sometimes roleplay whenever i make a new colony and i tend to come up with strange rules/themes that needs to be followed by that colony in order to stay in character. so without further ado, here's a list of the strangest colonies that i ever made. (feel free to pitch in some of yours)

-space hippies : i mentioned this one on a different thread, but basically it's a group of unarmed colonists who likes to commune with nature by filling their houses with flowers and trying to "hug" everything that goes near. (especially boomrats for boomrat roulette). this game doesn't usually last long and is only done for the lulz. (reference : love and peace)

-vault 13 : i basically play normally but building towards the mountains, while keeping structures left outside to a bare minimum (ie : like a geothermal plant encased with several layers of stone walls). the moment that my colony hits 13 members, i close the only entrance/exit from the outside world and wait... the game can end in several ways : usually in madness or starvation, but the other ending is for the raiders to finally manage to break through the thick walls and attack the colonists. if the colonists manage to win, then they are finally free (this is the good ending). the first thing i usually tell them to do with their hard won freedom is to repair the walls and close the door ('coz it's drafty). (reference : fallout)

-hannibalism : whenever John, the unstable butcher, is spawned and joins the colony. any other male colonists must be captured and sold to slavers, while female colonists are kept as prisoners. afterwards, John goes on a steady meat-based diet (he is not allowed to eat nutrient paste or vegetables, or meals with only vegetables as ingredients). the game is decided based on how long John manages to survive without eating his female prisoners. (reference : hannibal) edit : the moment John eats a female prisoner, the game changes from hannibalism to hannibal unleashed. in this new stage, John can no longer eat anything else other than female colonists. he must also create an empty grave and a single tiled flower patch for each prisoner that was eaten. your score will be based on the number of empty graves/flower patch for each prisoner that was eaten.

-the meals have eyes : the colony cannot exceed 3 characters. the only thing they are allowed to build other than doors and walls are : solar panels, cooking stoves, and sleeping spots. whenever raiders drop in, they must disassemble everything they have built and start hunting those trespassers. then they must eat everything that they have killed. (reference : the hills have eyes)

-survivorbear : you can keep and control only one colonist and you must ignore the other 2. you are not allowed to build anything other than a sleeping spot. try to survive for as long as you can while eating raw food. (reference : survivorman, bear grylls)

-romance of the three colonies : each colonist from the initial 3 survivors (primogenitors) of the crash must create their own base. whenever a colonist is spawned, only those 3 initial survivors are allowed to capture them. the closest one gets to keep that prisoner (each base only has one prisoner bed and the player must switch those bed states to guide the AI where to place the new prisoner). only primogenitors are allowed to leave the base (change the AI priorities of the progenies to prioritize tasks that doesn't require leaving the base). the goal of the game is to be the last colony standing. each colony must try to survive raider assaults without help from the other colonies. (reference : romance of the 3 kingdoms)

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anyways, that's it for now... i'll post again when i come up with new ones.  ;D



Japzzi

#1
Not sure if I am allowed to post one of mine but here it goes! (Just PM if I should remove xP)

I call it Tribal Society:

Your colonists are only allowed to build houses out of stone walls and floors! (Doors are okay but they may not be powered!). Oh and no beds.. Only sleeping spots! No power either.
You are allowed to have a growing area and butchers table and stonecutters table.. Duh. But no dispensers or anything! Remember technology is bad bad bad. You may only get weapons from dead raiders (or drifters by). You are allowed to capture people and turn them to your side.. Or kill them and eat them!.

*EDIT* Oh and I forgot something! One man has to be the leader (Or Tribal Chief if you will) of the tribe! He may not do anything really except fight, cook and grow.. And you may make defenses of Stone walls but no sandbags! Good luck c:

colonistPally

I wrote down a ton of these somewhere, but I can't remember very many. But I'll try. Thanks for starting this thread up btw.

Prison colony. Very very dark. Bad guys. Their prison ship crashed down on RimWorld during a failed escape attempt. Basically there was a solar flare and an eclipse at the same time as they flew by. The cold storage warmed up, they got out. Women want to stay far away from this colony due to the nature of many of the prisoner's crimes. Not a good situation because these guys are thoroughly out of control. They'll happily eat each other and everyone else if needed. Heavily armed due to raiding the ship armory before the crash.

Military colony. Gung ho killers of any insectoid-related enemy. Their ship crashed on the way to fighting "bugs." By the books and can handle themselves well against pirates / raiders also. Love eating meat, but only animal meat. Will also stew up the veggies with it. :-)

Amazon colony. Independent women. Tired of making less money for the same work, objectified, living up to impossible standards, and being told to thanklessly make food all the time only to be cheated on without any reasoning, they escaped their suburban lives to start over and promptly crashed. Severe distrust of men. Will go raid men's colonies to keep their "storkvat" filled up to make more ladies but that's it. Any men traders need to stay in their ships or that'll be it. Killing animals isn't their first option but they will defend themselves and not let the food go to waste.

There were some less developed ones such as a medical ship, janitor ship, gardening ship. But I never developed the ideas very far.

keylocke

Quote from: Japzzi on March 02, 2014, 04:21:46 PM
Not sure if I am allowed to post one of mine but here it goes! (Just PM if I should remove xP)

it cool. just post some more if you got new ones. i just thought that the community should be able to share ideas of in-game roleplay between each other.  :)

Quote from: colonistPally on March 02, 2014, 07:38:03 PM
Amazon colony. Independent women. Tired of making less money for the same work, objectified, living up to impossible standards, and being told to thanklessly make food all the time only to be cheated on without any reasoning, they escaped their suburban lives to start over and promptly crashed. Severe distrust of men. Will go raid men's colonies to keep their "storkvat" filled up to make more ladies but that's it. Any men traders need to stay in their ships or that'll be it. Killing animals isn't their first option but they will defend themselves and not let the food go to waste.

i like the idea of having a female driven colony, keeping male colonists as prisoners (mildly humpi-- er.. beating them from time to time and then maybe selling them as slaves once the females have had their fun with them.

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anyways, here's some new ideas of mine along with their roleplay rules :

-dances with muffalos : the player must choose one herd of muffalos as their "family". they must live near the vicinity of this herd of muffalos and protect them. if anything attacks the muffalos, they must retaliate. and when the muffalos become psychotic, the player is not allowed to kill them. they must run away instead or just trap the muffalos. if most of the members of this muffalo herd dies through violence, he loses the game. however, if his muffalo herd has become psychotic, the player is allowed to mercy kill them by keeping them trapped indoors until they starve. then the player is allowed to choose another herd of muffalos as his family. (reference : dances with wolves)

-who is john galt? : check the stats of your colonist. then you must remove the priority of the highest skill(s) that they have. remove multiple skill priorities if they are tied (fighters with high shooting or melee are not allowed to fight. people with high growing skills are not allowed to grow food, etc.). this is basically an experiment if a colony can survive only on the average skills of it's workers without relying on the talents of the highly skilled ones. (reference : atlas shrugged)

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that's all i have for now. feel free to pitch in some of your roleplay ideas too.  ;)



TimMartland

The three-way colony looks fun. I might do it with 2, and then make them fight to the death to see which is more deserving of my affection. I am a merciful god.
'Two possibilities exist: Either we are alone in the Universe, or we are not. Both are equally terrifying'
-Arthur C. Clarke'
'Needs moar boosters!'
-Jebadiah Kerman

colonistPally

Quote from: keylocke on March 03, 2014, 12:56:16 AMi like the idea of having a female driven colony, keeping male colonists as prisoners (mildly humpi-- er.. beating them from time to time and then maybe selling them as slaves once the females have had their fun with them.

Nope! They just shout-torture you until you convert then sell you to the slavers for metal \m/ \m/

keylocke

#6
Quote from: TimMartland on March 03, 2014, 01:51:25 PM
The three-way colony looks fun. I might do it with 2, and then make them fight to the death to see which is more deserving of my affection. I am a merciful god.

this was actually hard to pull off. when i tried this, i've had to micromanage alot since people from the other colonies sometimes drop by and help with tasks from other colonies. so i was like : "No U! go back to your own base!" lols.

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anyways, here's some more roleplay ideas :

-ender's meat-shields : at the start, you choose a single colonist as your avatar. this will be the only colonist that you can control directly. you can set the priorities of other colonists, but you are not allowed to override the tasks that are directed by their AI. the only way you are allowed to directly control other colonists is when you draft them (that means control is limited to mostly offensive commands only). whenever a raider party spawns, your avatar must lead a preemptive attack on the enemy (you must destroy them before they destroy you). however, the moment your avatar dies, you lose the game, so you should use everyone else as meat shields if you have to. (ref : ender's game)

-punch club : you do not talk about the rules of punch club, you just keep punching. from now on, each one of your colonist must have a melee rating of at least 10. if it is lower than 10, then you must send them off to go pick a fight with a muffalo or something, until they improve. whenever raiders attack, try to lure them in to engage them in close-quarters combat (there's plenty of tricks to do so). then you must win, each and every battle using only the language of your fist. (ref : fight club)


colonistPally

Quote from: keylocke on March 04, 2014, 07:25:24 AM-punch club : you do not talk about the rules of punch club, you just keep punching. from now on, each one of your colonist must have a melee rating of at least 10. if it is lower than 10, then you must send them off to go pick a fight with a muffalo or something, until they improve. whenever raiders attack, try to lure them in to engage them in close-quarters combat (there's plenty of tricks to do so). then you must win, each and every battle using only the language of your fist. (ref : fight club)

I hate fight club *sorry* but I think this's still a really good idea and might work as long as you can close the distance some how vs m-24's. Sucker them with the V shape I'm using on colony 10 and just close in with a concave at the bottleneck... bmmf mbbbmff bmmmf.

I've actually been wondering if you'd get a lot more survivors to capture that way also.

If you do this you need to record it!

keylocke

#8
Quote from: colonistPally on March 04, 2014, 10:16:10 PM
I've actually been wondering if you'd get a lot more survivors to capture that way also.

-depends on the storyteller AI that you use, i think some have pop caps that prevents you from capturing more raiders. (you can probably use mods to bypass that though)

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anyways, idea time:  ;D

-cops and raiders : when raiders drop in, you send some of your troops outside on "patrol" then keep them out of sight from raiders (pretend they're eating donuts or something).  when the raiders start attacking your base, you send your patrol back in to check for a report about "domestic disturbance". the colonists that are left inside of your base can't use guns and must engage the raiders using melee if they encounter a raider. only the "cops" are allowed to use firearms. (ref : cops)

-battler royale : play normally on randy random or use a mod that increases the pop-cap (you can also just spawn colonists to auto-join you if don't want to wait that long). make sure that all of the food outside of your base are set to "forbidden". when you finally get 42 colonists (21 male/female) you must send them all outside of the base and then close the only entrance with a wall. no one is allowed to re-enter the base until only 1 colonist is left. every 6 hours, set two nearby food items to "unforbidden" and wait until 2 colonists arrive to eat their food. after the 2 colonists have eaten their meal, you must draft them and order them to force-fire at each other from the position of where they ate their meal. then the survivor can choose to switch weapons dropped by the loser. keep doing this every 6 hours until only 1 colonist is left. (ref : battle royale) edit 1: if a colonist doesn't have a weapon, they are allowed to take the weapons of other dead colonist. edit 2 : ignore the other colonists who goes on a mental break or die of starvation, but kill the crazy ones before allowing the winner to enter the base. there can only be 1 survivor.