Future game set-up concepts

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CIC - Duke Cicero
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Future game set-up concepts

Post by CIC - Duke Cicero » Tue Mar 23, 2021 2:48 pm

A place to propose and discuss game set-up concepts for future (not necessarily just the next) game(s)
[+] Imperial City
Map starts with 1 level 10 city and an accompanying level 0/10 province, which are unowned
This gives 10 law, 10 guild, 10 temple, and 10 source levels for ~25 PCs, allowing everyone a decent chance at getting a level 1 holding, but lots of opportunity for conflict
Attempts to invest the city to a regent must be announced publically and can be bid on by anyone with a holding in the city. Possibly holding levels can be used to support or oppose as well?
The city starts with a decree that no armies can enter the city? If you have the required holding levels in the city, you can muster, but they appear in the province. This could be changed if someone manages to invest themselves with the city
Fog-of-war on the rest of the map, requiring explore adventures to discover maps
Every turn, X settlers arrive through the gate, random race, and can be bid on individually
If they don't get bid on, they go try to settle a random province on their own, which would be un-owned, like the original city and province
Settlers could also be acquired through resolving random adventures?
Maybe single-class fighters are the only ones that can start with units

Pros: lots of diplomacy required, lots of conflict, probably result in a slower game that lasts longer before breaking

Cons: lots of diplomacy required
[+] Blank slate, everyone together
My proposal is similar, but there's no province to start with. All the regents start in the same land, perhaps with one province explored, or perhaps without even that. Each has only one settler, and limited resources--so limited, early theft won't be rewarding. They can organize into expeditions to explore and settle lands together--or they can fight, or scheme, or prey on the settlements of others. The rest of the map is to be explored, without the terrain, the layout, or the scale being known in advance.

The initial land could be of a terrain type that isn't ideal for anyone, or it could be a prime location, a river by the coast with plains. Or anything inbetween. The more of a prime location it is, the more conflict there will be over it, the more hostile it is, the more of a hurry explorers will be to get moving. (I have a particular idea that runs a fine line between the two, but... I'm not going to spoil it!)
[+] Random location, big starting army, fog of war
Or everyone starts with 6 Tier 3 units in a random location.

You can use war explore or random adventure explore to find new lands. You can then turn a unit into settlers at a 1 unit to 2 settlers ratio.

To settle you have to give up troops. Of course if you don't, eventually you run out of GBs/RPs to pay the troops and they disband on you anyways.

And some of the provinces have indigenous life which makes the DC to explore higher requirement or fields effectively units which have to be defeated/conquered before the province can be settled.
AA notes: "It's important to use vulnerability to pregame collusion as an evaluation tool for all of the suggestions."
Last edited by CIC - Duke Cicero on Tue Mar 23, 2021 3:44 pm, edited 3 times in total.
Duke Cicero
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RaH - Rassan al Hamam
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Re: Future game set-up concepts

Post by RaH - Rassan al Hamam » Tue Mar 23, 2021 2:50 pm

I would count lots of Diplomacy as a Con.

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

Post by TH - The Hunt » Tue Mar 23, 2021 2:56 pm

My proposal is similar, but there's no province to start with. All the regents start in the same land, perhaps with one province explored, or perhaps without even that. Each has only one settler, and limited resources--so limited, early theft won't be rewarding. They can organize into expeditions to explore and settle lands together--or they can fight, or scheme, or prey on the settlements of others. The rest of the map is to be explored, without the terrain, the layout, or the scale being known in advance.

The initial land could be of a terrain type that isn't ideal for anyone, or it could be a prime location, a river by the coast with plains. Or anything inbetween. The more of a prime location it is, the more conflict there will be over it, the more hostile it is, the more of a hurry explorers will be to get moving. (I have a particular idea that runs a fine line between the two, but... I'm not going to spoil it!)
"The Hunt rides. The Hunt protects."

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CIC - Duke Cicero
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Re: Future game set-up concepts

Post by CIC - Duke Cicero » Tue Mar 23, 2021 3:00 pm

VV - Vic Vru wrote:
Tue Mar 23, 2021 2:50 pm
I would count lots of Diplomacy as a Con.
Definitely something to be aware of with any setup idea (including anything considered to be the "default"): one person's pro is another's con.
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Re: Future game set-up concepts

Post by TH - The Hunt » Tue Mar 23, 2021 3:03 pm

I'd call it the main point of the game. The rules are purposefully simple so that they serve as a basis for the roleplaying environment. And most of the roleplaying is diplomacy. The rules that do exist directly punish players who refuse to engage in diplomacy, by making more difficult, by multiples, for them to accomplish their goals.
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CIC - Duke Cicero
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Re: Future game set-up concepts

Post by CIC - Duke Cicero » Tue Mar 23, 2021 3:05 pm

Another thought for the "imperial city" concept: the city would have the "mixed" race, so nobody would have a racial advantage in operating in it. Multi-cultural NWP should be popular.

Diplomacy is player interaction (though of course, not all player interaction is diplomacy). This game set up would reward player interaction.
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RaH - Rassan al Hamam
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Re: Future game set-up concepts

Post by RaH - Rassan al Hamam » Tue Mar 23, 2021 3:05 pm

Im saying to much diplomacy is bad. If all start at the same place you basilcy need to engage with everyone from start, Like the game is now, you engage with the people around you and don't have to engage with 25 people at the same time...

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

Post by TF - The Fortress » Tue Mar 23, 2021 3:06 pm

Or everyone starts with 6 Tier 3 units in a random location.

You can use war explore or random adventure explore to find new lands. You can then turn a unit into settlers at a 1 unit to 2 settlers ratio.

To settle you have to give up troops. Of course if you don't, eventually you run out of GBs/RPs to pay the troops and they disband on you anyways.

And some of the provinces have indigenous life which makes the DC to explore higher requirement or fields effectively units which have to be defeated/conquered before the province can be settled.
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TF - The Fortress
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Re: Future game set-up concepts

Post by TF - The Fortress » Tue Mar 23, 2021 3:07 pm

MF - Morcuan the Fay wrote:
Tue Mar 23, 2021 3:03 pm
I'd call it the main point of the game. The rules are purposefully simple so that they serve as a basis for the roleplaying environment. And most of the roleplaying is diplomacy. The rules that do exist directly punish players who refuse to engage in diplomacy, by making more difficult, by multiples, for them to accomplish their goals.
Main point of the game for you perhaps. As many flavors of game as there are players.
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AaH - Avicerra al Hamam
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Re: Future game set-up concepts

Post by AaH - Avicerra al Hamam » Tue Mar 23, 2021 3:14 pm

I dont think 25 players starting in the same location is a good idea. For the active here this could be manageable but the people who can respond once a day would not survive in such a game. There would be some groups that form quickly that will dominate the game.

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