Lighthearter
President of the United States
Add Virginia. My home state will PWN YOU LOSERS!
-L
-L
Add Virginia. My home state will LOOSE YOU PWNERS!
-L
Fixed.
Perhaps a US and Canada (and maybe Cuba and Mexico) IOT, where you can only chose one state, province, or territory, the only problem with this is what will make up the core of the game play?
You'd simply need some way for players to gain influence over other territories and thus gradually build a Holy Roman Empire-esque entity, where they have nominal control over all of North America.
Add Rio de Janeiro. My home state will PWN YOU LOSERS!
-L
Inspired partly by Enlightenment and partly by Revolution, I've started working on another IOT-like game set in the Industrial era. It will not start at least until March, depending on how many IOTs are running then, and whether I can cope with managing the game. If not, I might just post the rules up and let someone else run it.
In the mean time I'll play around with the rules to hopefully get something that's simple yet elegant, and most importantly easy for me as GM to work with. At the moment it looks like it's going to be events-driven, so random events and how you respond to it will be very important in the game.
I still need to come up with a land combat system I'm happy with. The system I used in IOTVI is boring and heavily favors the defender, so I'd like to hear some ideas on this front.
DO NOT USE RNG IN COMBAT SYSTEM, I would prefer story writing or something like that where both write a battle plan and you pick the winner, according to reality, style and overall strength
Inspired partly by Enlightenment and partly by Revolution, I've started working on another IOT-like game set in the Industrial era. It will not start at least until March, depending on how many IOTs are running then, and whether I can cope with managing the game. If not, I might just post the rules up and let someone else run it.
In the mean time I'll play around with the rules to hopefully get something that's simple yet elegant, and most importantly easy for me as GM to work with. At the moment it looks like it's going to be events-driven, so random events and how you respond to it will be very important in the game.
I still need to come up with a land combat system I'm happy with. The system I used in IOTVI is boring and heavily favors the defender, so I'd like to hear some ideas on this front.
DO NOT USE RNG IN COMBAT SYSTEM, I would prefer story writing or something like that where both write a battle plan and you pick the winner, according to reality, style and overall strength
Why not both? The problem with the story-writing is that I'm sure a lot of guys here....don't like to write I suppose. BUT there should be a bonus to detailed battle plans. So why not add a bonuses that make sense? Such as saying "I'll send 14 armies from this province to this one to disrupt their only supply line and then send 14 armies to attack this territory to get a combat bonus". That way it isn't strictly RNG but not strictly story either.
Nice a really good Idea and ummm when writing can we use visual aids like battle plans on maps, scenes from the battle....