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Rules of iRP/AC

Last updated on December 10th, 2018

 

Vision

 

Roleplay

 

iRP/AC is envisioned to give roleplayers of Secondlife a non-profit place to roleplay in a post apocalyptic theme. The sim layout is split in two levels. These have different post apocalypse themes, nuclear wastelands and zombie infection, and are loosely separated so people can stick to their preferred apocalypses. Yet this separation will only be displayed by staff if it comes to IC events, if players want to play a zombie encounter in the city or a wastelands punk meeting in the forest, they can play that of course. This separation is also displayed e.g. in the "bestiary" of the sim.

The first of the two levels is the forest area which shall remind about - but not exactly resemble - zombie apocalypse TV shows like "The Walking Dead", movies like "Resident Evil" or "Worldwar Z", or games like "The Last of Us" or "Days Gone", and similar. On this level fans of such shows and games find a place to create their immersion of playing e.g. the defense against hordes and herds of zombies while trying to survive also within the cruel and antisocial, selfish state mankind turns into in a time where there is no industrial production and shipping anymore, where even scavenging can be a deadly venture.

The other level is the city level. This is for roleplayers who enjoy e.g. nuclear war based wastelands apocalypse media like "Mad Max", "Waterworld" or "Book of Eli". In other words: here players will find their spot to roleplay on iRP/AC who prefer the life with crude, makeshift tinkered clothing and armor, vehicles and houses, where even food and drink are so scarce that they can cause daily battles even about a fist full of maggots or the luxurious can of old dog food - in addition to the threat of punk gangs of raiders who waylay and battle each other for exactly those basics like food, drink, gasoline and weaponry.

The sim build of iRP/AC is layed out for groups being able to gather in their camps or march against other camps, as well as enough space for many small gatherings of two to three players to find spots for immersive scavenge or short term shelter finding roleplays. Also neutral, lone survivors will find their spot on iRP/AC.

The roleplay itself is envisioned to be mostly player created, with some guidelines for post apocalyptic roleplay in form of an IC survival guide which shall help players to include bits into their roleplay that will enhance their scenes to the immersive level or professional TV shows, books, comics or likewise. Due to that also the placement of prim enemies, e.g. zombies, was relinquished. That way players are not blocked from any spot in the sim (except rental homes or camps they are not member of), and can play e.g. their zombie defeat roleplays on an imaginary and self controlled NPC base where they see fit.

 

Sim Build

 

The sim build is made to resemble the near totally wasted city of Seattle and its surrounding landside, 25 years after today, after a both biological (spores/virus) and nuclear apocalypse. Both the city and the landside hold group camps as well as small campspots for tired "lone survivors". Both hold tons of spots to scavenge or experience adventures.

The devastated city of Seattle, hosting mostly scavengers but also the big scrap town called "New Seatown", often suffers from acidic, nuclear contaminated rain, resulting in the soil and waters to be strongly nuclear contaminated. Life in New Seatown is deadly dangerous on the remains of the streets of Seattle. Punk raiders waylay the traveling even for as much as a single boot with less holes than their own. Also the life in the scrap town of New Seaton can be dangerous, as a many most different people come there to trade, to rest, to settle or not rarely to cause trouble. Only the strongest or most witty will survive there. Many businesses can be found, offering goods on an item for item trade base.

The landside, placed in the surroundings of Ohop, about 60 miles south of Seattle, is build to resemble a deep natural forest, where old settlements like the Elkhorn Community have been abandoned long ago, and survivors try to fortify their encampments in a try to hold back the hordes and herds of infected and zombies while hoping usually in vain to be able to reform societies of old standards. The forest is made with "guided pathing", which means patches of trees and brushwork, very dense and made to look near impenetrable, with narrow pathes flanking them or guiding the wary wanderer through them. There are many little spots to discover and explore, and each spot - except maybe one or two - has such pathes guiding to them more or less clearly. Walking through the patches of trees is rarely needed, but of course open to be done.

The sim's night is dark, just as the polluted skies during daytime never give a shiny bright blue anymore. While New Seatown has many scrap lamps due to their advantage in energy, the wilderness rarely contains good street lighting anymore, especially without power plants powering them up. It will be dark, it will be confusing enough to get lost, it will be scary. Survivors out there will have to find a shelter for the night, or use flashlights, lanterns, or even torches to find their way around.

 

Sim Rules

 

Several prior iRoleplay sims had rules and mandatory stats & dice systems which were catered to enforce a realistic and fair immersion for all players from the technical point of view. iRP/AC approaches this topic again by letting the players display the realism and fairness without force. Players can display that they know that their characters will not have every piece of gear or skill the moment they need it, that they understand that such lacks and the related makeshift or compromise solutions are the core of post apocalyptic themes. Players can create their post apocalyptic world, can virtually summon and NPC their infected & undead or raider punk enemies in their emotes without having to relay on prim spawners which else disallow to roleplay anything else than battle in certain spots. They can decide if the groups they join - if they join them - are goodies or baddies, if as group leaders they are psychopaths or trying to reform old democratic values again. Yet, as the Survival Guide teaches: Stay alert and do not trust strangers - you might end lucky only having lost valuable goods... usually the risk of ending dead is much higher...