Text:Some Adjustments
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Some Adjustments By: Kcolyz Thecoolkid26 has honestly done a miraculous job of preserving the history of this community. And of that, I'm proud. It's truly a remarkable feat and I would not expect anyone other than him to be able to do so. Alas, TCK is not an omniscient being, and things can get lost to time. So, with my minor resurgence and me discovering that I suppose I am regarded as one of the founders of this entire thing, I have the ability to fill in the blanks. RP Wars..................................... RP Wars, the game created by TCK, is regarded as the first functioning game in this vein of RP/tabletop games. This may essentially be true, but there was a precursor: the books tell it like I came up with the idea and had TLH make his own plot with it, but in reality I had actually developed the first and most basic version of the game on my own plot before TCK or TLH. We had played a game, although the members that played it were lost to time and I don't remember them. The game was barebones, and not in-depth, but perhaps that is a good thing. Complexity causes failure. Obviously I knew that after this, "trial run" if you would, we needed minor expansions. I believe it was at this point that I contacted others and the idea grew. I had no rank at this time, and never have since. This was the bottleneck for my game. If I wanted to execute the concept in it's fullest and grandest, how it was intended, I would need access to things that were behind a paywall. Of course, I wasn't going to buy a rank. Instead, I opted to find someone that already had one, and perhaps even use them to assist in code as they were most likely more skilled than me. Risky Conquest................... Risky Conquest was the name of the game I was making on a rented plot, on Senor's. I don't remember the name of my original game, but it didn't matter as Risky Conquest was going to be the first REAL one made by me. I had planned to make it how I originally envisioned it: no hosts, but instead mods. Players would be given a defined map (no unexplored or fog of war areas) and able to recolor the actual landmasses to signify who owned that area. The game was supposed to be more of a RP than a game, there are no objectives. Each player controls a country, can build cities and units, but everything is up to the players. This allows abuse, but creativity, and thus there would be staff and automation. The game would allow infinite creativity: the setting could be the 1900s, 2020, 1754, 1600s, literally any year. The nondescript units would have no identifying features other than a name that would be defined by the owner, allowing them to represent literally anything. If need be, players could vote for a map wipe using the command @reset, prompting a vote for everyone. If passed, the colors would be wiped to a blank gray and all units and cities would be wiped aswell. Staff could also be called via our Discord. Of course, staff wouldn't be online 24/7, so how could I prevent grief? Players would have to apply to be able to play, joining our discord and passing an application of sorts, weeding out and prospecting trolls by magnitudes. Sadly, Risky Conquest was never finished, and I wonder how things would be different if it was. I am certain it would have become wildly popular and a hallmark of DF, but it is nothing now. Maybe I will return one day to finish what I started. Inactivity.................................. My inactivity seemed to have caused a great problems. The Stone Library went through a staff crisis, and the explosion of my concept in DF had strayed away from my original idea (although that is most likely not because of my activity and would have happened anyways.) I had no idea this community formed and so many games and hours of playtime had sprung from it until yesterday. (11/12/2020) And honestly, it's cool.