Home › Forums › Roleplay Discussion › Group Proposals › Watchmen by Jutana Sneerwell
This topic contains 8 replies, has 6 voices, and was last updated by geoffrey welders 7 years, 3 months ago.
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geoffrey welderssaidWatchmen TYPE: Business/Faction - Law Enforcement and Criminal Processing. SLURL: http://maps.secondlife.com/secondlife/Outbreak/128/128/33 OVERVIEW: IC Goods Provided- Occasional 'Survivor' kits, when resources permit. Contents of Kit: Flashlight x1, Battery (AA) x2 (May or may not function), Re-bottled Water x2, Food (Varied) x4. Kits will be gathered by group members through donation/scavenging and provided to new survivors or those in need. IC Services Provided: Law & Order. Chaos reigns only when there are no perimeters in place. Without order, chaos becomes undefined. Murder means nothing without consequence. Thievery means nothing when everything is free. The Watchmen will provide a necessary balance to the sim to make crime worthwhile once more-- As well as give the good guys some measure of security. Starting off: While sim population is low, I would like to start the Watchmen off as a business (Story line introduction below). This will reflect it's mostly voluntary-basis, and light screening for 'new hires'. They are not a military force armed to the nines, magically reappearing to the island after nearly three years of being wiped out (Yes! There used to be a sherrif's department in Arkley!) With the lackadaisical screening process- characters with darker tendencies would be able to slip into the ranks, and perhaps prove themselves for the days when the department becomes more faction-esque. The 'screening' process, however, will be in place to ensure known Arklay criminals or those with influence to a known criminal enterprise cannot infiltrate ranks (A means of ensuring there is not a conflict of interest). No prior experience would be required in the beginning, as all new hires would receive full-training and instruction. This may be emergency live-saving techniques, firearms certifications, or undead-attack survival. "What about corruption?" - In time, as population picks up corruption would be addressed on an incident-to-incident basis. Currently, the sim is in need of a 'good' force (in my opinion) to let the baddies out there really shine and live up to their full potential. For that reason, corruption would be addressed when discovered swiftly, and fully. In the future, if the sims atmosphere shifts into something resembling rainbows and butterflies, the attention to corrupt officers would be lesser. Blind eyes would be turned, and room would be permitted to support starting gangs/factions get their teeth in. My personal policy on corruption is that of a give and take. You can't be bad /all/ the time, just as you can't be good /all/ the time. There needs to be a monitored balance that allows for things to slip through the cracks, or for the bad guys to win now and again- no matter what side of the fence they fall on. "My character used to be a member of (GANG) but they went separate ways. Can I join?" - This depends on in character interaction and attitudes. I'm all for crazy and intricate backgrounds, but what it comes down to is the roleplay. For that reason, I can't say yes or no. It honestly is a maybe, which I know we all cringe at. "Do we get guns?" - If your character already has a firearm, they would be given a set of instructions how to 'Carry on duty' - If your character does not have a firearm, they would NOT be given one upon recruitment/hiring. Based upon time spent actively playing and engaging the community, as well as fostering story within the department, a firearm may be rewarded through commitment. "How does Jail work?" - Everyone has their personal preference on jail and IC time served. Sometimes, it is hard to work out cooperative times to give inmates proper play, and for that reason there is no 'set' jail time until a system would be brought in that gave 'perks' for being incarcerated/fined, like what's in place for Crack Den. If you are 'jailing' someone for a crime, you MUST play with them. You cannot tap-n-drop (Leave them in a cell moments after capture and wander off). Once a player is left alone in jail, in an empty building, they may 'fast-forward' and claim that time has been served. "Our leader/friend/babymama is in jail. Can we break them out?" - So long as there is a member of the group present, you can certainly try! If you need a member of the group, holler in the OOC chat. "What do we do when there's nothing going on?" - Small quests will be provided through the group to keep plot lines open and flowing. Some will be department-specific. Some may open up to the sim as a whole. There will always be something to do, and I will help guide those that are unsure. "Is there a squad car?!?!" - There is! But... it's out of gas, and it's healthier to walk. Special plot-lines or quests may temporarily make cars available, but it's best not to depend on them. EXPERIENCE:I was the original manager of Coach's and found that running a business, especially one so close to the TP-entrance (It used to be in the center of town) is highly rewarding. Providing story and plots has always been an interest of mine, and I would love to see Outbreak flourish once more.
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LiliaJade ResidentsaidSign in at the very top to read this reply. ツ |
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LevysaidSign in at the very top to read this reply. ツ |
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GenesissaidSign in at the very top to read this reply. ツ |
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LiliaJade ResidentsaidSign in at the very top to read this reply. ツ |
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‘V’saidSign in at the very top to read this reply. ツ "No one cared who I was until I helped the raiders. Even then, I don't think anyone did." |
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jutana sneerwellsaidSign in at the very top to read this reply. ツ You still wake up sometimes, don't you? You wake up in the dark and hear the screaming of the lambs. |
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LiliaJade ResidentsaidSign in at the very top to read this reply. ツ |
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geoffrey welderssaidSign in at the very top to read this reply. ツ |
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