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Re: Future game set-up concepts

Posted: Tue Mar 23, 2021 3:41 pm
by WM - The Waste Mage
BM - Braun von Mauler wrote:
Tue Mar 23, 2021 3:38 pm
Or we play Alamie and Tuornen. John is the ruler of one side and Amy is the Ruler f the other and they pick teams out of the rest of us and pick what holdings/provinces we start with. The Thrilla in Cerilia! 30 turns of no holds boxing!
And Juan doles out little rewards to those who entertain him with role playing or delicious betrayals or machinations.

Re: Future game set-up concepts

Posted: Tue Mar 23, 2021 3:42 pm
by AaH - Avicerra al Hamam
You can know the rules well and know what to do to develop your realm if you are in a start like this round. But having to comunicate with 25 others to find your place is not something that you can do if you check your email a few times a week. Heck I am not sure I wanted to play a round like that.

Re: Future game set-up concepts

Posted: Tue Mar 23, 2021 3:50 pm
by TH - The Hunt
Then... you can just explore in a direction and keep going. No one will catch you unless they had the same idea.

Re: Future game set-up concepts

Posted: Tue Mar 23, 2021 5:10 pm
by TF - The Fortress
BM - Braun von Mauler wrote:
Tue Mar 23, 2021 3:41 pm
BM - Braun von Mauler wrote:
Tue Mar 23, 2021 3:38 pm
Or we play Alamie and Tuornen. John is the ruler of one side and Amy is the Ruler f the other and they pick teams out of the rest of us and pick what holdings/provinces we start with. The Thrilla in Cerilia! 30 turns of no holds boxing!
And Juan doles out little rewards to those who entertain him with role playing or delicious betrayals or machinations.
But I wanted to be on Amy's team :(

Re: Future game set-up concepts

Posted: Tue Mar 23, 2021 5:46 pm
by TH - The Hunt
Just because we're the rulers of two realms at war with each other doesn't mean we can't be on the same side. That's what profiteering and class-based oppression is for.

Re: Future game set-up concepts

Posted: Wed Mar 24, 2021 12:40 pm
by LK - Lady Katrijn
Hmm. One setup could be that Frontier is a newly settled city, with all water being revealed on the map. Players all start out in Frontier with various interests, where the first few OOC weeks will be some diplomacy, creating ties. And then everyone move out into the world, going to provinces with random terrain, but players who have agreements close together. And then basically exploration like in this game, but frequent visits to Frontier will make map get updated and allow players to have access to eachother.

Re: Future game set-up concepts

Posted: Fri Mar 26, 2021 1:21 pm
by CI - Charrek Ironfist
If we're going to continue the "meta campaign" we have going on here, then the next world we portal too could just be radically different.

What if the starting provinces for everyone was a desert (prov max 1 for all races, move 4) and we started with much less. Maybe 3GB and 0RP and 1 settler(enough to settle to 0--rule province after that). Lower adventure rewards somewhat so you can't fully fund your realm with 2 adventures per turn.

Somewhere out there is some decent land....and the first to find it and keep it a secret while building it up would be able to dominate.

Maybe there's a native province 5 in the middle somewhere(massive oasis) that serves as the diplomatic hub of the region. Maybe that province ruler is a good guy, maybe its a bad guy, maybe its a necropolis ruled by a lich who didn't even know we were out there or care really.

Figure 20 players and 100 provinces in the desert. Maybe a thin strip along the coast could at least go to level 2, and that would be the super valuable provinces we'd fight over.

Re: Future game set-up concepts

Posted: Fri Mar 26, 2021 1:53 pm
by AaH - Avicerra al Hamam
I like that idea. But instead of having a strip of provinces along the coast that could be ruled to 2 what if you can have only 1 province you can rule to 2 of the desert and the rest stay lvl 1? The players starting in the coast would be at a much better posistion then the rest.

Maybee buildings should be able to be built above lvl or we would not see any tier 4 and 5 units.

And scouting should just give you a bonus to either enter one province with the scouting ability per turn or reduce the cost to enter a territory by 1 or 2 ( two might be to powerfull as you then could race over the desert with movement 4 units at 6 provinces an action)

Re: Future game set-up concepts

Posted: Sun Jul 25, 2021 5:07 am
by WM - The Waste Mage
What about a game where 1-3 players control Gorgon, Markazor and Mur-Kilad and the rest of the players play in Mhoried. Say the Mhor and his heirs were killed in a Gorgon culling. We play the barons, guilders and temples. We have to work together to stave off invasions from the north as well as machinations of Ghoere from the south. Lot of room for diplomacy and intrigue as we have to make sacrifices and work together just to survive while at the same time there will no doubt be plotting between us to try and become the overall ruler of the land or guilds or faith. If people die/have holdings taken maybe we bring in Cariels or Sielwode or they can join in somewhere with the enemy.

I’d also like it if we implement a way players can reward other players for flavor and role playing. Like everyone gets 5 tokens per turn and they can grant them to other players if they like what that player did or wrote as role playing or flavor. We make a “store” that players can buy things from with these tokens like plus to initiative or items or special lts or one time bonuses or rp or gb. Nothing game breaking but cool enough to be desirable to make the tokens desirable and to make creating role play and stories desirable. Trying to combat the long periods of silence between turns and the lack of interplay among players.

Re: Future game set-up concepts

Posted: Sun Jul 25, 2021 6:16 am
by LMC - Lord Mayor Cowell
I think, up to a point, the addition of buildings and additional rules of such kind is part of why there is less rp. BIrthright at its core is very simplistic. If we want to really boost RP then a core game with simplistic rules might be the thing. It might also cut down on some of the difference in realm effectiveness between the most dedicated players and most others.

Same with additions. Crystals and simular are massive timesinks, that means there are less attacking other players. Not saying its a bad addition.. but I do believe it cuts down on player interactions and fights.