Game Format

So, is this a RPG?

Kingdom is an original collaborative fiction project, seeking to accommodate multiple platforms for storytelling. Which is to say if you want to tell a story using stick figures, go right ahead! Typical stories are roleplayed out on our game’s forums, talk::Kingdom. If you are confused by our storytelling system, please read this article.

What kind of stories do you guys write? 

We write whatever kind of story we feel inspired to write. While our genre is best described as Heroic Urban Fantasy (or as Kol likes to put it: HeroesxSailormoonxAvatar xRandomLegendsxComicsxBtVS), many members like to stretch beyond the base genre and embrace new challenges. Our Regency AU is a good example of writing outside the genre!  At Kingdom, our members are encouraged to create pretty much anything they desire, in any style, in any format they so desire. As a final note, we also avoid using the term stories, instead substituting the term 'logs.' We felt this term better incorporates our multimedia format. 

I'm confused by all these Campaigns. What's the basic premise? 

Kingdom has a very simple premise: descendants of a prehistoric culture come into conflict in modern California, armed with magic and personal agendas. While many of the logs center around fighting crime daemons, the third campaign features a significant portion of logs revolving around the locating and controlling of the game MacGuffin, the purity artifact. We separate the logs into 'campaigns,' a period of time in the game centered around a single conflict, theme, or quest. But all of this is just a good excuse to let our characters run wild in the setting. We have a simple premise in order to make sure the characters come before the plot. 

Why do you have so many kinds of Hunters?

It goes without saying our Aptitude system owes a great deal to World of Warcraft and tabletop games. We decided it would make sense to create an internally consistent magic system, but we wanted to give members the freedom to go wild with the setting. Thus, the aptitudes were born. Rather than being a rigid definition for how your character acts (Paladins, etc), aptitudes are simply the method the character uses to wield magic, the framework they use to build their original, unique attacks from. Each aptitude provides a variety of strengths and weaknesses to work from, giving members a great deal of freedom for logs without having each character running around with their own magic system.  We recognize there's a lot of front-loaded information on the aptitudes, but we hope this will create less work once a person is actually playing in the game. Think of the aptitude system as an exercise in guided freedom.