Avatar of Serpentine88
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    1. Serpentine88 11 yrs ago

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Flagg said
Can we get a sense of the major religions?


@Flagg: Today I am going to be writing up the official information for the four main religions and which holy city is for which religion.

@Greivous/LoneWanderer: Lol

@People concerning maps: When adding your territory, please do so by using the paint bucket tool to 'fill in' the blocks with your colour. Not only does this make it easier for me but it allows you to keep a record on your own number of blocks. For example, @Rex: Your nation (If the black line is your border) has what appears to be around 39 blocks, not 16 (Its hard to see because of the small size and low quality)

Otherwise, @Rex/Wernher: Very good start ups for nations
You make a sound point.

Right, I will re-phrase the requirements for custom species. I require players to substantially detail their creations CHARACTERISTICS (not necessarily strengths and weaknesses, just what they are), I can then determine if it is acceptable for the RP or not. I think this should remove a significant amount of the clutter on the sheets (I was a bit annoyed about that).
Edit done. Please look over modified race category on sheet.
ASTA said
Looked like an excellent roleplay until I started seeing flaws/traits/strengths/weaknesses/ect slots in the 'Host/Species' template.


Personally I actually agree with you (Excessive Flaws/trait systems nearly always stifle creativity), but I require a means to stop min-maxing species (otherwise I deal with problems of species that are high in value and also high in numbers). I consider it a necessary weasel to make the RP functional, however if you have a better idea I am listening for any alternatives for race statistics (Or at least a means to stop min-maxing).
Goldeagle1221 said
AS aspiring to be a Host, would I be better off waiting for a few realms to be accepted?


You can start creating your host before the realms are accepted, although I would suggest holding off on parts of it (Strongholds, patrons, etc obviously) until we have some idea of what the realms will look like. I mostly put this information out here in the interest check so we can begin work while I wait for more people to have interest and finish up with the game mechanics.

Enalais said
Also what are limitations on magic?


A good question as this is a matter that is still currently having its game mechanics worked on! xD, though to sum it up, standard nameless magic users are capable of using 'standard' fantasy magic attacks and abilities (Fireballs, healing, etc) while heroes are capable of the more ridiculous abilities. One thing to take into account is that unlike most RP's that use magic, magic is not only determined by deities but also location. The closer a magic user is to a holy site, holy object (Like a relic) or one of the holy cities the more powerful they become (Though a concrete system will have to be written down to actually determine what that means objectively).
Here are the current prototype version of the realm and host sheets and associated guides, note that they are subject to change.
Note 1: I will probably streamline the sheet by the official OOC version so its not as cumbersome.







Yes to both.

1: A host if it successfully captures land can form into a realm (Though doing so may piss off people if the land did not originally belong to you) similar to the first crusade forming the kingdom of Jerusalem. ALSO, the reverse is possible, if a realm is taken over by the darkness (And is likely to happen), a realm player can continue playing as a host of their realms remaining soldiers and/or refugee's. Note that a host does not HAVE to form a realm if it retakes land and continue on crusading (Usually resulting in the land going back to its original owner) or if a host is defensive it simply continues on with its mission.

2: Hosts can recruit from realms through two means.
Officially: Through "Patron Realms" (Realms that officially sponsor hosts), a host can build chapter houses/strongholds/forts/whatever to act as bases of operations. Similar to how the Knights Templar owned numerous facilities across Europe, a host can use these strongholds as bases of operations, mustering area's, recruitment, training and civilian headquarters for branches of the host that deal with things like logistics, finances and negotiations.
Unofficially: By hiring mercenary bands, hiring specialized mercenary companies, or if the host is particularly religiously motivated, convince members of their faith to join up. Unofficial recruitment also includes antagonistic acts against the nation they are passing through, like directly recruiting peasants or soldiers without permission from the lords of the land. This kind of recruitment behavior can escalate into infighting (Note: Fighting between realms and hosts is very possible and may be a chief factor in the forces of darkness expanding)
Goldeagle1221 said
Host obviously don't fill out the NS, am I correct?


Indeed, Hosts will have their own separate sheet, they will also have a separate section detailing the game mechanics between realms and hosts (It is mostly simple stuff like maximum numbers and such, my game mechanics are going to be relatively simplistic and are mostly there to avoid powergaming issues)
@Captain: Right, makes sense

@Khan: I think that definition also fits semi-nomadic, moving around in a localized repeated area due to either limited grazing area's or seasonal factors.

@Titanic: I may well have to I think.

@Everyone: Today I will be posting a form of beta nationsheet (And possibly the host sheet as well) and some basic game mechanic rules so people can start working on their NS before we officially begin the OOC (I still want to collect enough people to have a functional IC start up as well as I have to work on some more things)
Good to see all the interest! (Though we are still going to need a LOT of players if we are going to fill up enough territory for the Darkness to fight, so keep it coming!)

@TheCaptain: Hmmm.. Semi-nomadic's... Now if I have the definition right, a semi-nomadic people are those who remain nomadic but in a strict region of territory, mostly to rotate grazing area's (Like the Mongolian steppe-nomads) in contrast to the fully mobile nomads like the pre-settlement Huns, Magyars and such... with that in mind, would your people be a host or a realm?

@Concerning Ork-elves: lol, it is funny that is brought up, because I was talking to Grijs about him having a race of mutated ork-like elves (In the style of Tolkien orcs)
Right, I am currently working on expanding the preset religions, setting up the OOC and setting up game mechanics (Do not worry, the game mechanics will be mostly light).

We will need a lot of players however because the nature of the RP requires a lot of land to be taken up as Greivous will be expanding in all directions and we will need opposition to fight him everywhere.

While we wait...
@Everyone interested so far: What kind of races will you be aiming for with your nation or host? I know that Wernher will be doing dwarves and I will be doing elves, however there are no restrictions and you can make custom races, so I would like to know what is the general idea for races.
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