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Deaghaidh

High King
73 Badges
May 1, 2001
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As part of my ongoing crusade to impose Steampunk on this board, I'be been toying with the idea of starting a game. I'do need an experienced, reliable partner to run it.

To begin with, I'don't like to gauge reaction to two potential types of game:

1. A WiR style grand strategy game, where players play countries in a Steampunk world

2. A political game where players are influential people within a Steampunk Empire, competing for control and influence.

In either case the next question would be whether to set it an alternate Earth or a new creation.

There are ups and downs to all possible options.
 
I prefer my games to be more about characters than states. So number 2 would be my preference.

As for alternate Earth or a new creation... I say alternate Earth! Steampunk Brittania shall rule the (space) waves!

For the GMing part, I've done a couple of games, and co-GM'd once or twice. So if you want I am willing to help out.
 
Interested, especially in option 2.
 
Interested, primarily in option 1 but both are fine
 
I'd be interested in a hybridization of the two. but if not 2 more so then 1 :)
 
I would be interested, specially in option 2.

I find an alternate Earth more interesting too, at least to have a point of reference and Steamturks.
 
Option 2, for sure. I don't think I would be interested in Option 1. And I would prefer alternate earth.
 
Ok, this is how option 2 would work:

Players are important people in the empire, and as such they accrue Influence. They then spend influence on making important issues go their way, i.e. whether a bill gets passed or who is named Lunar Viceroy, etc. Influence 'bids' are sent in secretly, so players have to decide between the risk of underspending, meaning they lost influence for nothing, and overspending and thus having not enough for the next issue.

I'm kicking around several paradigms for earning influence. It could be for IC only, but that heavily favors those with the most time and energy and can drive off other players. Other options would introduce a wealth stat, which can be spent in ways to increase influence.
 
Ok, this is how option 2 would work:

Players are important people in the empire, and as such they accrue Influence. They then spend influence on making important issues go their way, i.e. whether a bill gets passed or who is named Lunar Viceroy, etc. Influence 'bids' are sent in secretly, so players have to decide between the risk of underspending, meaning they lost influence for nothing, and overspending and thus having not enough for the next issue.

I'm kicking around several paradigms for earning influence. It could be for IC only, but that heavily favors those with the most time and energy and can drive off other players. Other options would introduce a wealth stat, which can be spent in ways to increase influence.

Is the plan for this to be limited to a political RP, just in a steampunk setting?
 
Yes, with the qualification that influence can be gained as well or better outside the political process via social status, wealth, military record, scientific accomplishments, etc. And if I go the way of including money as a resource separate from influence, there would be nothing saying a player couldn't ignore politics entirely and focus on building his Phlebtonium refining monopoly. And a player mostly interested in exploration or pursuing a military career would be obliged to court influence as well to advance his interests.

Hopefully the system would be flexible enough to accommodate players taking things in a wide variety of directions.
 
I am wondering, is steampunk particularly central to the game? Why not just a political RP?
 
Yes, with the qualification that influence can be gained as well or better outside the political process via social status, wealth, military record, scientific accomplishments, etc. And if I go the way of including money as a resource separate from influence, there would be nothing saying a player couldn't ignore politics entirely and focus on building his Phlebtonium refining monopoly. And a player mostly interested in exploration or pursuing a military career would be obliged to court influence as well to advance his interests.

Hopefully the system would be flexible enough to accommodate players taking things in a wide variety of directions.

As long as I am not stuck having to debate bills in a parliament house, then I'm happy. I must explore the cosmos, in the name of Britannia!
 
As part of my ongoing crusade to impose Steampunk on this board, I'be been toying with the idea of starting a game. I'do need an experienced, reliable partner to run it.

To begin with, I'don't like to gauge reaction to two potential types of game:

1. A WiR style grand strategy game, where players play countries in a Steampunk world

2. A political game where players are influential people within a Steampunk Empire, competing for control and influence.

In either case the next question would be whether to set it an alternate Earth or a new creation.

There are ups and downs to all possible options.

Well if you'll have me I'll assist the creation of your game, and even running if you so desire. I'm still new to GMing but hopefully my players saying I've done a good job in the three games I've done wasn't brown nosing. Also I am an experienced player like you are so would be capable of coming up with mechanics that would be fun for the player base.
 
Yes, with the qualification that influence can be gained as well or better outside the political process via social status, wealth, military record, scientific accomplishments, etc. And if I go the way of including money as a resource separate from influence, there would be nothing saying a player couldn't ignore politics entirely and focus on building his Phlebtonium refining monopoly. And a player mostly interested in exploration or pursuing a military career would be obliged to court influence as well to advance his interests.

Hopefully the system would be flexible enough to accommodate players taking things in a wide variety of directions.

I must ask how are players starting out cause there are a few ways of doing it. 1) Everyone starts at base level with each person having the same stats. 2) is a variation of one with everyone starting off with the same thing except they've been allowed to choose a certain class/rank/position/race/whatever that modifies their starting stats. 3) the GM will roll to see what modifications happen to the player's stats, an extreme example would be how Thunderhawk3 did it in AFTE, another would be how I just rolled what extra settlements players started with in Landfallen 2, or Alexander23's method of just rolling to see which traits the players came up with themselves they would receive.

Another question is what is the driving force behind the game? Is it full on sandbox, do whatever you like, or limited sandbox, do what you like but there is a shared goal everyone is going toward eventually? And example of the second would be BlackBishop's Agorath where there was a clear ending but players did whatever they wished to get there; and example of the first would probably be my first game Landfallen but the lack of direction was one of the game's problems.
 
As for whether steampunk is essential, no. There's no reason the same concept could be applied to a wide range of other settings. But I like steampunk so that's the setting I propose. If someone wanted to take the basic idea and use it elsewhere that's cool.

As for sandbox v goal, there will be no goal per se, but there will be events that unfold and call for a response, and that response will shape further events. This is in addition to any agendas the players push.

As for starting positions, I'm thinking of having people create a background, advantage and disadvantage for their character. This will influence how much influence and money they start with, along with how fast they aquire both and what positions they may be eligible for. As the game progresses they can gain posessions, traits, and/or offices that will provide bonuses.

Example:

"Lucky Jack" Aubry
Background: Royal Air Fleet Officer
Advantage: Decorated veteran (starts with extra influence, gains extra as a result of any future airborne adventures)
Disadvantage: Terrible with money (starts with less money, gains less than others would from any kind of business dealings)
 
As for whether steampunk is essential, no. There's no reason the same concept could be applied to a wide range of other settings. But I like steampunk so that's the setting I propose. If someone wanted to take the basic idea and use it elsewhere that's cool.

I respect that your trying to bring a new genre into this forum. Well maybe not new but make it just a more popular or common setting. Can't wait to try it out.

As for sandbox v goal, there will be no goal per se, but there will be events that unfold and call for a response, and that response will shape further events. This is in addition to any agendas the players push.

I do that method too its a good middle ground.

As for starting positions, I'm thinking of having people create a background, advantage and disadvantage for their character. This will influence how much influence and money they start with, along with how fast they aquire both and what positions they may be eligible for. As the game progresses they can gain posessions, traits, and/or offices that will provide bonuses.

Ahh... That's actually really good and effective method.


Anyway thanks for answering my questions.
 
I was not aware that steampunk focused on space exploration, I thought that it was just overbuilt, steampowered type stuff relegated to earth (airships, mechs, and the like). Could somebody kindly describe the technology involved more in-depth for myself, so that I can gauge if I would be interested or not.
 
I was not aware that steampunk focused on space exploration, I thought that it was just overbuilt, steampowered type stuff relegated to earth (airships, mechs, and the like). Could somebody kindly describe the technology involved more in-depth for myself, so that I can gauge if I would be interested or not.

Depends on the type of Steampunk game Deagh has in mind, but it seems to me that it involves Steampunk technology on interstellar level. So it is a combo of sci-fi and steampunk.