Future SSNES: A Showcase

Silver Steak

The Ghost of SS
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I never thought I'd ever start this thread, but that story is a long off topic rant, so I'll leave it at that. :)

So I'm considering starting another magic NES, but since there are many ongoing or planned, I'm reserving this one to display only. If the other NESes end, die (god forbid) or go into hiatus, I may consider starting this one. But for now, I only want to toss out the concept to hear your comments. Yes, I very much enjoy pain. :p

Any suggestions on improvements to the concepts are more than welcome. If you only want to say "I don't like this", or "Great, yet another magic NES", don't bother posting it. Happy reviewing! o/

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The Concept

The setting will be an experiment set out by a deity of magic, the goal being to find out the race most suited to be the deity's chosen. This is decided by tossing out the candidates in a brave new world, and giving them all the same spark of magic to work with. From there, they are left to battle for dominance - either through cooperation or war.

First of all, this will be a magic-intensive NES. That means mundane forces are irrelevant, most battles fought exclusively between spellcasters.

The Rules

Stats Template

Race: Slartibarts (1)
Habitat: Lowlands/hills
Leader: Slartibartfast
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13)
Domains: Fire, Water
Spells:
Burning Arrows [Fire] (1/Weak/Fast)
Liquid Fire [Fire/Water] (1/Strong/Slow)
Spellcasters: 10
Projects: None


Race - One for every player.

Every player will have to create their own race. Describe it as much as possible, and I will arbitrarily assign a fictional relative strength (compared to, say, humans) which I will use to adjust reproduction and combat. Generally, larger and bulkier races will be more resistant to damage, but easier to hit. Their smaller counterparts may be able to dodge away from blows, but can take less beating before dropping.

This score will, needless to say, greatly affect the path of your race later on. I'm considering making this relative stat an open one (as in the template)

Habitat - where your race thrives.

Another thing I'm considering is adding habitat as a stat. Depending on what terrain your race calls home, the efficiency of nearly all you do will vary. This will naturally affect combat and warfare, but also reproduction and other minor things. Forcing enemies out of their habitat may be the most devastating attack indeed.

Aquatic races will have to be banned - at the most I can allow semi-amphibious ones.

Types of habitat are defined by altitudes: Mountains, Hills, Lowlands and Aquatic. Every race will have two types, the second being the second best suited. You're free to combine these as you see fit, but Aquatic can never be primary habitat.

It is allowed to create your own types of habitats that are perfect for your race through magic. This will be added to the stats, granting greater bonuses than standard primary habitats. However, you will also lose your secondary habitat in the process.

Leader - For your writing pleasure.

Your race's leader. It might be a singular ruler, a circle of spellcasters or a league of hooded mystics. Whatever floats your boat, really. Useful for stories and diplo, but not much more I think.

Population - Stronger means slower.

The default starting population will be around a thousand. From there, your population will grow relative to your race's individual strength. The stronger your minions, the slower they will reproduce. Call it divine intervention, as it very much is. :p
Spark/Prana - The gears of magic.

Spark measures the collective magical prowess of your race. It consists of the race's "life energy" - called prana. The stronger an individual, the more prana it has. Prana can be used, as well as stored. Spark size will increase and decrease, depending on whether you bunk or overspend prana.

Sizes are(with prana replenish rate bonus):

Diminutive(+10%) - Tiny(+25%) - Small(+45%) - Medium(+70%) - Large(+100%) - Huge(+135%) - Colossal(+175%) - Epic(+220%)

To increase Spark size, you must bunk prana. This locks the prana away from the steady stream available for spellcasters, and will at set levels raise your Spark size. You can only unlock this prana by overspending, and then it will cost you five times more. For example, training a spellcaster using prana costs three units, while training a spellcaster using bunked prana costs fifteen units.

Prana required in bunk to advance from one level to the next is as follows:

Diminutive (100) - Tiny (125) - Small (175) - Medium (250) - Large (350) - Huge (475) - Colossal (600) - Epic

Uses of prana can be separated in two categories: discharge and investment. Discharge is expending prana on magical effects, such as casting spells. Investment is typically training a new spellcaster. Larger investments are accessing new domains, designing new spells or improving already acquired ones.

Prana will replenish at a set rate of 1% of population, multiplied by relative strength. That means 10 units for 1000 "humans". In addition, all spellcasters discharging any amount of prana will grant a small bonus to replenish rate. Casting spells in combat will yield a far greater bonus, but this depends on the spellcasters' survival, so beware.

Overspending

You can, theoretically, overspend as much as your spellcasters' combined capacity allows. This capacity is described later in the spellcaster chapter. However, every unit of prana overspent will drain five from your Spark. If you do this at a large scale, you'll risk dropping down a level, which could easily ruin your prana replenish rate - far more than the damage taken by not doing so.

Domains - your toolbox(es).

Domains are the fields of magic that your race has access to. Domains give access to researching and casting spells within that field. Types of domains are rather generic, like "Fire" or "Water". Domains are rather static, as they cannot be upgraded as spells can. However, it might be a wise thing to get two or more, as spells can be under more than one domain. Besides, sharing domains with other races opens for spells trade!

Accessing a new domain costs 25 prana.

I'm inclined to not create a complete list of domains, but will reserve the right to deny certain domains as I see fit. Again, keep in mind that picking the same domain as other players might be an advantage. Once a domain is granted, it is open for everyone to access. That means if I allow a new domain, everyone else can buy access to it.

Spells - your tools.

You start out with no spells. Every spell must be individually researched. Spell effects are linear in terms of prana cost. Since one unit of prana is enough to cast the spell a large number of times, stronger spells will be cast fewer times than weak ones. This doesn't mean researching spells is wasting prana, as one battle or campaign can be decided by the variety of spells being cast in cohesion.

Spell Template

Spell Name [Domain/Domain] (Level/impact/cast rate)

Spells come with at least one domain, a level stat, an impact stat and a cast rate stat. Level indicates how many times the spell has been improved. Impact shows how powerful the spell is, and cast rate determines how often the effect is reproduced. The only real difference this makes is whether the effect is a large one-off, or a burst of tiny ones. Higher cast rate is often useful when fighting small fry, while greater impact is needed against larger ones to inflict any damage at all.

Research/upgrade

As opposed to the toolbox, you may sharpen your tools. Investing in already existing spells will make it more effective, either upgrading the impact or cast rate. This means the same spell can evolve different ways, being suited for different purposes.

Ex: Liquid Fire [Fire/Water] (1/Strong/Slow)

In the aforementioned example, Liquid Fire is a spell that falls under both Fire and Water domains. This means a spellcaster must have access to both domains to cast it. The level is one, indicating that this spell has not been upgraded yet. The impact is Strong, and cast rate Slow. If I choose to upgrade this spell, I can either a) add a domain or b) upgrade the level.

I might want to make this spell a kind of burning fog. I then add the Air domain to the spell, and rename it Infernal Cloud. It now has three domains. A spellcaster must have access to all three to cast it, but the spell is more difficult to counter.

Infernal Cloud [Air/Fire/Water] (1/Strong/Slow)

Then, I decide to upgrade its stats greatly by cranking up the level thrice. For every level, I must choose to either upgrade impact or cast rate. I choose to upgrade impact once, and cast rate twice. The result is a 4th level spell with Immense impact and Fast cast rate.

Infernal Cloud [Air/Fire/Water] (4/Immense/Fast)


You can only have one version of a spell at any one level. If you want to redesign a spell, you must pay for researching it again, so make sure you get it right the first time.

Casting spells will be by units of prana, down to a single unit.


Costs for designing new spells are as follows:

First level, one domain: 10 prana
Another level: +5 prana
Another domain: +5 prana


Levels of impact/cast rate are as follows:

Impact: None - Puny - Weak - Medium - Strong - Immense - Devastating
Cast rate: Agonizingly slow - Very Slow - Slow - Medium - Fast - Very fast - Furious

Default starting stats are paired "diagonally":

None/Furious, Puny/Very fast, Weak/Fast, Medium/Medium, Strong/Slow, Immense/Very slow, Devastating/Agonizingly slow.


Costs for upgrading existing spells are as follows:

Another level: +10 prana
Another domain: +10 prana

Note that you cannot design new spells of a level you do not already have a spell at. This means you must upgrade one of your 1st level spells before designing 2nd level spells. Similarly, to add a new domain to a higher level spell, you must have access to a spell of equal level in the domain you want to add.

Important note: you are free to exchange spells with other races. However, they must have access to all the spell domains in order to cast them.

Spellcasters - your everything.

Seriously, without your spellcasters, you can't do sh't. They are your hands and feet, your builders and soldiers. They create and defend what's yours, and destroy your enemies with their powerful spells. You should all call them something fancy and describe them in detail. Their chances of survival depends on the type of magic cast by the opponent, as well as any defensive spells. Physical attributes count for little more than the obvious - larger targets are easier to aim at, while larger races would likely be able to pummel smaller ones if they engaged in melee.

Combined capacity

Spellcasters perform all uses of prana, including investments. The amount of prana one spellcaster can cast in one turn is 5 units. That means you should assign capacity to all their tasks. The easiest way to do this is to multiply your spellcasters by five, then make sure all your spendings don't go over that limit. If you have enough spellcasters, this isn't going to be a problem. But when things start to get busy with projects and warfare going side by side, I'm not going to do the math for you. If you screw up, some orders will simply be ignored. (I choose what's left out. Generally, I will pick what's least important)

Training a spellcaster costs three units of prana. A fresh spellcaster will not contribute to the combined capacity immediately. This is to prevent you from training insane amounts of spellcasters by allotting newly opened capacity from progressively growing generations to the next. Also, it makes calculating capacity a simple multiplication.

Projects

Whatever does not fit into these rules. You describe it, and I will determine the cost. Things like creating optimal habitats are possible projects. Keep it realistic, or I won't allow it. There are things that even magic can't do.

Price List

Training a spellcaster: 3 prana

Accessing a new domain: 25 prana.

Designing a new first level spell of one domain: 10 prana
Adding a level to the new spell: +5 prana
Adding a domain to the new spell: +5 prana

Upgrade an existing spell by one level: 10 prana
Add another domain to an existing spell: 10 prana


The Map

The map I stole from da intarwebz, like any real pirate would do. Yarr! I've touched it up a little, fixing lesser details. Also, the map is saved as a layered file, making editing in new terrains/habitat types easy. I'm also considering something new(?) in NESing, which is to upload the layered GIMP save file with the updates.



And the blank:

 

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If any of this is interesting at all, feel free to be inspired. I'd be happy if you mentioned me in the process. :)
 
Race: Monaudians
Habitat: Highlands
Leader: Chashlion
Population: 1000
Spark: you decide
Prana: you decide
Domains: Fire, wind
Spells:
Burning Arrows [Fire] (1/Weak/Fast)
Fire storm [Fire/Wind] (1/Strong/Slow)
Spellcasters: 10
Projects: None

The history of the Monaudians is delved deep with mystery while Humanoid and relativly weak compared to some of the other races the Monaudians have perfected the arts of swordsmanship and have incorperated their magiks into creating the feared fighting force that has managed to spread their influence around the world. Nobody knows where the Monaudians originated from but they arrived in huge ships made unnaturly fast by the addition of spells they then proceeded to wipe out and exterminate all other nearby cultures now the Monaudians have settled down and are in the process of creating a cultire to be feared

you decide the start position

i probably shouldnt be posting a templatte for this but tough noodle cakes i am
 
Psst Condor, this isn't even a Pre Thread yet.

Totally join this. Unique yet similar to the Return to our Roots ones. Fresh, yet familiar.

I demand you go through with this.

Edit: I'd just like to note that it is a little bit complicated. I don't know if any other NESes use magic like this (I tend not to join Magic ones), but for the first several turns you'll spend hours setting us poor people tright after making the same mistake as the last 10 people.
 
i know see i even said so on my fake template
 
Edit: I'd just like to note that it is a little bit complicated. I don't know if any other NESes use magic like this (I tend not to join Magic ones), but for the first several turns you'll spend hours setting us poor people tright after making the same mistake as the last 10 people.

The reason, I think, is that I try to combine "eco"/income in standard NESes with magic ammo. That's why I have much smaller units. If you could pinpoint what part you found hard to understand, I'd be happy to rewrite it.

Maybe I should make a separate price list? Would an example budget be any helpful?
 
I won't join, but am saying that I like the idea. I won't join since I have so many NESes running and so little free time.

Good luck with this though. It's got potential.
 
SQUEEEE!!! My fav. mod returns. I'm might join later next week if I can, gotta wrap up school.
 
SQUEEEE!!! My fav. mod returns. I'm might join later next week if I can, gotta wrap up school.

Thanks for the sqee, but this isn't actually starting yet. :lol:
 
This looks very interesting. The magic, its true, looks pretty complex, but i am sure that after a few turns, we would figure it out.

Q: Magic comes from a divine being; is there priests?

Immac.
 
This looks very interesting. The magic, its true, looks pretty complex, but i am sure that after a few turns, we would figure it out.

Q: Magic comes from a divine being; is there priests?

Immac.

Not in the current plans, no. But it might be interesting to have an NPC faction of priests acting as a kind of "joker". :)
 
Broad strokes for a civ i would be interested in playing:

Skinny dwarves descended from an inbred stock (story would be provided)
Their inbreeding has led to alopecia areata and bad psoriasis and some emotional and intellectual 'exentricities'. they file their teeth until they are razor sharp points, use extensive body tattooing and have a penchant for slavery and cruelty.
 
Depends on the timing, but I would probably be around.

Would you be incorporating a good number of NPC races? It would be infinitely more interesting that way. :)
 
Depends on the timing, but I would probably be around.

Would you be incorporating a good number of NPC races? It would be infinitely more interesting that way. :)

That is the plan, yes.
 
One other question...

How would you deal with conflicts within races, the formation of states, etc.? It seems to me that race is a rather broad thing to allow a player to control, especially when members of each race probably have incredibly wide differences in opinion and goals.

Of course, that could be remedied by making races' population small and essentially limiting each race to a single state, but that doesn't seem especially reasonable to me unless the world is very small or there are an incredibly large number of races.

Hopefully that all made sense... ;)
 
One other question...

How would you deal with conflicts within races, the formation of states, etc.? It seems to me that race is a rather broad thing to allow a player to control, especially when members of each race probably have incredibly wide differences in opinion and goals.

Of course, that could be remedied by making races' population small and essentially limiting each race to a single state, but that doesn't seem especially reasonable to me unless the world is very small or there are an incredibly large number of races.

Hopefully that all made sense... ;)

It did. However, your questions are based on us humans and the way we usually behave (and how most NESes evolve). The simple answer is that this NES will lack that "realism". In the end, I just want it to be as simple as possible.

If I am to defend the decision, I'd like to point out that conflicts between races overshadows any internal conflict. My concept revolves around a battle for domination - which is also very much real in the NES world. Every race is aware of the deity behind this "experiment", and know that they cannot hope to win if they keep quarreling amongst themselves. I might consider allowing schisms and race factions if they grow big enough. ;)
 
Makes sense. Not that it not making sense would, necessarily, be a bad thing. :p
 
Well there is no specific part that I have a problem with, and once it gets working it will likly work great. It's simply got alot of parts, that people may not understand, and you will need to outline very clearly exacly what is a domain? WHat benifit's do I get from having more spellcasters?

I know when I made my NES, out of about 12 people, maybe 5 managed to successfully tell me: WHat colour they wanted, and where on the map they wanted to be.

WIth so many things you can do with the Prana I suggest that when you can you outline very clearly, what the following are, what they do for you, and how you get them:

Spells
Domains
Bunked Prana
Spellcasters

I would suggest explaining very clearly how upgrading a spell will work.

Finally I'd outline: What are

Impact?
Cast rate?
Overspending?


YOu already answered alot of his, but some is a little unclear and each person will likly miss a few things (I'm personally not sure whats going on with Impct/Cast rate)

Once everything gets going, it will likely grow like a snowball rolling downhill, but in the first few updates, you will have alot of misunderstandings about many of the above mentioned things, and no few questions.
 
I've revised a lot of the first post and added examples. I've still to write a better description of impact/cast rate for first level spells, but I must leave now. Will come to that later.
 
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