Future game set-up concepts

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TH - The Hunt
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Re: Future game set-up concepts

Post by TH - The Hunt » Sun Jul 25, 2021 12:14 pm

In D2 (and D4 has been similar), we started out as petty kingdoms, like in the pre-Roman British Isles. Yet, by the end of the game we ended up in a situation that historically only existed during the late 20th century. (Interestingly, in D3, even though the premise was being caught between two empires, there was less factionalism by the game's end than in the other two.)

In D1, we did start out as nomadic tribes, and yet by the game's end we were in a world war situation, again. It developed more slowly, though, than in D4 or D2, there were a couple of twists along the way. So, something was better, if not quite good enough to stop the problem from killing the game by way of two giant armies and the tedious battles between them.
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TH - The Hunt
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Re: Future game set-up concepts

Post by TH - The Hunt » Sun Jul 25, 2021 12:28 pm

Regarding the size of the superpowers... if a group is overshadowed to the point where it has little influence over the conflict going on 'above its head', that it technically also exists doesn't indicate that factionalism hasn't gone too far. There were many independent powers during the huge bipolar conflicts of the 20th century, but they weren't a 'third side' that could take advantage of the situation. If they were, the wars probably wouldn't have happened, because it would be so foolish for two superpowers or coalitions to go all out to oppose one another if the result would just be that a third party won by default.

That's the essence of why it's good for power to remain diffuse. The result is that leaders need to act in a measured way; using as much force as possible becomes a losing strategy.
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DM Juan
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Re: Future game set-up concepts

Post by DM Juan » Sun Jul 25, 2021 12:33 pm

Next game, there will probably be a pre-established world, and I will likely not allow people to silo so much, especially in groups. There will be certain resource limitations that will likely force competition. And there may be other factors that may force destabilizing relations.

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CSF - Flint
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Re: Future game set-up concepts

Post by CSF - Flint » Sun Jul 25, 2021 12:33 pm

What does silo mean, in this context?
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JB - Jana Boulderbrew
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Re: Future game set-up concepts

Post by JB - Jana Boulderbrew » Sun Jul 25, 2021 12:35 pm

Silo: Think three dwarven characters in a mountain range (priest, mage and guilder)? 😁
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WM - The Waste Mage
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Re: Future game set-up concepts

Post by WM - The Waste Mage » Sun Jul 25, 2021 12:39 pm

Wont having a shortage of resources just make a steamroll more likely for the one who gets control of it early?

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TF - The Fortress
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Re: Future game set-up concepts

Post by TF - The Fortress » Sun Jul 25, 2021 12:40 pm

Well there goes that idea, I was finally going to play a Karamuhl and just dig into my mountain! LOL
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Re: Future game set-up concepts

Post by DM Juan » Sun Jul 25, 2021 12:40 pm

Pretty much; situations where a group of 3-5 characters completely dominate all holding types in a confined geographical space, with no competition, and an extremely hostile attitude towards anyone creating holdings in their area.

If people are bad, and let them, I suppose. It will be difficult to gain access at all to the resources.

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Re: Future game set-up concepts

Post by TH - The Hunt » Sun Jul 25, 2021 12:44 pm

Just because factions (or silos) have formed doesn't mean they can't be unformed, though. I've been saying for a while, we need more surprises. The game's more fun when it's less repetitive, when we can't predict what's going to happen next turn.
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Re: Future game set-up concepts

Post by TF - The Fortress » Sun Jul 25, 2021 12:45 pm

DM Juan wrote:
Sun Jul 25, 2021 12:33 pm
Next game, there will probably be a pre-established world, and I will likely not allow people to silo so much, especially in groups. There will be certain resource limitations that will likely force competition. And there may be other factors that may force destabilizing relations.
Pre-established to the point of trade routes already in place?

Having guilders who have to untie themselves from 'uncomfortable' trade routes would be interesting.
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