Out Of Context.   Posted by Records Keeper.Group: 0
Records Keeper
 GM, 1 post
 Rise and Fall
 Glory or Shame
Sun 29 Nov 2020
at 21:12
Out Of Context
Welcome!
Records Keeper
 GM, 10 posts
 Rise and Fall
 Glory or Shame
Fri 4 Dec 2020
at 16:53
Out Of Context
Hey everyone!

Looks like we have 5 players to get us started, which is a great starting number. I have most of the mechanics done, I just need to pretty the text up and then I will make them open to the public.

In the meantime, I think we should probably start off with everyone getting their empire concepts together.
Nu_Fenix
 player, 1 post
Fri 4 Dec 2020
at 17:27
Out Of Context
Ahoy all!

Are we sharing the same continent, or near if coastal/islands?

How fantasy are folks thinking? Traditional elves, dwarves, orcs, etc? Or more exotic?

What type of tech level? Middle ages? Clockwork? Gunpowder? Steam? Beyond?

Are we relatively small, almost city states, if not smaller? Or larger, to be more empire like, with cities, towns, hamlets, etc?
shapeshade
 player, 1 post
Fri 4 Dec 2020
at 17:33
Re: Out Of Context
Nu_Fenix:
Ahoy all!

Are we sharing the same continent, or near if coastal/islands?


A very good question.

Nu_Fenix:
How fantasy are folks thinking? Traditional elves, dwarves, orcs, etc? Or more exotic?


I would prefer more exotic.

Nu_Fenix:
What type of tech level? Middle ages? Clockwork? Gunpowder? Steam? Beyond?


I would prefer "middle ages" (with, perhaps, clockwork being something that mages and sages have a good grip on, but no one else really).


Nu_Fenix:
Are we relatively small, almost city states, if not smaller? Or larger, to be more empire like, with cities, towns, hamlets, etc?


I would prefer larger nations with multiple cities each...

This message was last edited by the player at 17:33, Fri 04 Dec 2020.

Basileus
 player, 1 post
Fri 4 Dec 2020
at 18:23
Re: Out Of Context
Records Keeper:
In the meantime, I think we should probably start off with everyone getting their empire concepts together.


How granular are we getting with our empire concepts? Is this high level, like "maritime trading empire" or are we getting more specific, like "association of culturally homogenous city-states united in their efforts to repel militaristic hegemons while preserving individual social, economic, and political freedoms (for themselves, not others)"? What sort of variables are we deciding?

I'd prefer less exotic on the fantasy scale. Some magic is good, but it needs to have limits so that it doesn't overwhelm mundane powers. Middle Ages tech level is good.

I'd err on the side of starting smaller (to allow for more expansion) but I'm flexible on the maturity of our empires.
shapeshade
 player, 2 posts
Fri 4 Dec 2020
at 18:37
Re: Out Of Context
Basileus:
Records Keeper:
In the meantime, I think we should probably start off with everyone getting their empire concepts together.


How granular are we getting with our empire concepts? Is this high level, like "maritime trading empire" or are we getting more specific, like "association of culturally homogenous city-states united in their efforts to repel militaristic hegemons while preserving individual social, economic, and political freedoms (for themselves, not others)"? What sort of variables are we deciding?



Good question.


Basileus:
I'd prefer less exotic on the fantasy scale. Some magic is good, but it needs to have limits so that it doesn't overwhelm mundane powers. Middle Ages tech level is good.



Based on the phrasing of the original question, I presumed "exotic" referred only to the fantasy races involved. I agree that I don't necessarily require the magical level to be insanely high.
Drackler
 player, 1 post
Fri 4 Dec 2020
at 20:55
Re: Out Of Context
I'm up for more "exotic" races (maybe with some chance for us to design our own with the GM?), and more of a pre-gunpowder technology level. Like shapeshade said, maybe there are some clockworks or even steam but they're on the rare side of things.
shapeshade
 player, 3 posts
Fri 4 Dec 2020
at 22:17
Re: Out Of Context
Drackler:
I'm up for more "exotic" races (maybe with some chance for us to design our own with the GM?), and more of a pre-gunpowder technology level. Like shapeshade said, maybe there are some clockworks or even steam but they're on the rare side of things.


Yeah, what Drackler says
Records Keeper
 GM, 11 posts
 Rise and Fall
 Glory or Shame
Mon 7 Dec 2020
at 22:49
Re: Out Of Context
Hey everyone!

So I went ahead and posted the mechanics for everyone to glance over so that you guys can start getting a feel for where Im going with things. Nothing is set in stone yet so I'm open to suggestions or feedback.

Im going to try and recruit a Co-GM to help with maps since I can't make any right now, but after christmas I'll be able to post and create maps for the game.

Still working on the tech tree, racial modifiers and abilities, etc.

Now to answer some questions-

1. Map wise is still open to suggestion until I can get someone to make a map for us.

2. Race wise, I think it best everyone build their own race, so I'll make a list of traits like natural magic affinity, natural weapons or armor, charismatic looks or abilities, etc. Let me know what kind of abilities you may want and I'll figure out how to make it work!

3. I did include some aerial units as well as some basic blackpowder tech, we can change this up as much as you guys want.

4. I plan for each player to have one capital, and then smaller cities and territories they can annex to bring in more resources and income.

5. Magic VS. Tech-
In order to keep balance between magic and mundane units, I've made it so that while magical units each have access to 4 spells they can use during combat, the damage and effects they have are weaker than their mundane counterparts.

I think that's everything for now, I'll keep everyone posted. My aim is to have the game up and running before the end of this week :)
Nu_Fenix
 player, 2 posts
Fri 11 Dec 2020
at 15:22
Re: Out Of Context
@Everyone
What have people got in mind for the types of race/nation they want to be?
There's one from a game I just want to outright steal and base myself on.
From the miniature game Confrontation made by Rackham, there is a faction called the Alchemists of Dirz. The overall premise behind them is that the bulk of their society is ran & populated by clones, who are made for particular purposes, especially their ones for war. Basic model looks human, uses weapons, nothing special. But they have ones which are ogre sized, with metal plates fused into their skins, some with extra limbs, those kind of things. They even created the orcs for their setting, but they rebelled, and their lesson was to make sure no clones were fertile.
The rulers and elite are Trueborn, who are real humans, who are served by the slaves, free to lead, pursue whatever they want.

Whilst it may not fit them, I also like mercantile nations/cities, who help create trade, loaning money and even soldiers to others, but for great rewards.

@Records Keeper
Looking at what you have posted in notes, and I have some questions:

With turn orders, how many of each type would you do per turn? Would it be influenced by nation/city size? Buildings owned? Tech?
Would we know how successful something might be before doing it? If I wanted to sabotage or assassinate someone, if I was told it had a 10% chance of success, I might think of something else I can do. Whereas if I am told a 10% chance of failure, I wouldn't be as likely to try something else.

Where buildings gives 5 materials/rations/etc, is that a lot? Do you need tens of farms to feed a city, but might only need one mine to help build your army?
Would all buildings cost the same amount of resources?
Can you build multiple at once?
Is there a limit to how many in total you can have, as well as of each? Could someone say that their town is based around only recruitment, and renowned for being the greatest producers of artillery, for example, making more of them, and perhaps of a higher quality, than anywhere else?

I can't see why I wouldn't do anything but cast 3x magic missle for d4, as it's the same maximum of damage, but the lowest roll is 3, so has a smaller spread.
Also, magic doesn't seem to have a range, unlike mundane ranged attacks.
Spears must be very long, to have half the reach of a short bow!
Records Keeper
 GM, 13 posts
 Rise and Fall
 Glory or Shame
Fri 11 Dec 2020
at 17:08
Re: Out Of Context
All great questions! I just got to work but I will get answers up today.
Player 1
 player, 1 post
Sat 12 Dec 2020
at 16:35
Re: Out Of Context
I can see that each type of industry produces resources. What about gold / income?? Are we using resources as our currency, or will there be an aspect of income through taxation of population, production / sale of resources, and so on??
Records Keeper
 GM, 14 posts
 Rise and Fall
 Glory or Shame
Sun 13 Dec 2020
at 00:22
Re: Out Of Context
I didn't get a chance to answer the questions yesterday but I've got some quick answers here-

1) turn orders will end up being you can move any and all units equal to their speed, armies move as fast as the slowest unit when moving on the "global" map. "Turn orders" will vary in number, its more about okay whay do you want your empire to pursue in each "area/attribute" this turn. So you could use espionage to spy on this country, research a new tech, build nee units and structures, essentially there isn't going to be a set number of things you can do, what will matter is how many resources you have to spend on doing things this turn.

I'm off tomorrow so I'll be wrapping things up and getting the final mechanics in place so this all makes more sense.

2) There won't be percentages exactly, but you'll know your d20 modifier and DC before you take an action so you'll have a pretty good idea how good your odds are.

3) No, you won't need tens of farms, to keep things from getting to convoluted I'd like to keep things at one building type per city, but you'll be able to upgrade buildings and such to produce more resources etc

5 resources will be enough for you to have something to do each turn, keep ypur people from starving, etc. Basically each unit will consume 1 ration per turn, so you'll total up your incoming resource, subtract your upkeep, and anything left over is surplus which ties to my next answer...

4) income is primarily done through trade, you can raise taxes to generate more gold/credits, or you can sell to the "global market" for a fixed rate based on what's happening in the world. You can also buy from the market. If two players wish to make trades with each other its up to them to work out the cost and come to an agreement on the trade.


5) building cost will likely be the same for things of similar nature, but that's something I need to finish working out. You can build as many as you want, granted you have the resources to build that turn.

6) You can center your city around a certain type of production, upgrading and researching tech that will boost production and quality, but you won't have 10 farms or anything like that, instead it'll be the farms in this city produce 15 food or whatever compared to the base 5.

7) magic needs some clarification on my part, but the deal with magic missile is if you do the d4 targeting, each target must be separate. So if you target one unit its d12 damage, but you can choose to target 3 units and do d4 damage to each (useful for cleaning up weak units before they can be healed). Magic will have a range, speaking of which...

8) So my original idea for spears was to show they have reach or can be thrown, but you're right. I may choose to instead make it a +1 to hit, or change up the ranges entirely.


I have tomorrow off, so things will be updated then possibly tonight. I'm expecting to be ready for turn 1 tomorrow night or Monday to give everyone time to read over things and formulate ideas.

Thanks for everyone's patience!