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Yeah that's something my next mechanics post will probably go over. I don't want the mechanics to completely drive gameplay, so people can be free to do a lot for whatever their character's story is. Still we need some core rules that everyone will follow to prevent total anarchy. I think I'll have some NPC factions but not much to reduce the load on myself as I am a
_47242706_dpp_0006.jpg
. I will say at the moment for character creation anything like trying to make what I term a "god character" I'll veto. That is stuff like "my character is really the renegade king of <insert made up nation>", "<name> is the son of <npc>", or the classic "<character> starts out as <anything that gives a claim to everything in the game>". It get's super ridiculous to read that, both as a player and game master. That doesn't mean I'll straight up say no if you have an interesting angle, but it's more of to keep out players that write lazy characters and prevent new players from creating a cliché. I'll also probably have some system to encourage that people make 1 in character piece every turn or so.
 
question 1 what are the factions 0.0
I'll just allow players to fill in what the factions are. I imagine people will naturally gravitate toward making an assassin's guild, or merchant's league after all. If there are things missing though then I'll make a no brainer nonplayer character to roll for.

question 2 can we go a little in depth on character creation, whats acceptable and what not i feel we didn't go over this enough or its just me
So long as you have the below clearly stated then your character creation is on point. You can have that bare minimum or underneath that info add several paragraphs of back story if you wish. Just do not be cliché or simply ridiculous because yes I will read them all. Do not post them yet though as this isn't the sign-up thread.

Layout for a character sheet.

Name:
Faction/Factionless:
Character Stats:
  • Specialty- only one ex) martial (martial rolls are with a 1d10)
  • Hindrance- only one ex) administration (admin rolls are with a 1d4)
Faction Traits: Must post even if you do not start with a faction.
  • Positive - up to three allowed, can't all have the same effect.
  • Negative - up to three allowed, can't all have the same effect
I really don't want to give away too much of the roll system right off the bat here. Your character stats will modify things and the more order types you use the more skill you gain at those stats. This is the character's progression system. You have 2 orders in total regardless of having a faction or not. Factions give you a lot of money and even troops if that is what you are going for, but faction based orders won't increase character stats. I might change it to where they just increase at a slower rate though, the idea being you have underlings doing most of the work for you. This means having it stated what is an order for a faction and what isn't will be very important. Beyond the spreadsheet and these traits/stats I do not wish to add much more to the mechanics. That way people can get crazy, so long as they follow a very small rule set.

Yet again I cannot stress enough the need for continued discussion and ideas.
 
We would have to have equal numbers of positive and negative traits right? And to what extent is the same effect? Would two traits that hurt relations with different groups count as the same effect?
 
We would have to have equal numbers of positive and negative traits right? And to what extent is the same effect? Would two traits that hurt relations with different groups count as the same effect?
I think it would be fair to say that is okay. I more meant having all your traits be something like "bonus to tax income" would be the silly thing I'd say no to. If you can diversify them that would be fine like "bonus to tax modifier", "more efficient workers", and "rich mines" those all effect money but not in the exact same way.

Hope I answered your question :)
 
I think it would be fair to say that is okay. I more meant having all your traits be something like "bonus to tax income" would be the silly thing I'd say no to. If you can diversify them that would be fine like "bonus to tax modifier", "more efficient workers", and "rich mines" those all effect money but not in the exact same way.

Hope I answered your question :)
Maybe I want to have an 80% boost to taxes but no other bonuses, huh. What about that?
 
If you need any map-related aid I'll gladly offer my assistance - though I do have to say my map style is quite radically different from yours.

In any case, I'd suggest adding some more unique features, even simple ones like roads, to Arbana Abrana to make the place more lively.
 
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Yeah that's something my next mechanics post will probably go over. I don't want the mechanics to completely drive gameplay, so people can be free to do a lot for whatever their character's story is. Still we need some core rules that everyone will follow to prevent total anarchy. I think I'll have some NPC factions but not much to reduce the load on myself as I am a
_47242706_dpp_0006.jpg
. I will say at the moment for character creation anything like trying to make what I term a "god character" I'll veto. That is stuff like "my character is really the renegade king of <insert made up nation>", "<name> is the son of <npc>", or the classic "<character> starts out as <anything that gives a claim to everything in the game>". It get's super ridiculous to read that, both as a player and game master. That doesn't mean I'll straight up say no if you have an interesting angle, but it's more of to keep out players that write lazy characters and prevent new players from creating a cliché. I'll also probably have some system to encourage that people make 1 in character piece every turn or so.

you're a stoner sloth?

sorry I would try to be involved more in a discussion but i've been completely spaced out since feburary
 
Maybe I want to have an 80% boost to taxes but no other bonuses, huh. What about that?
And I want head from Natalie Portman but that doesn't mean it'll happen. :p

To be serious though in that case you can put only one if you want. I would only increase the effects if you rolled high. Like say if you rolled high enough to get all three positives yet only offered one, then that would be buffed up. Same for negative traits as well.

What is the relation of the outer settlements to the metropolis? Are they feudal vassals, directly ruled or what?
Honestly I'm not entirely sure. Currently the thought is that say you have 2 farms and because you are apart of Abrana (technically) those also add two farms to the overall city's stats. Obviously you make more money and resources off what you directly own than what the city makes. Unless the ruling houses make laws that make farmers give 95% of their loads to the city, or something like that.

If you need any map-related aid I'll gladly offer my assistance - though I do have to say my map style is quite radically different from yours.

In any case, I'd suggest adding some more unique features, even simple ones like roads, to Arbana Abrana to make the place more lively.
The main thing for me is keeping the current map I spent so much time working on, but adding distinct roads. In the city that isn't an issue as one can assume the clear spaces between building clusters are roads. Outside though I haven't found a good look for them. That other map you sent could be useful as a secondary map to highlight the districts more clearly.

sorry I would try to be involved more in a discussion but i've been completely spaced out since feburary
That is quite alright I just freaked as there were so few responses. To be fair I shouldn't be hoping for a lot of feed back right away as I'm only half way through my semester and signups will most likely be posted after so about two months away still.

Note:
For all the people that didn't understand how I wasn't taking factions yet I will still answer your messages, but only those that sent already because there might have been some confusion. Any others are going to be ignored. If people find this unfair my rebuttal is this. Because this is not the sign-up thread that does not mean they will get their factions approved, and their factions may not fit the final product as everything is still subject to change. I may also ask to offer them as examples in later posts when we get closer to an idea of what factions should be.

After all I would ideally like to have a small random pick of ya'll to do a mock turn of three closer toward the launch of the sign-up thread. But it is not yet that day. Reason being, in all my games my mechanics only last until the first turn. Then everything goes up in smokes. Seeing how we have less mechanics, we'll need an early stress test before launch to ensure they don't break under the weight of the player base.

Thanks again.
 
i'm happy to help with a mock-up turn or two.
 
Just letting ya'll know I'm still alive. Just have a lot of tests and projects due to midterms. Which are like finals but only slightly less hard, less time to prepare, and in the middle of the semester. That is why I have not been posting any new breakthroughs with the game.
 
Just to give my opinion: I think a low fantasy setting without legit 'quantifiable' magic and non-human races would actually be the most interesting setting for this: focus more on how people and cultures interact within the city. Religion, especially with the port, could play an interesting role.
 
Just to give my opinion: I think a low fantasy setting without legit 'quantifiable' magic and non-human races would actually be the most interesting setting for this: focus more on how people and cultures interact within the city. Religion, especially with the port, could play an interesting role.

I agree. The refugee crisis in Poorton spilling over to Abrana could provide for an interesting and eerily relevant scenario :D

One more thing; while one of the amazing things of a forum game like this is the freedom to do whatever you like in the given universe, to make a great forum game you also need some sort of central mechanic. For example, in All for the Empire players were encouraged to fight their nation's wars (but didn't have to) and in The Family players could do whatever they liked in NYC, but due to the theme of the game all were involved in the New York mafia. This game should have such a central mechanic as well, or else you run the risk of players just doing their own thing with the NPCs, while not really interacting with other players.

IMO it would make sense for this game to revolve around the factions of Abrana. Factions vie for power, with controlling the Senate/Assembly/Mayor being the ultimate goal. This was actually already suggested earlier but not really fleshed out quite enough. The core mechanics of the game should be balanced around the central goal, whatever it may be. If 'becoming the ruling faction' is the central goal, then the game could feature mechanics like 'political clout' which is then manipulated by the players' orders. There could be an election mechanic, where once every 4 updates there's a special update in which the assemblies are re-elected. Factions race each other for political clout and due to the rivalry between factions you'd start seeing interactions between players which may not have otherwise existed.

Of course, even with such a central mechanic there will still be players with a tangential role. You can still run an assassin's guild with no aspirations for power, but instead of assassinating random targets for little reason, they'd be hired by the wealthiest and most ruthless faction to assassinate a major political opponent. Or in other words, if done right, this way even players who choose to be farmers or fletchers or (especially!) bankers will eventually be dragged onto the central stage.

Which reminds me, someone should really make a banker character. I'm contemplating making a citizen militia captain/police chief character and I need banks to protect ;)
 
Just to give my opinion: I think a low fantasy setting without legit 'quantifiable' magic and non-human races would actually be the most interesting setting for this: focus more on how people and cultures interact within the city. Religion, especially with the port, could play an interesting role.

Good news that is what is happening.

And Gen. Marshall I'll consider your input. Just do not expect the mechanics to be really complex, I'll try to make give them depth that depth though. That's a big reason for what has been taking so long but I'm gonna work on it more after this week, super busy.
 
Good news that is what is happening.

And Gen. Marshall I'll consider your input. Just do not expect the mechanics to be really complex, I'll try to make give them depth that depth though. That's a big reason for what has been taking so long but I'm gonna work on it more after this week, super busy.

Ah I see; it doesn't have to be heavily based on mechanics though, as long as people have something to fight each other for - the only mechanic you really need if you have factions vying for power is a way to determine who comes out on top, 'clout' was just an example. The story itself and your events could also go a long way to establish a "common" goal for players.
 
You had (and still have) my deepest respect since the times of 'LandFallen 2'
Always a dedicated and reasonable GM with a great amount of imagination, I assure you that if this game of yours goes from the concept phase to the playing phase, I'll be more than happy to be a part of it (if you'll have me, of course).