I want to run an RP game in this forum that is slightly more complex than an RTD. Right now I'm kicking around ideas for 3 different games , all with different gameplay styles and settings. I only have the time to develop/run one game, so I'd like to see what players are most interested in. If you have another suggestion, post it up.
Synopsis : You are in an asteroid mining colony and something goes wrong. Terribly wrong. You are buried alive on a dangerous world and have to dig your way out.
Play style : Building and planning, some possible or management of NPCs. Small chance of combat. This is a race against the clock. Turns (time) is limited and resource/time management is key.
Player interaction : Cooperative.
Synopsis : It's the future, and corporations are waging war against each other. You're on a mission to break into an ultra-secure facility and steal research info. Game world strongly influenced by Shadowrun (http://en.wikipedia.org/wiki/Shadowrun) but with a much less complex character creation system.
Play style : Dependent on players. Stealth, combat, creativity all possible.
Player interaction : Depends on number of players. It is very possible that two squads could compete against each other.
Synopsis : In an alternate past, dominant countries are preparing their "flagship" weapons in preparation for a world war ... but they haven't been designed yet. Players will design a vehicle (such as a giant steam-powered robot, airship, giant tank, all will follow a generic steampunk theme)
Play style :
Phase 1 : Players will design their flagship "machines of war", taking into account construction time, cost, etc. Fairly in-depth. Designs will be secret. Only "turn" info posted will be market information (such as coal, steel, etc.) and global/notary events. Some events will be PMed to players.
Phase 2 : Countries will begin producing weapons and various worldwide events may cause players to change their plans.
Phase 3 : Countries will go to war ( war is simulated by flagship vs flagship vehicles only ). Production time plays a major, major effect - various countries can win simply by having their vehicle built a significantly long time before their competitors.
Combat between flagships will be done without player interaction, and 3 "simulations" will run so that sheer luck isn't likely to cause a complete win.
Player interaction : Player vs. player.