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Jul 24, 2003
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This thread is about testing the water for a new historical role playing game I am going to start after Throne of Heaven 2 has finished (probably after three weeks from now).
I want to see if there is any interest for it, if I can catch a good host for it (quite important) and above all, what you think about my ideas. I hope there is a good amount of people who would like to participate in a historical roleplaying game as I envision it.

The goal is to have a game with the focus on historical role playing, but with freedom for every country to act as it wants. So, it is all about trying to create a nice historical feeling for everyone, without having a forced historical path with determined outcomes.
To realise this, players which act in a good historical role playing manner get rewards.

Where this game is about

Some hints were this historical rpg game should be about:

  • England, France, Holland, and Spain fighting for dominance over the Caribbean
  • England and France (and perhaps Holland) fighting for dominance over North America
  • Spain trying to fight heretics and infidels everywhere, especially in the first century of the game
  • The Ottomans fighting with Austria over the balkan
  • More colonial warfare, more wars in general, but with historical sense. (If you are a catholic Poland, you are not going to gangbang Austria with the Ottoman Empire without a very good reason to do so.)
  • Mature players, who appear on time and help the game to improve. If you are a powergamer who can only think about making choices good for your nation then this game is probably not for you.

So, how will this campaign differ from most regular campaigns?

The cornerstone of my campaign will be the missions.

Missions

After each session, every country will receive a global mission for the next session. Those missions will be based upon history if possible and otherwise about the in game situation.
Countries are free to accept these missions or not.
If they do accept a mission, they will get a reward after the attempt of completing it. It is not about succeeding, but about making a good attempt. The goal of the missions is to get players to behave more historical, even if it would mean their country gets slightly weakened by it.

Examples of missions

Example 1: Spain gets the mission to send an Armada to England, with the goal to land Farnese there and force convert England to the Catholic religion.
A difficult one, but it is the effort that counts, not success (though I expect you to make a good effort of course).

Example 2: The Ottomans get the mission to take Vienna next session. (controlling the province of Vienna).

If at least some countries accept such missions, it will lead to a more historical game flow.

The rewards will be based upon what the mission is about. It can be receiving an extra culture, free conversions, deflation or perhaps a manufactory.

But it is not only about accepting missions, it is about roleplaying in general.

Roleplaying behaviour as I would like to see it

I expect you to act as a monarch of your country would do at the time. It will probably mean you have to do a little research about your country to get used to it's history and why their history was like that.

Good roleplaying does not necessary mean you have to act historically. It means you behave like your country would probably do. However, I do expect everyone to avoid playing with hindsight.
So, with Spain you are not going to prevent a bankruptcy event if you have conquered the gold mines. You simply cannot know it will occur.
Don’t choose an event option because it will grant you a cookie later, choose the event option which makes the most sense for your monarch at that time.
It is difficult, but it can be done. Especially if you as a player don’t expect to let your country prosper all the time.

Everyone defines roleplaying differently, and the only thing that every player can agree on is that while he personally is doing great at roleplaying, making decisions based on the actual situation and such as his monarch really would like to act, while his enemies - particularly when they pursue succesful strategies - are not.

For this game you need to be flexible with other’s persons roleplaying behaviour. Of course, you can point out why the behaviour of a player isn’t exactly good roleplay, but try to prevent pointing fingers to others. Save the whining for when you see really anti-roleplaying behaviour. And you can then expect the GM to interverne.
Try to roleplay well yourself, even if you suspect others of just powergaming.

Example:
Austria and Ottoman Empire should be locked in deadly struggle over the balkans. Currently, game-wise, there is *no* incentive to do so for either country. It is a relatively poor area and it's expensive to convert once the other party has done its conversions. It is extremely convenient for both parties to just divide it between them and go about their more lucrative business elsewhere.

Good for the respective countries? Yes.
Good for the game? No.

The latter should be the deciding one.

It is about leading your nation to it’s destiny. Not about constantly making the best powergaming options for your country.

Play out the role of a nation following historical imperatives, whether or not it makes sense in the ongoing game.
More examples:
  • I am the king of my country and I decide what motivates me: Which nation do I hate? Who has backstabbed me in the past? I shall serve them revenge with cold steel!
  • Someone wants a province from me because it is his ‘core’? Bah! My forefathers conquered it and it is now rightfully mine!
  • Why should I give up this province to that country because someone claims that in the future it will give him a good ‘event’? It is my province.
  • Making a deal with you? Hell no, you are an infidel and I am a staunch catholic defender of the faith!
  • Why would I want to send money to you? Game balance you say? What is that? You mean nothing for my country.

AARs

Players are also encouraged to write an AAR, or at least a small summary of what happened with their country.

A small AAR reward you with a small bonus. A big AAR rewards you with a bigger bonus.
It is not required to write an AAR, only encouraged, to improve the feel of the game. Write AARs when you feel like it. Not because you feel forced to do so.
Futhermore, I believe it is only the content of the AAR and not the length of it that counts. Spelling/grammar does not matter much either. Not everyone is very good at English.

It is also encouraged that players talk in character with each other.

Leaders

There will be the normal historical leaders, but with a small addition:

Every country will in addition to the historical leaders start the campaign with a 3-3-3 admiral and general. Each session this extra leader will be edited based upon the military tradition of that country.
I believe King John and Frederick have used something similar in their games as well, but they do it with random leaders. My idea is to use a set leader for it.
Basically it means your extra leader will come back next session a little stronger if you have fought (and won) wars with your country. In this way, countries which lack historical leaders like Portugal, will get them if they are military effective. And not only if they are lucky.
Countries who only concentrate on the economies will lack a good extra leader. Though they still will reap the benefits of their historical leaders.

A session without wars would mean the stats of the extra leader get lowered. All in all, this can mean that countries who fight wars every session get a very strong leader in the end. This rewards waging wars as well.
There will be of course a maximum to the stats of a leader. I am thinking about a maximum of 5/5/5.

Thoughts, opinions?
 
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it sounds to me like it it would be agme I would like to folow just as the Toh games.

it also sounds a bit like what Mach I tried to do, but it didn't end that good....:D
 
kurtbrian said:
it also sounds a bit like what Mach I tried to do, but it didn't end that good....:D

Well, I always immensily pitied myself because I could not participate in Machivalli :D

I believe Machiavelli ultimately failed (though I and II were still very nice games) because of the immense amount of rules. I hope this game will be a little more flexible.
Machivalli also did not reward player for behaving in a roleplayer manner.
 
Hive said:
This could potentially be interesting. Depending on, of course, what kind of scenario/mod you use - if any.

I haven't decided on that yet, the same with the timeslot. The first trouble is seeing if there are überhaupt enough players interested in it :)

To give a rough idea:

The timeslot will be probably a weekday evening (monday, tuesday, wednesday) or sunday evening. CET time, of course.

The scenario will be 1453 (have to study that one first though), 1492, or 1520. AoI is also a possibility if there is an interest for a longer campaign than normal.
 
I don't think there was a lot of rules in Mach I (IIRC; its been awhile), that was something that evolved in the later editions.

And I think that you are right about the lack of rewards (again IIRC, mach I being a while ago) having something to do with why mach ended as it did.
 
you could leave out events alltogether, and make new ones based on RP, missions given/accepted/completed, etc.

for example: the Chambers of Reunion, Claims on the Steppes- why do only France and Russia get that sort of free cores?
Both are examples of how a monarch viewed the destiny of his country. So why can't England get cores on Ireland/Scotland, Denmark on all of Scandinavia (Kalmar Union as a personal union) etc?

It will ofcourse be hard to keep the events FAIR, but that's what a GM is for ;)

what you could do, for example, would be that players propose events based on how they envision the destiny of their country, then the GM sets up X versions of the effect, ranging from "backfire" to "great success" on a table, roll a dice, add/substract some points for RP/.. and have that outcome decide the event.

short example based on the Chambers of Reunion:

France: "It is my destiny to rule all the lands up to the Rhine". I want Cores on X, Y and Z.

1: "People are mad over the Kings decision to look abroad while domestic issues go unnoticed, Foreign Powers take advantage of French weakness"
(Revolts, RR, SPA and HAB get temporary CB)

2:"Lukewarm support for Kings Ideas of expansion, Foreign Powers are upset"
(temp CB for France on owner of X, Y, Z, temp CB's for SPA, HAB)

etc. etc.

influencing factors on the roll could be:
- French "investment" (money talks!)
- SPA/HAB/... "investment" (money talks!)
- French RP
- opposition RP

etc.
etc.



Then again, you might not want all that work :p
 
Perhaps we could merge this with My game i was thinking of. More HRE nations would be good for RP and in center of the action. Read my thread and see what you think. Just a thought..
 
I second. Good idea Forzaa. You could keep it more simple probably. But I suspect your formation to be the cause of this complexity. :)

Fal, I have no time to play in your game, but I wish you good luck you have good idea.

Here's a suggestion : Create some major themes. For example, the 30 yrs wars. Create something really dynamics and fluid.

With 4-5 major themes, it can be easier to create something more coherent that won't lose people in the process. Also, each era will be interesting with a different flavor attached to them.
 
ForzaA said:
you could leave out events alltogether, and make new ones based on RP, missions given/accepted/completed, etc.

for example: the Chambers of Reunion, Claims on the Steppes- why do only France and Russia get that sort of free cores?
Both are examples of how a monarch viewed the destiny of his country. So why can't England get cores on Ireland/Scotland, Denmark on all of Scandinavia (Kalmar Union as a personal union) etc?

It will ofcourse be hard to keep the events FAIR, but that's what a GM is for ;)

I do agree that it is a bit silly some events are reserved for certain nations. Making custom events, adopted to the game situation is definately an interesting option and it allows for much more fun for everyone, if you can balance it.

I would love it if the players come with their own ideas about missions and events and adapt to the game flow. This would allow for an alternative history being developped as well.

(A rough idea here). Say, Austria starts concentrating on Italy a lot, tries and gets a good foothold there and protects some Italian minors from France, it ought then to be possible for the GM and players to adapt to this and perhaps grant Austria with Italian culture. Or even create some Italian members for the HRE. However, it can mean she neglects the German provinces too much and those drift away from Austria...

Another example: Denmark concentrates on creating a Baltic empire. She could then after some time and some successes receive cores on the Baltic provinces she hasn't conquered yet.

It would all depend on how the game develops and how the role playing part of all the players is.
It should definately not just be an issue of, for example, France saying: I want cores on these provinces and getting them.
Such things can be only granted if a nation makes a long term history about it.

All in all, I certainly believe in a bit of modding as a tool to create a better RP game. I am a bit careful with wanting too much for a first game though :)
 
cheech said:
Perhaps we could merge this with My game i was thinking of. More HRE nations would be good for RP and in center of the action. Read my thread and see what you think. Just a thought..

I agree two or three human played minors in that area can be very interesting and any role playing game will have a strong focus on House Habsburg, the catholic faith and the HRE anyway.

It all would depend on a host capable of hosting a nice amount of players. In New Order IV we run succesfully with 15 players and I believe it would be interesting if we have the non-involved Asian powers in the HRE instead...

As with many things, this all depends on how much interest there is for a campaign like this.
 
balinus said:
Here's a suggestion : Create some major themes. For example, the 30 yrs wars. Create something really dynamics and fluid.

With 4-5 major themes, it can be easier to create something more coherent that won't lose people in the process. Also, each era will be interesting with a different flavor attached to them.

Agreed. There will be some dominant themes with a lot of nations involved. I hope having missions/custom events will help to make this possible.

I would love to see finally a decent 30 years war, a 80 years war, the wars of Louis XIV and Napoleon...
 
Well if you see my thread i have a lineup of 12 inc 4 german minors. IMO they would be more interesting than mughal, persia, china, venice or port. I know most inist port is essential for balance but i disagree. Holland can take their place and a stronger spain is good for the game. Venice is rarely too interesting i find italy better to be fought over. With less room to expand in germany every province in central europe would be invaluable. If you did go for this idea then i would like to play one of the minors, probably bavaria. I think fred showd some interest, depending on times etc.
 
cheech said:
Well if you see my thread i have a lineup of 12 inc 4 german minors. IMO they would be more interesting than mughal, persia, china, venice or port. I know most inist port is essential for balance but i disagree. Holland can take their place and a stronger spain is good for the game. Venice is rarely too interesting i find italy better to be fought over. With less room to expand in germany every province in central europe would be invaluable. If you did go for this idea then i would like to play one of the minors, probably bavaria. I think fred showd some interest, depending on times etc.

I strongly disagree that Venice and Portugal should be less interesting than nations like The Palatinate and Bavaria. How would these nations expand? What are their potential compared to those of Portugal and Venice? Especially Portugal, I find to be rather essential.
 
Nations like mughal, persia and china are usally no good for a game. But Venice and Porto definately has good potentials.

Sounds like a good idea FAL, would be fun to see such a game.
 
Adding HRE states would never go at the cost of nations like Venice and especially Portugal. If it is all about a historical feel, then a human played Portugal is quite vital. Venice allows for interesting alternative outcomes in Italy.

I don't think a Mughal Empire or China is needed and that gives room for at least two HRE states though.
 
Hmmm...

FAL, your idea is so interresting that I could think about not taking a summer break from EU2 :rolleyes:

I think Forzaa's idea with removing some or all historical events and connecting the new events strongly with RP is really good. I don't know what kind of missions did you have in mind: secret (known only to a player) or public, but I suppose based on player diplomacy and announcements before a session the GM and a player would describe events. Would they be known to all players or not, if yes in how many detailes... have to think about the consequences to make up my mind what's better.

But I also think leaders, all of them but especially explorers and conquistadors and good generals and admirals, should be connected with the RP/events. For example, if Venice decides to shift her trade from decreassing Mediterranean market to New World, she should get explorers and conquistadors... If Holland and England start their naval war, they shoudl get good admirals.... If Spain doesn't intend to fight against Dutch secession she should not get her great generals and admirals...
 
FAL said:
Adding HRE states would never go at the cost of nations like Venice and especially Portugal. If it is all about a historical feel, then a human played Portugal is quite vital. Venice allows for interesting alternative outcomes in Italy.

I don't think a Mughal Empire or China is needed and that gives room for at least two HRE states though.

I've always wanted to see a Bavaria being played in a long-term along with an Austria and a Brandenburg. Of course, that'd be the very tightest of spaces for a nation to be in, but beats Austria taking southern germany.

I am interested, depending on the day, and time, and scenario etc etc.
 
Well i wont push my point any further than this post. Adding MP to the german minors capitols like in my test scenario does look promising though. Just look at the 4 prov bavaria in dagos nappy. Its great fun. Venice is fine but the point is weve seen it plenty of times. Why not try something new. A hotly contested germany would be very colourful and dynamic i think. There is a decent ammount of space there. 4 germany minors could grow to something like 6 provs each. With the edits ive made they could be 50mp by 1600 without expanding too much. Italy non played could be fought over by austria, bavaria, france spain and perhaps others. If you want a historical type scenario i could see some interesting TYW situations breaking out in germany too. Anyway, as i said, this is last i will mention it on this thread. Fal can decide when time comes.