Author Topic: GUIDE TO THE NEW WORLD  (Read 6512 times)


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« on: June 17, 2018, 04:54:11 PM »
This is a basic guide to The New World and how to play in it; most of the information contained here was originally in this guide. If you'd like more information on any of the two main groups specifically, here's a link to their guides: Flintlock Lodge, Badlands. If none of those catch your interest, check out the Unboarded group guides and backboards.

The new world is a post-apocalyptic but otherwise realistic roleplay for those who want the style of a main game, but who'd rather play humans. There are no powers, nothing that you wouldn't find in our world and shortages of some things that would. Characters are welcome to have animals as pets, but you cannot roleplay from the perspective of an animal in TNW (though there are plenty of other places on the site where you can).

People had been told for years that technology (more specifically robots and AI) would be the thing to end humanity, and that is very nearly what happened. An advanced, nearly sentient computer virus overloaded the systems with so much data that it caused the Blackout. Shortly after the day the virus began its work, the electrical systems shut down due to lack of computerized control. The date was November 27th, 2017, and it wasn't long before most of the world went black. It didn't all go out at once, there were still a few power plants and other sources that still worked, and the electricity produced went towards the wealthy and influential, leaving the poorest places on earth without power. By 2032 (fifteen years after the initial attacks), the remaining plants and generators were destroyed — not by viruses but by humans, either envious, angry or perhaps even just finishing the job. Because Governments were unable to restore power, they lost the control they had over the masses. People were disillusioned by the poor handling of the crises, and anarchy became the new rule of law. Old countries disbanded, and new groups formed in the rubble.

It's been twenty-two years since that fateful data assault, and now the only source of power comes from batteries — almost nonexistent, highly coveted. Generally speaking, the currency system is barter. There are three main groups, but others that may or may not grow to be a large power over time. Between the groups there are plenty of loners and bandits, not to mention the wildlife, which has become a much greater threat without advanced weaponry being readily available. Guns and especially ammo and gunpowder are incredibly rare, as are many other tools that would otherwise put humans at the top of the food chain.

There are, of course, alternative sources of power such as solar panels and water wheels, that can be used to some extent. These things are technically allowed to be used in character, however if what is being powered is too much of a stretch or a group gets too close to having widespread power, staff may step in to force IC natural disasters to do some damage, and any plots involving electricity should be discussed with staff.

The environment of the planet is still as varied as ever, and due to liquid space, any changes in temperature for certain places would be up to leaders. There are areas that are fairly irradiated, which can be quite dangerous to venture into.

  • All overarching Bearbones rules apply.
  • No passive aggression or rudeness. Take care as tone can sometimes be hard to gauge over text.
  • You may not play a high position without being appointed to it ICly.
  • You may not give your characters any kind of supernatural powers or abilities, and anything to the effect of 'mutations' must be actual mutations that humans have. No X-men, there's a board for that.
  • TNW is governed by realism rules, which will be explained in-depth below. Anything you're unsure of, please ask any staffer.
  • No powerplaying or godmodding, unless you've been given permission by your rp partner.
  • As this is not an 18+ forum, you must keep your writing at PG-13 level. This means fading in/out when it comes to sex.
  • If you see someone breaking the rules, you can report the rule break, however aside from governing your own threads it's best not to get involved with staff's work aside from reporting.
  • HPs should give a reason oocly as to why someone was demoted so the RPer knows what to do to improve in the future.

Realism Specifics
— It's important to think about weapons, tools and supplies. Remember, the only source of power is from batteries, and it has been years since there was more than that, so batteries, weapons, food and other supplies are very rare.
— When this first happened some people hoarded guns and ammo but generally speaking, those are still hard to come by and any one character with a full arsenal would be pushing it.
— Many non-necessities are scattered about and fairly easy to scavenge, as most people focus on things that lend to survival like weapons, ammo, food, water, medicine and shelter.
— This is completely realistic in human and animal capabilities. No special mutations that don't actually exist in the real world.
— While characters are allowed to have pets, animals cannot be written in TNW with conscious/acknowledged thoughts.
— Characters can tame wild animals, however it must be done realistically, such as taming while they're young/injured, and have real consequences, such as a food drain or turning on the character. Also, when the animal is fully grown it must be released unless it would be unable to survive on its own in the wild.
— More may be added at any time, but rest assured we'll let you know in the header and announcements.
« Last Edit: March 17, 2020, 06:01:29 PM by Bryne »
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