Post by England on Nov 10, 2012 22:27:54 GMT -5
Here is the masterlist of all the ideas/situations you could possibly use for an RP. The situations listed under "Events" can be roleplayed if enough people agree to roleplay them together (since events are roleplayed by a lot of people, not just 2 or 3). Except for the ones in the "Events" sub-heading, feel free to use them at will! This is for open public use!
Event ideas can only be roleplayed once. General roleplays can be used as many times as desired, though try to avoid a roleplay that someone else has already done... unless you really really want to roleplay your take on said situation.
EVENTS
- Expedition into the city unexpectedly reveals a small pocket of surviving humanity. The Nations are then charged with bringing them to safety... and trying to lose none of them on the way there.
- Zombies invade the warehouse and force the Nations to flee into the woods (Code Red). Subsequent return and "decontamination of the warehouse" by killing all the zombies that infiltrated.
- Rations from Europe don't get to them in time (helicopter had problems and had to stop, humans got attacked and eaten at the checkpoint they make between Europe and the warehouse, etc) so the nations have to spend several days with no food. Cue convenient life-threatening situation that forces them to fight when they're so weak and hungry.
- Nations are on a mission in a far away city, and have to make a secondary/temporary base there. Describe the picking of the right spot in an otherwise-infected city, "cleanup" of chosen spot, preparation and setup of temporary base.
- Something has happened to make all/almost all the nations sick and bedridden. The scientists and medics are baffled as they are not showing symptoms of bites, but are not showing symptoms of any known diseases. After a bit of experimenting, the scientists find a series of herbs that could help with treating the unknown disease, but don't have them on hand. A party of sick/weakened nations is sent out to gather the required herbs. (Altered from Egypt's suggestion)
GENERAL ROLEPLAYS
- Character A finally snaps under the pressure/realization and gives up. Suicide can be considered (stabbing him/herself with a syringe of zombie blood). It's up to Nation B/C/D/however many you want to bring the old spark back to them.
- Nation A makes the mistake of leaving the warehouse alone. Gets ambushed by zombies and has parts of his/her legs bitten off before he/she can kill them, so Nation A can't move + is infected. Cue Nation B/C/D/Z/anyone finding them and saving them.
- Nation A and Nation B/C/D/anyone go out, and lose/break their weapons somehow. Zombies conveniently pop out and chase them. Nations have to alternate between hiding and running in unknown territory, hoping to make it back to the warehouse somehow.
- Someone is bitten and only found after the "death" stage of the symptoms. Since the blood isn't pumped from the heart anymore, in order to save said nation, medics have to inject the vaccine directly into the hypothalamus. Would make for an interesting "surgery" scene.
- Nation A has the bright idea to walk on (unbeknownst to him/her) thin ice. Predictably, falls through and can't find the hole to get back up. Plot twist: zombies are prowling the bottom of the pond/river/whatever (remember, zombies don't need to breathe because they don't use their lungs: that means they can move underwater indefinitely). Would be interesting for the fallen nation to describe cold, terror, and panic as they hit the ice from under and try to find/make a hole to get back up through before the cold pulls them down to where the zombies await their meal. Would also be cool for the other nations present to devise a way to get Nation A out: can't jump in, or they'll be in the same predicament as him/her, so how to save Nation A?
- Repairs need to be done to weapons/warehouse/facilities after a storm/neglect/springtime meltdown/whatever, and a few nations collaborate together to do them. It could be some kind of failure, like a power outage, or water/plumbing problems. (Suggested by America)
- (Goes in tandem with the "Code Red" event). Snipers get stuck in the sniping towers as their only way down is either through the now-overrun warehouse, or jumping off the side of the tower, to the ground, which is about 80 feet below, if not further. Do they jump and risk breaking bones or do they try to outlast the siege (no food, no water, small cramped space, not closed off and secure from weather temper tantrums...)? Do they try to move down to the warehouse by shooting the zombies, or do they stay put?
- A nation snaps (maybe after a zombie attack that is too traumatic, or thinking that they can get the job done faster on their own), and gets the idea they are all better off dead/infected, so they go after the other nations (stabbing syringes of zombie blood into nations while they sleep? Kidnapping them and keeping them somewhere: in a nearby city, in the forest, in the warehouse itself?), then plan to take themselves out. They can recruit others to the cause. In stressful situations, and there's always one that just gives up fighting for survival and turns against the others. If this nation is taken down, the other nations can show how they deal with that sort of situation with a trial. The other option is the nation escapes (with lackies in tow) and they become their own resistance group. (Altered from Scotland's and Seychelles' suggestions)
If you ever come up with more that could be added to this list, please feel free to discuss/develop them in the Discussion Thread. If appropriate, I will add them to this list.
Enjoy your roleplay!
~England
Event ideas can only be roleplayed once. General roleplays can be used as many times as desired, though try to avoid a roleplay that someone else has already done... unless you really really want to roleplay your take on said situation.
EVENTS
- Expedition into the city unexpectedly reveals a small pocket of surviving humanity. The Nations are then charged with bringing them to safety... and trying to lose none of them on the way there.
- Zombies invade the warehouse and force the Nations to flee into the woods (Code Red). Subsequent return and "decontamination of the warehouse" by killing all the zombies that infiltrated.
- Rations from Europe don't get to them in time (helicopter had problems and had to stop, humans got attacked and eaten at the checkpoint they make between Europe and the warehouse, etc) so the nations have to spend several days with no food. Cue convenient life-threatening situation that forces them to fight when they're so weak and hungry.
- Nations are on a mission in a far away city, and have to make a secondary/temporary base there. Describe the picking of the right spot in an otherwise-infected city, "cleanup" of chosen spot, preparation and setup of temporary base.
- Something has happened to make all/almost all the nations sick and bedridden. The scientists and medics are baffled as they are not showing symptoms of bites, but are not showing symptoms of any known diseases. After a bit of experimenting, the scientists find a series of herbs that could help with treating the unknown disease, but don't have them on hand. A party of sick/weakened nations is sent out to gather the required herbs. (Altered from Egypt's suggestion)
GENERAL ROLEPLAYS
- Character A finally snaps under the pressure/realization and gives up. Suicide can be considered (stabbing him/herself with a syringe of zombie blood). It's up to Nation B/C/D/however many you want to bring the old spark back to them.
- Nation A makes the mistake of leaving the warehouse alone. Gets ambushed by zombies and has parts of his/her legs bitten off before he/she can kill them, so Nation A can't move + is infected. Cue Nation B/C/D/Z/anyone finding them and saving them.
- Nation A and Nation B/C/D/anyone go out, and lose/break their weapons somehow. Zombies conveniently pop out and chase them. Nations have to alternate between hiding and running in unknown territory, hoping to make it back to the warehouse somehow.
- Someone is bitten and only found after the "death" stage of the symptoms. Since the blood isn't pumped from the heart anymore, in order to save said nation, medics have to inject the vaccine directly into the hypothalamus. Would make for an interesting "surgery" scene.
- Nation A has the bright idea to walk on (unbeknownst to him/her) thin ice. Predictably, falls through and can't find the hole to get back up. Plot twist: zombies are prowling the bottom of the pond/river/whatever (remember, zombies don't need to breathe because they don't use their lungs: that means they can move underwater indefinitely). Would be interesting for the fallen nation to describe cold, terror, and panic as they hit the ice from under and try to find/make a hole to get back up through before the cold pulls them down to where the zombies await their meal. Would also be cool for the other nations present to devise a way to get Nation A out: can't jump in, or they'll be in the same predicament as him/her, so how to save Nation A?
- Repairs need to be done to weapons/warehouse/facilities after a storm/neglect/springtime meltdown/whatever, and a few nations collaborate together to do them. It could be some kind of failure, like a power outage, or water/plumbing problems. (Suggested by America)
- (Goes in tandem with the "Code Red" event). Snipers get stuck in the sniping towers as their only way down is either through the now-overrun warehouse, or jumping off the side of the tower, to the ground, which is about 80 feet below, if not further. Do they jump and risk breaking bones or do they try to outlast the siege (no food, no water, small cramped space, not closed off and secure from weather temper tantrums...)? Do they try to move down to the warehouse by shooting the zombies, or do they stay put?
- A nation snaps (maybe after a zombie attack that is too traumatic, or thinking that they can get the job done faster on their own), and gets the idea they are all better off dead/infected, so they go after the other nations (stabbing syringes of zombie blood into nations while they sleep? Kidnapping them and keeping them somewhere: in a nearby city, in the forest, in the warehouse itself?), then plan to take themselves out. They can recruit others to the cause. In stressful situations, and there's always one that just gives up fighting for survival and turns against the others. If this nation is taken down, the other nations can show how they deal with that sort of situation with a trial. The other option is the nation escapes (with lackies in tow) and they become their own resistance group. (Altered from Scotland's and Seychelles' suggestions)
If you ever come up with more that could be added to this list, please feel free to discuss/develop them in the Discussion Thread. If appropriate, I will add them to this list.
Enjoy your roleplay!
~England