Time For A Little Gaming
#1
Posted 12 May 2006 - 07:26 AM
Idea is quite simple: conquer the made-up "ancient" world - however this won't be easy. I was thinking of something like two turns per week - as my work is certainly getting every now and then in the way - but if it becomes possible, more turns per week might be possible.
Question: is anyone in any level interested?
#2
Posted 12 May 2006 - 09:49 AM
#3
Posted 12 May 2006 - 10:01 AM
One important factor in the game is national unity. If you conquer your rival's nation, vassalage is the easiest way to control it. If you annex the nation, then dissidents will cause you trouble. Ruled by their earlier lord, they are far more happy. And dissidency will be affected by many factors. It's up to player to balance his empire!
#4
Posted 12 May 2006 - 10:33 AM
If it'll be more free-form, Pen and paper RPG-like, you as the GM can of course determine every action as the players try it so everything won't need rules, but that won't be very easy for you either.
I'm interested to see what you come up with and how it works out, though.
#5
Posted 12 May 2006 - 11:26 AM
Anyways, there will be random encounters and player's personal effect on evenst. Like trying to ensure your populations loyalty towards you: if you stay in your capital - which of course will have it's good sides - you can't influence far regions as well.
Actually I'm very close to implement personal attributes to bring more rpg in it and one important factor is of course your age. You'll die eventually and without heir, your empire is split to rebelling factions, wherein there's chance to even take more players in it! Of course heir will have some problems ensuring their rule, as it will be easiest moment to stir things up - unless ruler seriously messes his/her empire up! Heir will of course remain under same player's control - but his/her siblings won't! And siblings will have their own supporters among population. Herein takes place charisma, for example.
Other attributes would include at least command, melee, health and economy. Commanding troops yourself can be good idea, if you don't have any better general; fighting with your troops would give your troops morale boost, but would risk you; poor health could kill you already before age of 40 and good health could make you survive many woundings (which would certainly reduce your life expectancy); and economy would give you more profit and resources!
One more important factor would be diplomacy. NO ONE will limit your PM'ing and making deals in secret, I don't even have to know about them. Remember Molotov-Ribbentrop pact. You could move your troops into anyones territory, but he would decide what to do, if entering army doesn't attack? Attack, ignore, supply... If entering army on the other hand attacks, then there would be other choises, like entering battlefield, withdrawing to castle, withdrawing to next province...
And one idea I have still, but I'm not sure I'm going to even mention it yet, not to mention implementing it. People might like the idea of neverending game, but if not, that idea has no potential. Let's just mention it's like level-up...
Current project name will be Never Ending War. It will be something NEW!
#6
Posted 12 May 2006 - 11:42 AM
There was that old "Earth 2025" strategy game I used to play, directly through the browser. It took a lot of time, because I was checking my online country every 5 seconds.
#7
Posted 12 May 2006 - 11:54 AM
I'll take Diplomacy as an example, once again. The game has very simple rules for battle. You can move units (armies and fleets), support in a battle and convoy armies with fleets. That's pretty much it. In the beginning of the game all the nations are too weak to go to war, so they will need to use diplomacy, and between turns there is a pause of some 20-30 minutes* for the players to discuss (privately if needed, of course). Thus all the gameplay comes in on the deals, plans, promises, truces and especially blackmailing and backstabbing the players do, and there's no rules to limit it. The board and the few rules are designed so that the players will have to do all that to accomplish anything. These very simple rules make for very complex gameplay and a difficult game where the players make the rules and much can happen.
* This is when playing on a real board, of course. Still, with pauses around 20 minutes one game usually takes ~14 hours to finish
#8
Posted 12 May 2006 - 11:56 AM
Btw, speaking earlier of heirs, their attributes would be influenced by their fathers / mothers, but randomized. But to prevent über-characters emerging, there would be limitation how much his/her attributes would overall increase - or to prevent über-sucky characters emerging. In the beginning players get to do their characters, dividing points quite similarly like in D&D (3rd Ed).
And to list a little what random events would be: modifier to crops, depletion of resource, discovery of new resource, fires, floods, earthquakes, sudden change of attitudes (may even lead to civil disorder), different wandering troublemakers (taken care by militia (cheap), army (expencive) or diplomacy), mercenaries offering services and whole bunch of others.
Speaking of sudden change of attitudes, I decided to plagiate a little games like HoI: there will be x numbers of choises of different society systems, like open / closed society, slavery, taxing, working hours, etc. Change of them will increase dissidency, but population may also want something different than you do and thus increase dissidency. Also (if in any way possible) neighboring territories and their society systems could effect. At least they could start mass moving to better conditions. Or something, that's still quite open and in early stage in my plans.
Come on, more feedback!
Edit (Ari replied too quickly!): you have a point, my friend, but too simple rules don't give tools to the players.
And I have to mention that trade is of course one important factor, as well as technological discoveries...
Edited by Juni Ori, 12 May 2006 - 11:58 AM.
#9
Posted 12 May 2006 - 12:23 PM
I play board games pretty much, and I've noticed that many games with lots of complex rules feel very restrained compared to some games with very simple rules. Complex games will have you picking something to do from alternatives, where simpler games will have you inventing something to do. Both can be fun, though, and it's your game, so do it your way.
EDIT: Btw, another good example there is Go, compared with Chess, for example. I trust some of you know the game. In chess there are very complex rules for a game like that, dozens of possibilities each turn, and lots of strategy. In Go, the rules are simple, but there are hundreds of possibilities each turn, and (IMHO) even more strategy. It's very complex, but in a different way. Computers beat world's master chess players, but in Go you don't need a very good player to beat a computer. Chess is to maths what Go is to philosophy. Or something..
This didn't really have anything to do with anything anymore... sorry. I'm just bored again.
Edited by Aristharus, 12 May 2006 - 12:30 PM.
#10
Posted 12 May 2006 - 03:16 PM
EDIT: Incidentally, maths is demonstrably beyond the wit of computers - Godel's Second Incompleteness theorem, in essence, states that any sufficiently complex logical system cannot prove its own consistency; combine that with the Turing thesis and it's clear that human mathematicians are necessary. Which is a relief
QUOTE (gregor)
also consider this - the turkey *male genital*ula is called little asia on some geographical maps maps.
I'm your solar-powered princess/Your technological soulmate.
#11
Posted 12 May 2006 - 03:26 PM
BeefontheBone, on May 12 2006, 03:16 PM, said:
Don't know if we can gather those 7 players here either, though. And that would kinda be hijacking Juni's thread and the idea to play some strategy game like this here...
EDIT: Or, we both could try to join some other online Dip game, Beef? And anyone else who's interested, of course. Then we'd have the 7 players and a GM, and still know someone of the players a little.
#12
Posted 12 May 2006 - 03:32 PM
BeefontheBone, on May 12 2006, 03:16 PM, said:
#13
Posted 12 May 2006 - 03:33 PM
I lost the link sometime, or the host site went down. I think it was the second, infact.

Meep?
#14
Posted 12 May 2006 - 03:33 PM
BeefontheBone, on May 12 2006, 03:16 PM, said:
#15
Posted 12 May 2006 - 04:01 PM
doodoodoo!!!














