24.1.07

Hmm...

Do you think that adding a second game would slow the pace at all, or is the setup capable of dealing with it? These labels would make it easy to keep track of.

Also, would anyone else like to run a game here?

And another also, for the Hedgemere Academy game, I would like all three of you to give me a sample of a class lecture. You pick the class, of the ones you're taking, and the topic of the day's lecture. Doesn't have to be long, as I'll expand it as I see fit.

28 comments:

Dan said...

Go ahead and email me the lecture, and depending on how quickly they come in I'll either wait till you're done with your field trip or I'll just post them and we'll pretend the timing works.

If you ran one, what would you want to run?

Chair said...

... field trip, heh ...


I'm down with an additional game, it's always nice to have some diversity... plus, the more games the better chance of additional players being interested in joining.

I'm kinda down with the idea of a kingdom game... how you'd run it, I'm not sure... it sounds daunting. As for an underground game, that sounds interesting... I'd also be cool with a 'CyberPunk' style game.

I'm looking to start a either an open style 'CyberPunk'-ish game, or possibly a game called 'Mote' which my buddy Roop and I developed a few years ago. Dan, I don't recall if you get a chance to play it before he or you moved, but it's rawkin'!

It's very free form, but the whole idea is that it takes place in space and you can play anything (due to genetic and cyber modifications, the universe is the limit) and your actions will have nothing to do with how the universe works, because really... how much can one person change the universe?

Soren said...

I'm not the best at running a game, but I'd gladly join any of those, they all sound awesome (though the kingdom one might take a sec to get used to). Either the kingdom game or 'mote' sound particularly interesting.

Chair said...

:) I don't want to get any of your hopes up. I've got to do some serious rereading to get back into the Mote mindset. It is not a simple game, and it's certainly not d20 based. It uses percentages, arrays, and tables like you wouldn't believe.

I would totally love to take Garra up on his offer to do two... maybe we could run the kingdom campaign whenever he's got some spare time (he seems to be on this site an awful lot, no wonder Dan decided to get Google AdSense running on this blog.) And once I can understand the changes that Roop has made in the past year (since he moved to LA and has grandly updated ship-to-ship combat) I will start posting as well.

Chair said...

Hey, that reminds me. I'm going to be taking a little bit of time to do this, but I plan on putting the Mote rules up on a separate website, (most likely run by the Google website service [not blogspot]) and I thought, why not make it the one stop site for all the game rules and variations that may spring up with the games that are being run on "20 Murdered my Mother."

... if we get multiple games going on this site, does that make us an association... or better yet, a society?

Dan said...

Well, the word cult, modern connotations aside, really just means group, so it's a possibility. I tried to make a game to do exactly the kingdoms thing. Jason helped me try to test it; it sucked. The idea is great, but actually doing it is hard. See what you can come up with.

Josh, I still have an old copy of the Mote rules around here somewhere, you could run that if you feel up to it. I was thinking I might like to add a Vampire game, though I'll take a little time and make sure I have both a plot and a clear idea of how to move the plot along this time. Hosting rules on another site is a good idea.

Also, for the current game and for any future games, any of you can feel free to recruit other players, so long as they aren't losers.

Dan said...

Would this be more of a role-playing thing, or a competitive thing? If role-playing, exactly what sort of quests or whatever would we do, and how would they work? If competitive, how do we win?

Dan said...

Hmm... Well, I have a good idea for a city, though I'll have to see how the stats work out to see how I can make it. Let us know when you have rules.

Dan said...

Size, military, knowledge, economy, and defense. Seems okay, but may I suggest some alterations?

For one thing, I suggest city-states rather than countries or empires. That keeps the variables more manageable. That said:

First, military and defense are essentially the same thing. I know structural defenses are a bit different, but in one way or another it folds into other aspects.

Second, size is less of a statistic than a quality. It's a function of the others. Heavy on the military is going to lead to one of two things, either a massive area, like ancient Rome, before the republic was even a big deal, or a small settled area with a large farm area, like Sparta. Light on the military is going to lead to a heavily urban population with a bit of farm land outside it, like most of medieval and renaissance Italy. Heavy on the economy will lead to a bigger city, in terms of area, but only as a result of investment. So what I'm saying is: drop size, you don't need it except as a description.

Thirdly, economy is good, though it needs some descriptors to say what it really means. If a 75 is a fairly high score, ancient Corinth and ancient Ninevah would both have been around there, but for completely different reasons, and with a completely different feel. Ninevah, heavy on the looting and slaves, Corinth, heavy on the trading and diversified business. So the number could work, but require a few words to give it character.

Finally, knowledge? If it's the sort of knowledge that's going to give a city or country a real advantage, it's not going to stay secret for long. Culture, in the sense of cultural achievement and cultural inclinations, is similar though. Rome was fine with innovation, so it adapted to new situations and stayed on top for a long time, while Sparta hated innovation and experienced only a few brief spells of dominance. Again though, it needs descriptors to mean anything. The Aztecs were big on cultural achievements, but not too many people elsewhere would think that highly of pyramids dripping with blood and highly complicated calendars of ritual human sacrifice.

This gets us down to three categories, military, economy, and culture, all of which get descriptors to say exactly how they work out. Also, you didn't include your wild card bit, which I was really excited about. Do you have a plan for that, did it get cut, or do we just tack it on extra?

Feel free to ignore any of this you want. It's your show.

Dan said...

Actually, military and economy could cover it alone, plus a wild card and descriptors. Upon reflection, culture folds in just the same as size does. Exactly the same, since how it plays out depends on what those other two look like. Or, actually, what those two look like depends on the cultural characteristics.

Chair said...

Garra, I was thinking. Instead of only two stats, why not use the basics of Sid Myer's Civilization for direction? His cities are dependent on economy, military, and science (or technology.)

I agree with Dan, population should be an effect not a pumpable statistic. As for the city, I believe I'll be able to send a rough idea to you by the end of today.

Chair said...

Guh... wait a minute, Civ doesn't work like that. (What's wrong with me?)

City growth (and likewise their strength) are dependent on Technology (this is usually buildings like temples, schools, barracks [or simply put, advances]); culture (art, theater, leisure); and economic production (natural resources, trade routes, etc.)

Therefore, if you were to succeed in building a city with a valley, surrounded by mountains to treacerous to navigate, you wouldn't require a mighty military to defend it... however, since there would be little in the way of natural resources (wheat, fish, cattle) your population would grow incredibly slow.

Chair said...

I don't mean to be a pest Garra, but do you think that maybe you could repost the current rules in one spot? I want to develop my city-state, but I don't want to miss something crucial.

So, just a summary... you know like are we still getting 100 points, which categories are those points linked too, are we still using the wild-card, how restrictive will that be, how restrictive of races are we allowed to go... (can my people be fire giants? or better yet titans? or is that too powerful?)

Looking forward to hearing from you!

Chair said...

I find it unlikely that there are some of you still reading this post, however if you find this comment in the near future. Know that I am working on a game plan relating to "Vampire" and the World of Darkness.

It's still very much in the pre-planning stage, and I find myself with very little down time, especially now due to a housing move and work lateral promotion.

I will keep you all up to speed.

P.S. - I haven't given up working on the website for this group. However, it too is on hiatus until officially released in part to my busy schedule mentioned above.

Cheers!

Dan said...

I had also been tinkering with Vampire, but I didn't want to start it until I had a clear idea of what the characters might do and how they'd get involved. So, if you get it going first, great. Would this be Vampire: the Masquerade, or Vampire: the Requiem?

Chair said...

... you know, I just don't know about Requim. I have the books, but it doesn't speak to me with the same simplistic beauty.

I'll take a look at the books and the abilities before making a decision for sure.

But, I'll make a decision by the end of next week. I'm leaning towards Masquerade (mostly because I know it better) but maybe it'll be nice to exercise myself a bit.

Dan said...

Yeah, I think I know what you mean. There are things I'd change about V:tM, but I felt like they went the wrong way in V:tR. Part of what i was working on was a setting alteration, including eliminating most of the clans, at least mechanically. I never really liked how cut off they were from each other. I like the idea of lineage and 'sins of the father' getting passed on, but it seemed too much, especially with all the minor clans that got thrown in with the various books. True Brujah, what? Also, given my distaste for lists of powers, I was trying to figure out a way to deal with disciplines.

Chair said...

Well, the move was a blinding success.

So, hopefully in the next week to week and a half, I'll have time to read through the books and dream up some story and try it out here.

P.S. - I suck (sorta) at keeping games going, but I'll do my best.

Chair said...

I don't know... I'm torn. Do I want to run a Vampire game? Do I want to try running a Shadowrun game? Or do I want to do something totally unlike either?

Gahhhhhh!

Chair said...

Oh holy crap!!! Should I do a superhero style game? Am I asking for too much of a beating to put that forward? I don't know!!!

Someone quick, give me some boundaries, I'm never going to get this thing off the ground if I don't have some restrictions!!!

Dan said...

Superheros? What sort of themes? Just beat up the bad guys, or what? And what sort of powers would be acceptable? Superheros could be fun though...

Chair said...

I donned on me earlier... about a year and a half ago to be exact. It's a "powers" game... but not like you'd expect. Sort of like superpower meets world of darkness, sorta.

I'm doing some serious research as we speak... I should have a little more preliminary info by sundown tomorrow.

Be excited... be very excited.

Dan said...

You've left me salivating for more. It sounds interesting, but I want more detail than that.

Chair said...

The preface is simple gentlemen, the setting takes place in the modern world. Society operates mostly as we are used to it, however some differences exist. Nothing much of interest to note in that way... but you may unveil some of those things are the story progresses.

The mechanics are still highly subject to change. I certainly want the game to be a "special" based power game. Although I don't know how exactly to do that.

Should I _build_ a system like that in the White Wolf game-verse? Or something else? I'll figure something out, but you gotta give me some more time... and Dan, can you hook me up with Admin rights to post on this site?

Dan said...

Done. I'll answer the others in the morning.

Chair said...

Thanks... but they weren't specifically questions that were meant to be answered. Granted input would be swell.

I've already devised a basic idea in my head, but please input would be swell-er.

Dan said...

What do you mean by 'special' based?

And when you say 'build a system in the white wolf game-verse' do you mean add superpowers to the world of darkness? Cause that'd be cool, but might be a lot of work to figure out haw it all fits together. Also, Mage covers a lot of that territory.

For system, I vote you just figure some way to roughly balance what we get to start with, and then rule by gm fiat. But do what you're comfortable with.

Chair said...

Yeah... well, you know me. I like to make things much more complicated than necessary.

The biggest problem is, as you put it, balancing each of you from the very get-go. Consider how superheroes are unbalanced in comic books, graphic novels, movies, video games, novels, and television shows. I'm still trying to figure out if I want to just assign powers to you because... heck, why should you get to choose what you're born with? Or, should I create a pool that has prerequisites that you must fill before advancing in a certain "power."

Huh. I'll figure this out... if it's the last thing I do!!!