First of all, yes I got permission from Disciple for this 
Now, I'm a member, and team leader, of a game called World of Arl. This is a game with aspects similar to some of the more structured internet roleplays (those that are run by a Games Master, who resolve character actions through dice rolling, etc.). However, rather than controlling a single character, you are the leader of an entire nation. This nation, its society, background, military units and tactics, philosophies, and everything else you can think of is controlled by you. You fill out a template, similar to the character templates we use in TVC, and submit it to the GM (a guy called Teifion) and if he approves it you can choose a starting location from a map and begin to play your nation.
While there are no graphics, no visuals that show your mighty armies sweeping across the world, this game is far more versatile than any RTS. You can do just about anything that a real life nation in your place could do (as I remember, I once nearly destroyed a city using pleasure slaves infected with STDs. Too much time spent around Disciple I guess...). Even more in fact, as magic is a significant part of the game.
The game is played in turns. Each turn is a week in real life, but represents a year in the game. Over the course of the week you write your orders, giving instructions essentially for your nation to carry out that year. Then, at the end of the week, the orders are gathered by the GM and results are posted the next day, in the form of statistics in your own, private team forum (showing soldiers lost, materials and resources gained, etc.) and in the form of a story in the public forum, which spells out an epic saga of grand wars, assassination attempts, empire building, treaties, and other things.
If you want to get to grips with the game first, before you dive in and start leading your own nation, the option to play as a second, or ordinary team member, is always open. Most people would be happy to have you, and most of the time you can simply pick a culture you like the sound of from the list of active teams and ask to join them, with a fair degree of certainty that an acceptance will be forthcoming.
There is a truly wide variety of teams, from the Calidi, a wandering band of nomads that have recently settled down and are currently arguably the dominant power in the world, to the Zeroth Order, a nation that worships their leader as a god and indulges in a considerable amount of daemonic rituals to supplement their armies. There is no real restrictions in terms of race either, most nations are human, but at periods throughout the history of the game there have been Centigors, Birdmen (my own nation in fact), Dwarfs, Orcs, and others. Just like other aspects of the game, is it possible to design your own race.
There is one rather vampiric nation in the game, unfortunately their leader prefers to be a loner and doesn't take on seconds. However, his nation isn't that vampiric, and if any of you wish you could make a nation and show him what real vampires are like
The game has a fair number of rules (found here) which can take some time to learn completely (I have questions of my own quite a lot, and I've been playing for a fair few months now). It doesn't take too long though to familiarise yourself with the bulk of them however. The community though is generally helpful and eager to help out new players. As most of the game is run from the forum (found here), there is a fairly large community behind the game, and while not plotting the downfall of the others you can have some friendly jokes (often at Strife's expense. Expect a fair few people warning you to stay away from him when you introduce yourself).
Anyway, hope my sales pitch has convinced a few of you
. If you have any questions, feel free to ask them here (or better yet, sign up and ask your questions on woarl itself :lol
.
Now, I'm a member, and team leader, of a game called World of Arl. This is a game with aspects similar to some of the more structured internet roleplays (those that are run by a Games Master, who resolve character actions through dice rolling, etc.). However, rather than controlling a single character, you are the leader of an entire nation. This nation, its society, background, military units and tactics, philosophies, and everything else you can think of is controlled by you. You fill out a template, similar to the character templates we use in TVC, and submit it to the GM (a guy called Teifion) and if he approves it you can choose a starting location from a map and begin to play your nation.
While there are no graphics, no visuals that show your mighty armies sweeping across the world, this game is far more versatile than any RTS. You can do just about anything that a real life nation in your place could do (as I remember, I once nearly destroyed a city using pleasure slaves infected with STDs. Too much time spent around Disciple I guess...). Even more in fact, as magic is a significant part of the game.
The game is played in turns. Each turn is a week in real life, but represents a year in the game. Over the course of the week you write your orders, giving instructions essentially for your nation to carry out that year. Then, at the end of the week, the orders are gathered by the GM and results are posted the next day, in the form of statistics in your own, private team forum (showing soldiers lost, materials and resources gained, etc.) and in the form of a story in the public forum, which spells out an epic saga of grand wars, assassination attempts, empire building, treaties, and other things.
If you want to get to grips with the game first, before you dive in and start leading your own nation, the option to play as a second, or ordinary team member, is always open. Most people would be happy to have you, and most of the time you can simply pick a culture you like the sound of from the list of active teams and ask to join them, with a fair degree of certainty that an acceptance will be forthcoming.
There is a truly wide variety of teams, from the Calidi, a wandering band of nomads that have recently settled down and are currently arguably the dominant power in the world, to the Zeroth Order, a nation that worships their leader as a god and indulges in a considerable amount of daemonic rituals to supplement their armies. There is no real restrictions in terms of race either, most nations are human, but at periods throughout the history of the game there have been Centigors, Birdmen (my own nation in fact), Dwarfs, Orcs, and others. Just like other aspects of the game, is it possible to design your own race.
There is one rather vampiric nation in the game, unfortunately their leader prefers to be a loner and doesn't take on seconds. However, his nation isn't that vampiric, and if any of you wish you could make a nation and show him what real vampires are like
The game has a fair number of rules (found here) which can take some time to learn completely (I have questions of my own quite a lot, and I've been playing for a fair few months now). It doesn't take too long though to familiarise yourself with the bulk of them however. The community though is generally helpful and eager to help out new players. As most of the game is run from the forum (found here), there is a fairly large community behind the game, and while not plotting the downfall of the others you can have some friendly jokes (often at Strife's expense. Expect a fair few people warning you to stay away from him when you introduce yourself).
Anyway, hope my sales pitch has convinced a few of you