BlackBishop said
Hello!Been a bit of an emotional roller coaster for me this past week, but things should be getting stable for me now. I would like to resume my role as the Orcs of Vanguar and continue my quest to bring the heathen Orcs of Amplesh to their knees, and quell the restlessness of the Clans, as long as Syrian is cool with that.If I may offer my opinion on the rule changes: Don't Do It! The simplicity of this game is what attracted me in the first place, seeing the potential for players to forge their own stories, restricted only by what is reasonable. I say we keep it as is, battles sorted out by the combatants with GM intervention if there is no agreement by way of dice. Any changes you do make, keep them simple. Why bog yourself down and risk losing some of that initial magic that brought me here. I am invested in the story I am creating, and am with you regardless, just a ventured opinion. Whatever you come up with is okay by me.
This is why I haven't really touched anything yet. I agree with you, wholeheartedly on many points, but people need a bit of input, and try as I did, I don't think my message regarding army sizes has made it through in a black and white manner, which is perhaps my fault.
The only thing I have changed is the food sources and army sizes, which is a simple mechanic and I feel it's both logical and still leaves room for player responsibility. I mean, going by the numbers that I'm seeing, I think only one person is going to have to cut their troop numbers to reflect their available food.
For the time being, that is the only change, the other stuff is just theory work that I'm throwing out to you guys for some feedback. I'd rather not have any system at all, but people struggle and I can see why. There's no real framework, just loose advisories and my scorn to go by. Poor old Titan was trying to assemble a force of 1,400 ships. I'm not much of a naval history buff, but the Spanish armada had 130 ships and that number was seen as huge back in the days it existed.
So yeah, the troop caps are going to stay.
Nation abilities are another idea I am toying with, that give nations certain tactical edges but also drawbacks. It seems well received so far, but It's not an included feature. During your absence, the RP started to wilt, and so I've thrown myself into giving it a bit of a face lift, you see.
Aside from the troop and ship caps, which I'm putting in place because I feel as GM they need to be, every other feature gets run by the players first. That's the way I'm going to handle things.