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Overzealous Storyteller Seeking Equals - Potential "Living Skyrim" game

Good morning everyone in Roll20land! I hope everyone is having a great day so far (it's early, so that shouldn't be difficult), but if you're reading this much later in the day, then I hope it was a great one. My name is George, and I am a gaming addict. Over the last nearly two decades I've been involved in quite a few games scaling from one-on-one personal storytelling, to a game that rivaled "The Hobbit" in size (But we had way more humans than Tolkein named dwarves!). I have experienced a slew of different systems, editions, and styles of play, and over the years continued to seek out on major goal that has always eluded me. I've wanted to create a "Living" campaign that allows players to start and explore and naturally forge alliances. And while I know this is a grand undertaking, Roll20 offers the best opportunity to put together such a lofty goal as the one I see.  So how does one start? What is the end point? I'm so glad you let me put those words in your mouth! I'm going to go a bit backwards, starting at the end and narrowing in scope. My final goal is to have nine (or more) Storytellers working together to run a continuous campaign with easy start and drop points for any player at any time. Each storyteller will effectively be Jarl over a hold, and maintain the story progress in their specific hold for any players that are adventuring there at the time. This will allow players to meet, adventure with, compete against, and work alongside any number of players in the game at a given moment. This also allows for players to leave as needed and rejoin with their character(s) unaffected as they could have simply been staying at an inn, camping in the wild, or with player approval, have been held by bandits and rescued, or something similarly heroic!  But how do you begin a game of this scale? Well, I don't know personally. I've never started with a project this large in mind. What I do see is starting from a single hold, with plenty of adventure waiting to be had and players able to try out the system with a handful of "pick-up games" or individual adventure as fits their character. As the characters build in strength and skill, so will their goals, and eventually their desire to travel further through the holds of Skyrim. Perhaps for personal glory, perhaps for great riches, or maybe to build a guild all their own. What I do know is that I think this game will speak volumes to players, and has the potential to run for a handful of years with the right player base. Bandits always make camps, guilds always are in flux of power, and politics never sleep. There's something for everyone in Skyrim, and I'd like to find people who want to take advantage of that.  So what, or should I say who, am I looking for?  First and foremost, I need players with imagination, anywhere from one to six, who are open to exploring the province of Skyrim with a new outlook. I need players who want to forge a new legend years after the Dragonborn defeats Alduin, and the civil war ends. I have a political climate in mind, one that builds on the tensions of the existing lore, adds flavor to it that was lacking due to the natural restrictions of a video game, and gives room for more growth in personal stories.  Second, I will be looking for potential GMs to help run this intricate story, and help build a consistant world with a unique flavor all of their own. 
If you were to start this game i would be interested in being in a player.
I have been involved in games like this, it's somewhat popular for WoD games both old and new. Without fail what happens is that each GM ends up with a favorite player who gets "quests" like "kill 5 mudcrabs" for a billion xp and their choice of artifact weapon and broken custom feat/merit/etc. Or you get the player who think that fun is zero-sum and thus goes about trying to PVP anyone he can to take their stuff. These are the more unique problems of a game this style, and are in addition to your typical LARP issues of petty ooc fights between players and/or GMs, inequality between PCs because GM1 gives out more loot/xp/fun shit than GM2, and so on. It usually ends up with an extremely insular group of people and an insane load of houserules ostensibly designed to make things "more fair" but in reality just serves to lessen the chances any new blood enters the game. Those warnings aside, curious as to what system you'd use for this. Might be interested as a player.
Heya! This looks interesting! My skype is ferelonshaderoot. Message me when you can!
Interested as a player. Yawgmoth has a point about xp and loot handout, maybe have set up charts that loot is rolled from? I know 3.5 did that a lot. As for xp, maybe have it based on hours played. This way RPing gets as much xp as dungeon questing. Just my ideas.
See the real problem at its core is inequity between the people who can show up every day and play versus the people who only log on one a week. Making sure people who come in after the start aren't behind isn't so much a problem since you can just say "hey start out with +X experience and buy Ygp of gear" but it's much harder to balance between Billy who works from home & can spend his days chatting and gaming against Steve who can only get on during the weekends. You could easily do "everyone has this much xp" updated weekly and just have increased access to various things be the reward for more play, or just let the benefit be having more stuff tailored towards your character than others, but it's a 3D balancing act which is why most games of this style end up in a more traditional "this is The Group and the GM builds for them" style game after a while.