| LEADERS |
| One of the aspects of the MMRPG most detrimental to what happens involves Leaders and what they decide. Leaders have many powers that normal citizens do not have. With this power, however, comes responsibility, as Leaders much make the right choices and make his people happy. Below is anything and (hopefully) everything on Leaders. |
| GENERAL LEADER INFORMATION 1. The original Leaders are selected by me at the beginning of the RPG. I make sure to choose people who know the game well enough and can handle a position of power. New Leaders can come into power, either through force (rebellions) or through an election (if the original Leader decides to change the form of government). 2. The system of government starts out as a Dictatorship. The Leader has ultimate control over everything that he chooses within his race. However, either through force or compliance by the leader, any other reasonable form of government can spring up. 3. It would be wise for the Leader to appoint several advisors to help him/her to lessen the load of work and to allow for more control when the Leader is not available. Some suggested advisors are the advisors of Entertainment, Military, Treasury, and Commerce. The power given to them is up to the Leader. 4. Leaders start the RPG with a "Palace" or elegant place of residence. This building is larger and much more fancy than the normal homes, thus fitting for the Leader position. This is also where the Leader and anyone else involved in the government works. A part of this palace can be turned into a public museum. It comes fitted with Locks. |
| WHAT DOES THE LEADER GET? 1. The Leader has 1 NPC secretary (for taking appointments and talking to those who enter the Palace), 1 NPC Messenger (Messengers can freely travel between any territory with messages, as any respectable government will not harm them), and 1 NPC Butler (for doing the Leader's bidding!). None of these characters can perform duties out of their line. 2. The Leader has 1 NPC Bodyguard (Lvl 4) and 2 NPC Guards (Level 3) to protect him. They are usually stationed around the residence. 3. Because of his great influence, better-than-normal upbringing, and worldliness, Leaders receive +1 Weapon and +1 Non-Weapon Skill points. However, a Leader must use one of his Profession Points on becoming a Leader. 4. The Leader receives an income of 150 rupees per week. More can be added if taken from the treasury. |
| LEADER DECISIONS (PRIOR TO RPG START) These decisions are decided by the first leader. They cannot be changed because they are permanent. Read below to find out more. 1. 30 Level 1 Soldiers: This is the bulk of the army, made up of Level 1 Soldiers. Level 1 Soldiers are at Level 1 with one weapon, and have 2 Non-Weapon Skill point to spend. The Leader decides what classes these soldiers are and where they are stationed. These soldiers cannot wear armor, use advanced weapons, or carry objects such as fairies or potions. Their standard salary is 25 rupees per week. Higher salaries can be given if money is taken from the treasury. 2. 15 Level 2 Soldiers: Level 2 Soldiers are better that Level 1 soldiers because they can get to Level 2 with one weapon. They also have 1 Weapon Skill Point (to be spent on an item) and 3 Non-Weapon Skill Points. Level 2 soldiers can wear armor. Their standard salary is 35 rupees per week. 3. 10 Level 3 Soldiers: Level 3 Soldiers can get to Level 3 with any weapon, have 2 Weapon Skill Point (to be spent on an item) and they have 4 Non-Weapon Skill Points to spend. They can wear armor and use Advanced Weapons. Their standard salary is 45 rupees per week. 4. 5 Level 4 Soldiers: Level 4 Soldiers can get to Level 4 with any weapon, have 3 Weapon Skill Points (to be spent on an item) and have 5 Non-Weapon Skill Points to spend. They can wear armor and use Advanced weapons. Their standard salary is 55 rupees per week. 4. Attacking Soldiers: Leaders receive 10 soldiers that are used for attacking and only attacking. They cannot be used for any other purpose, including transports through dangerous areas. They are at Level 2. 5. Walls: Your race's biggest line of defense are walls that you can use to protect your territory. Each race gets two walls, in addition to the Home Wall. Walls are tall structures where troops are situated. It is best to place mainly archers on walls, as they can attack enemies approaching from far off. However, once enemy troops reach walls, they can climb on top and battle your troops hand-to-hand, in which case swordsmen and the like will be handy to have. Walls should be placed at strategic locations, such as the entrance to Termina Field. Walls also function as gate checkpoints, where people entering or exiting can be searched or disallowed entry (see Entrance/Exit Policies). Walls do not have a specific limit in size, but there is an unofficial one. For example, the Zora may build a wall at the entrance to the Great Bay from Termina Field, but they cannot build one spanning across the entire beach. 6. Home Wall: Each race receives one Home Wall surrounding their base (Clock Town, Deku Palace, Goron Shrine, Zora Hall, Pirate's Fortress, Ikana Castle). This acts just like a regular wall. 7. Generic NPCs: To help each race start out when there aren't as many players, each race receives 5 NPCs for a certain profession. The Leader determines pricing and other business matters for these NPCs, as well as their profession. Their profession is the only useful thing about them. Each of these NPCs is Level 2 in their profession, and 1 can be at Level 3. You will also receive 4 NPC Level 2 Carpenters to work for the government. All income from these NPCs can go to the government, as the people working are paid a salary that is included in your basic expenses. 8. Buidlings: You will begin the game with 8 Normal Buildings built. You must decide beforehand whether they are generic or cater to a specific profession. These are the only buildings you have available. Unlike in previous MMRPG versions, you cannot use other places in Majora's Mask to put people. Buildings must be the basic type; this means you can't select any "Deluxe" or special buildings. You can create a total of 2 extensions for all of these buildings. 8. Local NPCs: In order to promote uniqueness and culture among the races, several pre-existing NPCs are already stationed in the territory. These include such notable landmarks from Majora's Mask like the Milk Bar and Magic Hag's Potion Shop. Everything is already determined for these characters, it's just a matter of controlling them for the Leader. 9. Flag and Symbol: Your race should have a flag design and symbol to represent them. I suggest using something that relates to your race or a strong weapon they use. |
| GENERAL LEADER DECISIONS (AFTER RPG START) These are decisions Leaders must make and can change after the MMRPG has begun. New Leaders will often propose new policies and such, 1. Income: Each race receives 750 rupees per week. This does not include payng for salaries and basic costs (such as purchasing weapons for soldiers) of regular NPCs. However, if the government wants a building project done, to purchase extra items, or to hire a new PC carpenter, it will cost them from their income. More income can be made through government-funded things, such as the government's Carpenters and Libraries. 2. Soldier Placement: Leaders must decide which soldiers to place where, and how many. 3. Alliances & Enemies: Leaders can have up to 2 alliances with other races at one time. You can have as many enemies as you'd like to have. 4. Entrance Policies: Not often will you benefit from other races entering your territory. It can only promote trouble, and visitors don't often pump much, if any, money into the local economy. However, it is advisable to allow the people of races whom you are trying to ally with to enter, as it is looked better upon by the other race. However, it is standard to not allow anyone but those of your race to enter your territory without leaving their weapons at the gate, unless an alliance has been formed. 5. Exit Policies: While the people will very likely get angry at you, it is possible to restrict travel outside of your territory. This can keep your people more safe and will limit to distribution of rupees and rare items elsewhere. Usually exit policies only require those that leave to be searched for rare materials that you would not want others to get their hands on. 6. Festivals: Festivals are very important to keeping your people satisfied and happy. They offer a break from the normal life and allow for people to compete and interact with others more easily. At festivals, people feast on great foods, compete in tournaments, and watch performances from entertainers. It is recommended that festivals have a certain theme, though a "general" festival is recommended as well. There is no limit to the number of festivals you may have, but having too many might bog you down and might make each festival less special. I advise having 2-4 festivals per year. 7. Tournaments: Tournaments are similar to festivals, only they focus on a specific skill and gather people from all over Termina to compete. Tournaments oftentimes allow allied and neutral races to participate, sometimes even members of enemy races, to prove who is the best at using a certain skill or weapon. Winners of tournaments should be given special prizes, though winning also makes them a shoe-in for a Level 5 position at that weapon/skill. 8. New Soldiers: Leaders receive 5 Level 1 Soldiers and 2 Level 2 Soldiers every week, as well as 3 Attacking Soldiers. Their classes and positioning are up to the Leader. 9. Recruiting: Since most NPC Soldiers are weak, and PCs are more powerful, it is in the Leader's best interest to encourage PCs to enter the military. Offer incentives and implement other policies to persuade them (you can even go as far as to require mandatory military service). 10. Ranks: Ranks are an important part of the military. Different ranks tell who has command over others, and also effect prestige and pay. Rankings and promotions are good incentives to join the military. A person with a high rank is held in honor among the people of the race. A high Rank may also include a special title such as "Sir". 11. Rewards: A good military will offer rewards and medals for certain deeds. It is also a good idea to award others in your race as well. 12. MILITARY CLASSES: One of the most important decisions for Leaders. Since NPCs have a limited amount of skills, you must decide where they use them. The different ways you use them will make different classes. Some class types can be Swordsmen, Archers, Spearmen, etc. These are also the requirements for PCs who wish to join the military. Some classes can also give those in them titles, such as "Sir". For all soldiers, you must have a constructor that can make the standard issue items. However, they do not have to make these items for the soldiers. 13. Businesses: Leaders somtimes help businesses in setting up, as the more businesses in an area, the more your people will prosper and spend money. However, with this aide, you can't charge for buildings your carpenters make, so you won't pull in as much money. It's a trade-off, though there can also be a middle ground. 14. Other Laws: Leaders have the ability to impose other laws. However, they must be reasonable. |
| CONFUSED about exactly all the the decisions you'll have to make? Don't worry. Take a look at the Terminian Leader Decisions page to find examples of what I have chosen to do. Let this guide you in making your own choices. |
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