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[IC] Make You(r Own) Kingdom

Posted by Raiu
Raiu
member, 33 posts
Sat 8 Jul 2017
at 06:31
  • msg #1

[IC] Make You(r Own) Kingdom

Long, long ago, the land, sea and sky were separate but connected. The sky stretched out high above, filled with peaceful creatures. The seas were filled with mystery, and the cool waters brought joy to the people. The land was endless, stretching out gloriously in all directions.

The world changed when the Dungeon Hazard occurred. The sky was broken and turned into the dungeon known as the Firmament, with strange monsters and stars. The seas were bound, becoming the Deeps, with their unknowable gods and horrific beasts. The land, firmly in the middle, became a realm of corridors and rooms known as Ground Zero. The world, long ago known as Earth, now became the Million Dungeons, a land of constant flux, and warring Kingdoms.

You are Landmakers, rare peoples who have a calming effect on the Million Dungeons. The lands near you no longer shift, providing an area of peace in an otherwise chaotic land. Because of your rare gift, you have become a member in a Kingdom's Court. While the Kingdom may be small, one day you will see it become a Great Power, perhaps even the GREATEST POWER.


===============================

Welcome to Meikyuu Kingdom (or as people like to call it: Make You Kingdom), a Japanese RPG that has not yet received an official English translation. Note that I've said, official. A few years ago, the people on 4chan managed to translate the most important books, which is what I'll be using to run this game. A quick google search of Meikyuu Kingdom english pdf is all that's needed to find it, but if you don't want to do that, don't worry: having a copy of the book isn't needed.

One interesting thing about this game is the amount of randomness in the creation of Characters and the party's Kingdom. Don't worry, it's actually really interesting.

If you want to experience a tiny bit of the weird world of Japanese RPGs, feel free to reply.
Jhaelan
member, 198 posts
Prefers roles to rolls
Based in UTC+1
Sat 8 Jul 2017
at 15:56
  • msg #2

[IC] Make You(r Own) Kingdom

Yes
Raiu
member, 34 posts
Sun 9 Jul 2017
at 08:54
  • msg #3

[IC] Make You(r Own) Kingdom

Well, that's one so I might as well give a little bit more about the system.

The basic roll of the system is a 2d6+Stat roll. There are four stats: Warfare, Wit, Quest and Charisma. These stats are mostly determined by the character's Class (which I'll address next) but their Job (which I'll address after that) also plays a part.

A character's Class is basically how they fit in the party (known as a Court in this system). These are King, Knight, Vizier, Oracle, Ninja and Servant.

The King is the one Class which is required are they are the leader of the Court and the representative of the Kingdom. The King is the one who manages the shared resources of the Court, which means the Voices of the People (which is a resource which can be used to use Skills {I'll cover those eventually}) and the Treasury. The King is also the Class which has the ability to cover for absent Classes, as they can assign their stats however they want at character creation. There can also be more than one King, and it can be pretty funny to figure out why there are multiple kings. Note: Just because the class is called King, the character doesn't need to be a King. They can be anything from a King, President, Dictator, Super Ultra Mega Chicken, Head Jester, Double King, etc. They also can be female.

The Knight is the best fighter in the Kingdom, and they are the ones who are masters of Warfare. They are the ones who hold the main tactical overview of Combat, deciding who is in the Vanguard, Rearguard, etc. This isn't a dictatorship however, and you can and should listen to the ideas of the other players. That being said, if everything fails, you'd be the one getting the blame. (You don't have to actually be a Knight, you can be a Gladiator, Kingdom Arm Wrestling Champion, Double Knight, etc. Whatever seems the most fun.)

The Vizier is the smartest person in the Kingdom, and they are the person who manages the Kingdom's Economy, while also being the voice of reason to everyone else. Your voice is also the voice of the Kingdom's People, so you can just as easily be the Yes Man as the No Man. You also have a lot of Skills which help the rest of the Court, so it's a powerful support class. (The name of your Vizier can be anything, like Head Merchant, Lord Moneybags, Mastermind, He Who Holds The Speaking Rock, Head Judge, etc.)

The Oracle is not just the biggest religious authority in the Kingdom, they are also Charisma masters! The Oracle is the one who decides the Kingdom's religion (which can be as complex as Shintoism, or as simple as worshiping Good/Evil/Purple). They also have some actions that only they can take during specific parts of the game. In Combat, they can heal members of the Court, call the WRATH OF GOD down upon people, kick butt for the Lord with Turn Undead, or even make business deals that would make the most greedy Middle Age clergy blush. (As per tradition, you can name your Oracle anything. Head Pope, Ultra Pope, Double Pope, Space Pope, Leader of the Endless Revolution, Big Hat Man, etc.)

The Ninja is the person at the center of every web in the Kingdom, as well as having extreme levels of Quest. They are the class which is the most powerful tool for Gathering Information, which is a lot more valuable that you'd guess. By Gathering Information, a Ninja can find out the layouts of Rooms in the next Dungeon you go for, as well as Traps that can be found there by rolling a Search check. During Combat, Ninjas are the hardest class to be hit, since Defense goes directly off of Quest, making them a solid choice for Vanguard positions. (Possible names: Spymaster, Web Weaver, Sneaky Bugger, "Who?", etc.)

The Servant is an interesting Class. Statwise, they are a Jack of All Trades, weak in no stat, but strong in none. Skillwise, they can give other people their Drive points (which is a personal version of Voices of the People), make other people's rolls better, increase their affection score (I'll get into that WAY later) of another character when they do a Cooperative Action, make it so that they get Drive when a chosen character gets a Critical Success, or hurt themselves to REALLY hurt an opponent. What makes Servant worthwhile is that they get TWO Jobs, which means not only do the get two increases to their stats, they also have access to two Job Skills. Servants are interesting because of how customizable they are. I'm not even going to list different names for Servants, because there are so many choices.

I'll save Jobs for the next post tomorrow, because this has gotten WAY TOO LONG.
This message was last edited by the user at 09:04, Sun 09 July 2017.
Jhaelan
member, 199 posts
Prefers roles to rolls
Based in UTC+1
Sun 9 Jul 2017
at 08:59
  • msg #4

[IC] Make You(r Own) Kingdom

Absolutely, it's fabulous silly fun. I was in a campaign on here that didn't quite get started
Raiu
member, 35 posts
Sun 9 Jul 2017
at 09:02
  • msg #5

[IC] Make You(r Own) Kingdom

If any people from that game are still around, feel free to invite them in. I have a few ideas for dungeons already, so it'll be interesting.
Jhaelan
member, 200 posts
Prefers roles to rolls
Based in UTC+1
Sun 9 Jul 2017
at 09:11
  • msg #6

[IC] Make You(r Own) Kingdom

Sadly I couldn't find it in my unstickied games, so suspect it's been deleted. Was going to ping them
Raiu
member, 36 posts
Wed 12 Jul 2017
at 15:24
  • msg #7

[IC] Make You(r Own) Kingdom

A few days late, but let's pop this back up with a bit of info on jobs.

Jobs are rolled before one chooses their Class, and they represent who you were before you discovered you were a Landsmaker, as well as how you function in society. All jobs improve one of your abilities by one, as well as giving you more starting equipment, a skill that comes from that job as well as access to skill groups, and a Talent.

A Talent is a fun little ability that helps you out in certain ways. The Summoner can randomly choose a Rare Item and have the GM secretly place it in the next Dungeon for the players to discover, while the Executioner increases the Voices of the People by one, while a Medic can keep 1d6 Citizens from being killed.

There are twenty jobs, and each of them are interesting in what they bring to the table. So, in summary, you didn't need to worry about a job application, you've been in the same job as your parent's parents. :)
Nurddude
member, 1 post
Thu 20 Jul 2017
at 01:42
  • msg #8

[IC] Make You(r Own) Kingdom

Sounds very interesting. If it gets off the ground, I would love to join.
Raiu
member, 38 posts
Thu 20 Jul 2017
at 04:46
  • msg #9

[IC] Make You(r Own) Kingdom

And that makes two interested people. I'll create the game when I get a third person, and who knows, we might get a fourth person by the time it's ready to begin.
Th3King0fChaos
member, 2 posts
Sun 30 Jul 2017
at 17:51
  • msg #10

[IC] Make You(r Own) Kingdom

This is very late, but I am very interested. And if I can I would love to join.
Raiu
member, 40 posts
Thu 3 Aug 2017
at 12:19
  • msg #11

[IC] Make You(r Own) Kingdom

Well, if I did this correctly, you all should now see the game in your stickies, but that's a big if. If you don't see Adventure in the Million Dungeons, feel free to say "Hey Raiu, you screwed up! Do it again!" Considering I'm doing this at the end of an all-nighter, I may be seeing a lot of those messages.
This message was last edited by the user at 12:26, Thu 03 Aug 2017.
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