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Jun. 21st, 2016 09:43 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
imagine a game where:
npcs were members, not necessarily leaders, of political factions, but you met the npcs as people first so you could join up with a faction that opposed an npc that you had great cr with because they were ideologically opposed to you.
your character could become the political leader or higher up in said factions, or even start a new one.
the in-game character choices were not "either-or" so much as "cause and effect" of what decisions were predominantly suggested and subsequently voted for. e.g., if 10 characters wanted to do x and 6 characters did y, they would interfere and lead to consequences despite x's ultimate success, etc.
success or failure of a plan was dependent on its efficacy and the nature of the characters participating, not ooc reasons; in this way, story is reactive to who the characters are who are making these decisions.
found new and innovative ways to do rapid-fire tagging that is not dependent on something like a "forum"-style network.
some npcs are openly hostile to the pcs, xenophobia and green cards abounds, even interment
your character might be cities away from another and incapable of speaking to them for a long time—i.e., they will have different understandings of long term events, different perspectives, and as a result, have "catching up" to do and constantly weave in and out of each other's lives in a more organic fashion