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12:23, 20th May 2024 (GMT+0)

OOC: Game Design.

Posted by Game MasterFor group 0
Game Master
GM, 6 posts
Malakhon
Sun 3 Mar 2024
at 04:40
  • msg #1

OOC: Game Design

This is a general thread for anyone in the game to post ideas and suggestions.

Tonight, I got started creating a rudimentary player creation system. I think it was a good starting place but it still needs work.


As an example, in the first draft of the design, the player can spread points out to add to their demense. They could buy skilled warriors or advisors, etc.  However, I'd have to track all that.

The more I think about it, the more I think that's a lot of numbers to track.
I may not even need 'numbers' at all - but if I were going to use it maybe I can group these things into categories.

As an example, Imagine a Demense could be represented by categories like this:

Sentinels-
Rangers-
Temple-
Arcaenum-
Guilds-

I would call these "domains" for lack of a better term. A Demense is made up of several domains.

The higher the value, the more you have.

Sentinels would be warriors and guardsmen. The higher the value the more ability you have to muster well trained troops.
Rangers - same thing except scouts and gaurdsmen.
Temple domain could represent the player's temple holdings, same with the Arcaneum except that's magi
Guilds would represent merchants, artisans, slaver guilds, etc - legitimate businesses.

I would say these represent something different than wealth generation - they represent relative power.

maybe I could add special domains that may be unique to each household, or one called "Red Light" that represents brothels and rakish criminal enterprises.

When you think about what you can DO as a player - what knobs you can turn, or buttons you can press - it's important to understand your relative power compared to another player.

So imagine if you had Temple Holdings of 3 and another player had no Temple Holdings. I would give the player 3 votes in matters involving the Church and I would also give them a standing - an ability to call for resources and get things done within the church reflective of their power level.

With Sentinels, they reflect the army of the players as a whole - the more points you have, the more loyal commanders and ability to requisition troops as needed.

The more guilds you have, the more ability you have to get things built, or train new troops.

I could have the player specialize their guilds in areas if they want, but ultimately I think I am on to an idea that I don't want to track gold pieces or individual troops.
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