Mythology III: Urban Myth, is on
. This time around, you're controlling a modern urban organization in a new-born city, aiming to turn it into a shining beacon or a den of sin. This is less stat and territory based than Space Myth, and will require IC posts, however it also has a scoring system leading to an eventual winner.
Overview and Rules
The City of Arcadia, located on the coast of ______, is a truly modern city. Designed and built from the ground up over the past decade, people from across the country are flocking to the city to start new lives.
And not just individuals have been attracted by the opportunities...
Although the city as a whole has only been 'complete' for about a year, various parts have been populated for up to ten years, and the city was built around the pre-existing town of Arcadiaville. Among Arcadia's main industries are shipping, vehicles, chemicals, and high tech electronics and software.
Making an Organization
An organization can be any group of people you might find in a modern urban setting, whether it has thousands of members or half a dozen. The important thing is that they have the drive and the capability to exert their influence on the city. Groups fall into two categories: Beneficial and Criminal.
Examples of Beneficial Groups:
Police Precinct/Task Force (note, it will always be assumed that the city has a police force. A player police group will be considered to be some elite or well known or otherwise special section of the force)
Examples of Criminal Groups:
Organized Crime (Mafia, Yakuza, etc)
Upon choosing a group type to play you need a logo, base of operations (optional actually), and Vice areas.
Vice Areas represent different forms of crime. Criminal groups are good at these forms, while Beneficial groups are good at fighting them. You have 16 starting points to assign across the areas, with a maximum of 8 starting points in a single area. Note that is not expected for an organization to be able to handle all forms, but rather to specialize in a few.
Vice Areas (with some examples):
Violence (murder, robbery, assualt)
Smuggling (drugs, guns, immigrants)
Electronic (hacking, identity theft)
Sexual (prostitution, illegal pornography)
Corporate (corporate espionage, tax evasion)
Corruption & Extortion (corruption of politicians, protection rackets)
Anarchy (disruption of government, destruction)
Each turn (which will be about 3-4 days in real time, and represent 1 week in game time) will give each group a chance to Make a Move. There are two kinds of Moves: Events and Attacks.
Events: Each turn there will be a certain number of events, each in a certain Vice Area. Each organization will have an opportunity to turn an event to their own advantage, with different rewards for Beneficial and Criminal groups if they are successful.
Attacks: If a group has crossed the line with you a few too many times, you can muscle in on them directly. Although each group can only make 1 Move a turn, they can make as many defense checks as they have to, if attacked by multiple groups.
Urban Myth is a game that ends with a winner. There are two kinds of points obtained, Vice Points for Criminal Groups, and Nice Points for Beneficial Groups. Generally, Vice Points represent cash (1 point = ~$10,000), while Nice Points represent the goodwill, trust, and love of the city's population and government. If one side hits __ (to be determined) Points over the other, the game ends, with the highest scoring group being declared the 'winner'. If Crime wins, then The City becomes a den of scum and villainy known throughout the world, if Beneficial wins then The City becomes a beacon of hope and light for all citizens of the world.
Events will have rewards of either points or potential stat increases. An example event:
Whistler (Electronic): An annoyingly good hacker named Whistler has been posting dirty secrets of corrupt corporations on his blog.
Good Mission: Find the hacker and convince him to join your cause.
Reward: +1 Electronic
Evil Mission: Find the hacker and convince him to stop breathing.
Reward: 50 Vice Points
Each group wanting to make a move on this event will have to roll an Electronics check, highest wins. Rolling is done with a d10+bonus on Invisible Castle. In the event of a tie between highest, each can make another roll until a winner is found, or if the turn comes, a winner will be chosen randomly. If only one group makes a move on an event, it will be assumed they will be facing either the police or a minor criminal group, depending on their side, and will have to beat an unmodified roll.
Attacks can be done instead of an event move. An attack basically represents your organization trying to take the territory, power, influence, etc, of another group. Attacks can be on anyone, even Beneficial vs. Beneficial. They don't have to represent a physical attack, but can include things such as lawsuits, media slandering, hacking, getting funds diverted, etc. An attack is a straight check of you vs. them in a particular Vice Area. If you win (ties go to the defender), you steal 10 of their Vice/Nice Points for each stat point they have in that area. This means that there's no point trying to muscle someone out of the smuggling business if they don't do any smuggling.
One special kind of event reward may be control of various parts of the city (a street, a block, a front company, a dock, etc). The territory will either provide a stat bonus, or generate a constant point income for as long as it is controlled. In an attack, territory can be the goal rather than stealing points - however, each territory will have a Vice type, and the attack must be in that field. Furthermore, territory may be Good or Evil - specific, in which case it will be destroyed and converted into a 50 point gain for the winner if they are of the opposite alignment. This is meant to represent the fact that the police would hopefully dismantle a snuff film set they took, rather than attempt to make money from it.
Important Differences between this and Space Myth
1. Because this does not involve a lot of gameplay thought to play, usually only one roll a turn, it is very likely that this will be RP-required. This means that if you win an attack or event, you will not recieve credit for it until you do an IC post for it, whether it's done up in advance or 10 turns later. The rolls are not going to be what makes the game interesting.
2. Competitive: no sitting back and being passive this time around. It's expected for all groups to come into conflict, even good vs. good. However, since good vs. evil balance will determine how long the game lasts, I may throw in a few NPC groups if neccesary to keep the game from finishing too fast. Also, I will not be doing any freebie rolls. You can't be wiped out in the game (save through RP), but you have to play if you want to advance.
3. Slower turns. This is mostly because I'm much busier now, but rather than 2-3 day turns, expect 3-5 days. But remember I'm expecting IC posts.