Heirs to Heaven

Big thanks to everyone who stuck around. Should have let this die off before I left, but eh, I still had fun with the extra turn.

I would love to hear from people a breakdown of their thoughts on the game. What worked, what didn't work, etc. Building a new thing, and feedback goes a long ways in making things better the next time around.

Once again, thanks folks for the fun little game.

Thanks for the game man, this has easily be one of the best games I have played in ages. :clap:

I really enjoyed your update style and the stats were really well done and it was really awesome how you could update so quickly. I think my only real criticism is that the update cycles were sometimes a bit too speedy, it was sometimes hard to manage all the diplomacy. Then again, knowing how IOTers procrastinate having longer update cycles might have not helped. :p

Awesome game regardless.
 
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Great epilogue. That was a game I enjoyed a lot. Hope you GM another one soon.
 
I think my biggest complaint about this game, and your previous game, is that you have very board-gamey rules in a game that you made alot of times NOT seem like a board game.

Putting combat aside (which I don't think anyone really could figure out), you make it seem like 'hey my non game decisions matter' but then it's "surprise! there's still the boardgame mechanics". I personally experienced the espionage aspect where I saw my stability go from rock solid to collapsing within one turn, and I also experienced going from near open revolt to "Most stable in the Kingdom"

I think you need to pick a side on where your rules are gonna be. If you are going to be a board game, make it so that the only actions you can take are the ones with specific effects laid out in the rules. Otherwise you get in a situation where you're playing Monopoly and some guy puts $50 in stocks and the banker gives him $200 next turn

Conversely, if you want to allow more of a free flow game where you can do creative actions, then don't have a system that can allow for silly things like stability to fall or rise 50 points in a turn or limit things like marriage.

All things considered, I think you make interesting settings to jump in and I think you have some good ideas. I think you just need to tighten the execution and the rules behind it. Run it as a board game and list all the actions you can take, and ignore other non allowed actions, or make it more free flow where you have some discretion to determine what should happen and what effect it should have
 
I probably had the most comprehensive understanding of combat and my understanding still boiled down to "spam light infantry if you have a ton of MP or heavy infantry if you don't"

I couldn't find a purpose behind at least half of the units, including two of the three ships we had access to (especially medium)
 
ALSO OH DANG I DIDN'T KNOW THIS BUT MY LOVELY DAUGHTER
 
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Though it was a shame that the Atkyn came not to witness the great glory I admire the epilogue.

I look forward to your next game and prey to the Old Gods, the Seven and the Lord of Light that I survive your next game.
 
this is why you don't go full ordos hereticus
 
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