“So you want to gather minions?”
How to Start a New Faction (or take over an old one)
Starting a Faction
- Email the Mods for permission at <MutantRevolver@gmail.com>. Make sure your email includes:
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Faction Name:Logo Request & Faction ColorsHow will this faction help MRO?:
(Everything below this HR is meant to be posted publicly. Type wisely)
(Ideals / Tag line here)
(This space should be used for the introductory persuasive argument for your faction. This is your elevator pitch. DON’T make it too long, but DO try to sell it.)
NPC Staff:
(You do not have to have ANY faction NPCs, but do not submit more than 3. These NPCs will not be allowed to leave the faction HQ to join members on missions, though they can leave the HQ and live their NPC lives. Their powers are meant to support and facilitate smooth faction interactions. Positions to consider: Security, Dispatch, Danger Room equivalent upkeep, Secretary, etc.)
NPC NAME: NPC Function
Brief description of power.
Link to expanded NPC profile
How to Join
(Explain what makes the most sense in how to join your faction here. Give options and be clear.)
Faction Titles (if applicable)(X-men titles are Team Leader, Member, Trainee, and X-Kid. List your titles and give a brief description of what that means.)
Location of Faction HQ
(brief description)
Other Faction Locations (if applicable)
(brief description)
(Everything below this HR is supposed to be posted in a separate post below the above.)
Faction Manifesto Faction Philosophy/Goals:(A bulleted list is appropriate here.)
Faction Leadership Structure:(We strongly recommend against single-character dependent factions. Create a fall-back structure in case life give you lemons and then squeezes them in your eyes.)
Faction Expectations:(Be clear about what you want your minions to be doing, otherwise your faction will become nothing more than a label. For example, X-men Sponsors are supposed to thread with their Trainees and teach them the X-men way. X-men Team Leaders are supposed to be able to come up with and lead mission threads.)
Evergreen Faction Thread Ideas:(Please submit a minimum of 3. “Evergreen” means that these are not reliant on any plots, but can be used again and again by many different characters at many different times. For example, the X-men are supposed to take turns on a security rotation guarding the Mansion against ne'er do wells who might harm the children. Won’t somebody please think of the children!? )
Differences from groups:(NYPD/government, X-men, SUPER, Syndicate, Humans, Adapteds-- compare, contrast, and explain)
How to Interact with other groups:(How do you expect your faction bros to treat each of the groups listed above.)[/code][/ul]
Please note: if your Faction isn’t
significantly different in its philosophy/goals and the members it will attract, you won’t be approved. That’s the only hard requirement we have for starting a Faction. Pro Tip: look at the currently unaffiliated members and ask yourself, “Why haven't they joined a Faction?” If you can make a Faction that will appeal to them, you'll likely have a winner.
[li] After you get Mod approval, post on the
RP Requests & Plots Ideas board to let players know what you’re up to. (This post can essentially be the same thing you sent to the Mods: Faction name, philosophy/goals, and potential starter missions).[/li]
[li] Start recruiting players IC. Congratulations, you have minions! Now send them scampering off on missions. See the
“Does My Plot Need Mod Approval?” guide, but the general guidelines are: small missions don’t need mod permission, but anything that would affect the site at large do (ie mutant cures, more-than-modern tech, taking over a country, exploding Times Square). Email us with stuff like that, yo. An easy way to think up a mission or craft a plot is to look at current events. Has something blown up lately? Maybe you sent your minions to do that! It’s easy for the mods to say “yes” to destruction that’s already happened IRL.[/li]
[li] Once you have at least four active members (leader + three minions) AND have been actively running missions for at least two months (starting from the date of your first non-recruitment mission), you’ll be recognized as an official site Faction. Spies count for all Factions they’re in, so long as they’re actively participating in missions for all of ‘em, so don’t be afraid to admit traitors into your ranks. What could go wrong~[/li]
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- You and your minions get Faction labels slapped on your profiles (the “Member of ____” titles). You can pick your own Faction logo and color. Make sure your logo isn’t copyrighted and/or that you have permission from the creator to use if for MRO. Your Faction’s color must be one that shows up nicely on all of MRO’s skins.
- Your Faction will be listed on the Factions tab at the top of the page, along with a link to your Faction’s description (you can write something new for this, or we can just link to your existing philosophy/goals post.)
- If you have a site-wide plot you want to run, we’ll list it on the Plots tab, and give it announcement billing so all members know about it. In general, the Mods give Factions more leeway in running sitewide plots then we would to individual players (ie: using advanced tech, taking over countries, owning plot-influencing corporations, etc. Factions are legit to do those things, solo players are not.)
- Your Faction can have its own board as a dedicated base of operations for threading (ie, like the Faust Pharmaceuticals board). Your base can have its own version of the Danger Room for your Faction to train in.
Note that your Faction won’t get these perks until it’s official. If you can’t get it off the ground on your own, then Darwin doesn’t want it to live.[/ul]
Pro Tips for Building Interest in your Faction: Talk about it on the Cbox and Tbox to gauge interest! Starter missions don’t have to be anything big: “go get this item to help build my raygun,” “go attack this target,” “go spy on ____,” and “go recruit this other person for me” are all legit missions that are fun to RP. Not everything needs to be a massive site-wide plot. Threads for two minions are quick and entertaining for the minions involved, and can build towards your larger Faction goals. If your minions are happily chattering about their mission in the Cbox, then they are doing the recruiting for you. <3
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Inactive Leadership/Changing Leaders
- If your Faction’s leader goes inactive (2+ months without doing leader-type things, like recruiting new members or running missions), they can be removed from power IC and OOC if the Faction’s active members (or the Mods) wish it. Note that a leader logging in and posting normally is not enough for them to be an “active leader” if those posts don’t include recruitment/missions--no camping the power base without using it, yo.
Once a leader is inactive, any player who wants to take their place may. Just email the Mods to let us know what you’re doing, then start your IC takeover. It’s up to you to make this work IC so that the other characters accept your leadership. (AKA: Win people over OOC, then make your IC move.) Old leaders can return to power via the same means, if they get active again.
If no one wants to be the leader, but the group at large doesn’t want to disband, then an NPC may be put in place to be a mouthpiece for missions. Players can then plot missions OOC, and have the NPC give them orders IC. We recommend having the previous leader’s secretary fill this role. This allows for a PC leader to step in at a later date if they want to without first having to off the NPC. Also the MRO Secretaries Club is slowly taking over the world.
Disbanding a Faction
- If a faction falls under four active members for 2+ months, it’ll be stripped of “official” faction status, but may keep operating minus some perks. Get your membership up again, and you can be official again. The Mods will PM all remaining active Faction members if this is about to happen, to give you a chance to revive things.
- If a faction totally dies (no missions for 6+ months) the faction will be disbanded. If the faction had its own board, the board will be locked to further posting. Disbanded factions can revive in the future, but they’ll need to re-meet all activity requirements. Faction perks will be fully removed, and anything major the group accomplished (like taking over a country, creating a high tech device, etc) will be voided IC (the country will rebel out of their control, the tech will be destroyed, etc). If they do revive, they’ll be starting from scratch again.
Exceptions
- X-Men and the Mansion: The X-Men will always retain official Faction status, and the Mansion will always have its own set of boards. Being iconic has its perks. But if they don’t want the baddies to take over their pretty little city, they’d best stay active.
- The Sanctuary: The Sanctuary provides a stable IC residence for baddies, just like the Mansion provides for the goodies. The Sanctuary’s boards will always remain open for posting, even if the Order itself is disbanded for inactivity (Faust Pharmaceuticals would be the only board subject to closing).