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GTA IV - Apocalypse Roleplay (Ruleset)
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GTA IV - Apocalypse Roleplay (Ruleset)
Alright, so here's what we spent like six hours playing yesterday. Through our honorable members, the creativity of myself and Super Mega King, and the wonderful parameters of Mafiya Work, we managed to not only provide a gametype that will only get better as we learn more about it; we ended up with a functional money system, and the first one I've seen in quite some time.
Police: Off
Friendly Fire: On
Traffic: Parked
Pedestrians: None
Chat: Proximity
Time: Morning
Weapons: All
Blips: None (Day 1) Team (Subsequent days)
Location doesn't matter - we went from one island to the next
- Grand Theft Auto IV's Apocalypse Roleplay works on a "day" system similar to that seen in ZRP, with a day lasting 48 minutes or 24 in-game hours. The first day is played in Mafiya Work, while subsequent days are played in Team Mafiya Work. This gametype allows players to complete objectives for cash.
- A player or group of players must serve the role of the merchants; they charged with scavenging. Currently, the only official ARP merchants are Eaglendia and Super Mega King. You may buy commodities from the merchants, though they generally are in short supply, and will price gouge savagely if given even the slightest opportunity. You may also call that player to scavenge. Scavenging is not something to be done every thirty seconds, as it is not the focus of the game like it often becomes in ZRP. Feel free to scavenge major locations, i.e. "niko's house", "hospital in leftwood" or "cluckin' bell in times square", but do not scavenge "apartment building", "hotel", or "trash can". The game is often more roleplay centric than ZRP on everyone's part, and even the player charged with scavenging generally serves an important role in gameplay and does not want his phone ringing off the hook for people to see what they can find at a hot dog stand.
- Every player begins with a pistol, no money, one medkit, one food packet. Though you will spawn with an SMG, you are not allowed to use it until you buy or acquire one. If you acquire a weapon from a Mafiya Work mission, you may keep that weapon. The same does not apply for vehicles; you may not use a vehicle unless you acquire keys from shopping, or, on occasion, scavenging.
- If you die an in-character death to bullets, NPCs present in a Mafiya Work mission, other players, environmental damage, etc, you lose a medkit--if you pick up a health pack, you also lose a medkit. Die with no medkits, lose $500 for hospitalization. Die with no money or medkits, lose your weapons.
- If you are with 3 people or more you may form a faction; your money and items will be pooled together, and you must claim a major location as your stronghold. Forming a stronghold also awards you a food packet (you are awarded a food packet for every stronghold, only one stronghold each day; you must claim strongholds after each day if the game's location changes). It is important to appoint players in your faction to specific roles, such as Mafiya Work missions, mercantile, "foreign policy", and accountant; it is also important to be able to work together. Factions are usually formed on the first day of ARP - the second day, you will be able to work together in Team Mafiya Work, allowing you to ride in cars and share funds. It is possible to steal from other gangs by scavenging their stronghold!
- Your total money gained is represented by your in-game money. This does not represent your net gain, because you must spend money, and the total is not persistent through games. This game runs solely on honor rules; as such, it is important to remember how much money you or your team has, as well as keeping track of your specific inventory. If you do not remember, you are considered to have nothing.
- In the lobby after each game, each player will consume one food packet. If you don't have a food packet for each member of your team, that team or team-leader must select one of their members to die; if you do not select a member, a member will be selected randomly. Players that are killed of starvation must become a new character, everything they owned is given to their faction if they had one, and they may not join the same faction again. If you are not in a faction, you die and your items are lost.
-The Goal of ARP is to accumlute the cash to escape the city. One ticket costs $50,000 and each ticket only works for a single person. This means that when a faction has earned $50,000, only one person may leave the city with the cash. All the rest of his belongings are left in the faction pool as he leaves. Upon leaving the city, you are ranked on an official ARP leaderboard with a score determined by different "accolades" that you can earn. However, you can be docked points based on a few factors (aka: "de"-chievements). For example, we do not encourage deserting your team with the money so that you are the one to leave the city. And always remember: survival first, escape second. If you are at $50k but your team is starving, don't be afraid to buy some foodpackets. Survival comes before escape. Always.
-You must log your character in the "My Character" section of this board after every game. If you do not log your character, then you will start with a new character the next game. Follow the format in the Guide to Logging Your Character topic; it has changed recently, be sure to read and record EVERYTHING required.
- Finally, remember that everything in this game is persistent as you want it to be, as there's not a real definite character or class system. If you had a faction last time you played, and some or all of you are online, feel free to pick up from your previous games; you may also post your personal or team inventory on the forum here and keep going from that!
Rules Changelog
Police: Off
Friendly Fire: On
Traffic: Parked
Pedestrians: None
Chat: Proximity
Time: Morning
Weapons: All
Blips: None (Day 1) Team (Subsequent days)
Location doesn't matter - we went from one island to the next
- Grand Theft Auto IV's Apocalypse Roleplay works on a "day" system similar to that seen in ZRP, with a day lasting 48 minutes or 24 in-game hours. The first day is played in Mafiya Work, while subsequent days are played in Team Mafiya Work. This gametype allows players to complete objectives for cash.
- A player or group of players must serve the role of the merchants; they charged with scavenging. Currently, the only official ARP merchants are Eaglendia and Super Mega King. You may buy commodities from the merchants, though they generally are in short supply, and will price gouge savagely if given even the slightest opportunity. You may also call that player to scavenge. Scavenging is not something to be done every thirty seconds, as it is not the focus of the game like it often becomes in ZRP. Feel free to scavenge major locations, i.e. "niko's house", "hospital in leftwood" or "cluckin' bell in times square", but do not scavenge "apartment building", "hotel", or "trash can". The game is often more roleplay centric than ZRP on everyone's part, and even the player charged with scavenging generally serves an important role in gameplay and does not want his phone ringing off the hook for people to see what they can find at a hot dog stand.
- Every player begins with a pistol, no money, one medkit, one food packet. Though you will spawn with an SMG, you are not allowed to use it until you buy or acquire one. If you acquire a weapon from a Mafiya Work mission, you may keep that weapon. The same does not apply for vehicles; you may not use a vehicle unless you acquire keys from shopping, or, on occasion, scavenging.
- If you die an in-character death to bullets, NPCs present in a Mafiya Work mission, other players, environmental damage, etc, you lose a medkit--if you pick up a health pack, you also lose a medkit. Die with no medkits, lose $500 for hospitalization. Die with no money or medkits, lose your weapons.
- If you are with 3 people or more you may form a faction; your money and items will be pooled together, and you must claim a major location as your stronghold. Forming a stronghold also awards you a food packet (you are awarded a food packet for every stronghold, only one stronghold each day; you must claim strongholds after each day if the game's location changes). It is important to appoint players in your faction to specific roles, such as Mafiya Work missions, mercantile, "foreign policy", and accountant; it is also important to be able to work together. Factions are usually formed on the first day of ARP - the second day, you will be able to work together in Team Mafiya Work, allowing you to ride in cars and share funds. It is possible to steal from other gangs by scavenging their stronghold!
- Your total money gained is represented by your in-game money. This does not represent your net gain, because you must spend money, and the total is not persistent through games. This game runs solely on honor rules; as such, it is important to remember how much money you or your team has, as well as keeping track of your specific inventory. If you do not remember, you are considered to have nothing.
- In the lobby after each game, each player will consume one food packet. If you don't have a food packet for each member of your team, that team or team-leader must select one of their members to die; if you do not select a member, a member will be selected randomly. Players that are killed of starvation must become a new character, everything they owned is given to their faction if they had one, and they may not join the same faction again. If you are not in a faction, you die and your items are lost.
-The Goal of ARP is to accumlute the cash to escape the city. One ticket costs $50,000 and each ticket only works for a single person. This means that when a faction has earned $50,000, only one person may leave the city with the cash. All the rest of his belongings are left in the faction pool as he leaves. Upon leaving the city, you are ranked on an official ARP leaderboard with a score determined by different "accolades" that you can earn. However, you can be docked points based on a few factors (aka: "de"-chievements). For example, we do not encourage deserting your team with the money so that you are the one to leave the city. And always remember: survival first, escape second. If you are at $50k but your team is starving, don't be afraid to buy some foodpackets. Survival comes before escape. Always.
-You must log your character in the "My Character" section of this board after every game. If you do not log your character, then you will start with a new character the next game. Follow the format in the Guide to Logging Your Character topic; it has changed recently, be sure to read and record EVERYTHING required.
- Finally, remember that everything in this game is persistent as you want it to be, as there's not a real definite character or class system. If you had a faction last time you played, and some or all of you are online, feel free to pick up from your previous games; you may also post your personal or team inventory on the forum here and keep going from that!
Rules Changelog
- Spoiler:
1/7/11 - ARP Reset. Added $50k ticket section, added character logging section, updated stronghold section.
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