Well, the thing is, if you do it with MS Paint, I still don't know how to make the lines you draw in solid (so that when people fill them in it won't fill up the whole country.)
Any help with a map from anyone is appreciated.
Do you have any rough rules already? If so, post them here and I'm sure people will have comments. If not, well, IDK enough about either your book or what you are trying to do or what complexity to say much until you get some...
Map: Whole World (You can colonize the new world later.)
Size: Well, try to base territory size on how good the territory is in real life, stuff in Siberia should be bigger than stuff in France.
As for number of territories, well to give an example, the island of Great Britain should have between 8-12 territories or so. However, New World territories as a rule should be bigger than Old World since they don't have any people on them.
Also, make Sea Routes between anything needed that can't well be reached by land, you need them to attack.
Working on a rule listing for a The Last Prophecy IOT, and it's coming along nicely - seems to be a religious juggling act making your character and nation.
Working on a rule listing for a The Last Prophecy IOT, and it's coming along nicely - seems to be a religious juggling act making your character and nation.
(Insert bio on planet Haven and its story, plus introduction of both myself and the game)
1) - Starting Out
A - Character
When you begin, you must create a character. You must have a name and a religion, as well as three flaws, three qualities, and a background from the following listing(Flaws and Qualities with the same number are mutually exclusive).
Spoiler:
Qualities -
1 - Charismatic - -1 Unrest, +1 Morale
2 - Fighter - +1 Morale, +50% chance to survive Assassination
3 - Mage - +1 Morale, +25% Arcane research
4 - Genius - +25% to Material research
5 - Avatar - -2 Unrest among followers of your primary deity(If they live in your country)
6 - Royal Blood - -1 Unrest among the nobility
7 - Wise - +10% to all research
8 - Orator - -1 Unrest among the peasants
9 - Courageous - +1 Morale, -1 War Unrest
10 - Well Connected - +25% Hero generation
Flaws -
1 - Repulsive - -1 Morale
2 - Defenseless - -50% chance to survive Assassination
3 - Loathes Magic - -25% Arcane research, +10% Material research
4 - Moronic - -20% to all research
5 - Merely Mortal - +1 Unrest among followers of your primary deity
6 - Commonborn - -1 Unrest among the peasants, +2 unrest among the nobility
7 - Foolish - -10% to all research
8 - Tourette's Syndrome - +1 Unrest among the peasants
9 - Coward - +1 War Unrest, -1 Morale
10 - Arrogant - -20% Hero generation
Backgrounds -
Soldier(cannot be paired with Defenseless) - +25% chance to survive Assassination, +1 Morale
Cleric(Cannot be paired with Arrogant) - -1 Unrest among followers of your religion, -1(stacks) with followers of your deity
Wizard(Cannot be paired with Loathes Magic) - +20% Arcane research, +1 Morale
Monk(Cannot be paired with Coward) - +10% Hero generation, +40% chance of Divine Aid
Retired Hero(Cannot be paired with Coward or Arrogant) - +25% chance of Hero generation, +1 Unrest among followers of Evil deities
Retired Villain(Cannot be paired with Avatar) - +1 Morale, +1 Unrest among followers of Good deities
Politician(Cannot be paired with Commonborn) - -1 Unrest among the nobility, +10% Material research
B - Religion
Now is the part where you pick your religion. There are three main religions - which one you choose will affect which primary deity you can choose. Your primary deity is a damn significant choice - it affects what you can do as a nation without bolts of lightning raining from the heavens upon thee.
Religions:
Nineism - Nineists are EVERYWHERE, and generally tolerant of Progenitrists ruling them or living in countries they rule(there always are a few exceptions though). They believe in the undisputed gods of Haven - the pantheon of the Nine who often act to assist their followers.
Game info: The Nine will usually act to assist you if you need it, and choosing Nineism allows you to pick any one of the Nine as a Primary Deity of your nation. However, the Nine will never develop more powerful abilities, and the very rate with which they act in the mortal world showcases how weak these individual acts are.
Progenitrism - The Progenitrists believe in the Nine, as do all on Haven. However, they also believe in the Progenitor and Fukouka, the two "master" deital figures of the world. They are generally tolerant of Nineists in most places.
Game info: The Progenitor and Fukouka are FAR more powerful then the Nine, but they act only infrequently, having both sworn oaths to leave mortals to their own wars and each focus solely on each other. If you can get their aid though - your enemies are SCREWED. You can only choose the Progenitor or Fukouka as a Primary Deity if you are a Progenitrist nation.
Masterism - Masterists are rare, and those that are known are prosecuted mercilessly by both Nineists and Progenitrists. This is because the Masterists do not believe that the Nine or the Progenitor or Fukouka are deities at all, simply beings at a higher level of power then mere mortals. They believe in the "Eleven Masters" who supposedly rule all of reality, and not simply Haven.
Game info: Masterists are rare as hell. And no one is even sure the Masters exist. Even the Masterists don't know who these Eleven are. But if they ARE real, and if you do follow them, you have the potential to attract the most powerful gods in all of reality to your side. You may not choose a primary Deity at all with Masterism - until you discover the identities of at least five of them. You are told two via PM at the start based on ancient texts that the loremasters of your nation analyze. Others will be revealed by Arcane research.
C - Primary Deities Nineist Deities:
Spoiler:
Good Deities: Alhandra, Goddess of Good Alhandra is a Greater Dragon of the north, and the patron of all that is good. To accept her as your primary deity is to accept that you can no longer imperialistically go out a-conquering. Expect aid if you are defending innocent lives though. Shockzhockshh, God of the Seas Shockzhockshh is a Sea Dragon from the Madagarian Islands in the Great Ocean. He is old and wise, even among the Nine, and to follow him is to commit to protecting the seas against all those with darkness in their hearts. He does not leave his followers becalmed on the sea, however, so expect aid in naval battles. Cel'aksh, God of Trickery Cel'aksh is a Lesser Dragon of the south, and the lord of deceit. For all that, he is fiercely moral, and will use his cunning to battle those who would destroy Haven. He is the patron god of the Lesser Dragons. To follow him is to puzzle your way through messages in the form of incomprehensible riddles. Evil Deities: Chor'ric, God of Evil Chor'ric is the twin brother of Alhandra, chosen to be the lord of darkness when the Nine were created at Haven's beginning. He does not gain any real pleasure from the mass murder of women and children for its own sake, but he does fulfill the tenants of his office. Expect to gain support for dark deeds Ripfang, Lord of Thoughts Ripfang is a pygmy Greater Dragon, suffering perhaps from a Napoleon Complex. He is a master planner, plotting out deeds millenia in advance and using his detailed plans to forward his self-centered goals. If you are trying to take over the world, as long as you give Ripfang no reason - EVEN IN YOUR THOUGHTS - to suspect you aren't doing it for him, he's the one for you! Neutral Deities: Thalia, Goddess of the Dead Thalia is another Lesser Dragon, the mistress of the underworld. She is very dangerous to cross, and those who worship her are regarded strangely in the mainstream world. She is also the youngest of the Nine, and perhaps the wisest save Cennet. Amanshh, Goddess of War Amanshh is a Sand Dragon from Zelkonia's deserts, who has never quite given up her predatory ways. She revels in warfare and combat, and will do most anything to keep a good war going. She is finicky, and may support your enemies to keep a battle from ending, but can bring powerful support to your side. Cennet, the Moon Cennet was the first Greater Dragon to arrive on Haven during the Genesis, and he is the patron of all his descendants. No follower of Cennet will knowingly battle another while the moon is visible in the sky. The dragon-priests of the dragonhold at Mount Okholt are responsible for maintaining the holiest of Cennet's holy temples. If you can control the Mountain . . . . Shorzun, the Sun Shorzun is the Watcher, a Greater Dragon set to maintain order on Haven. He is utterly focused around the law, and will uphold it no matter what.
Progenitrist Deities:
Spoiler:
The Progenitor, Creator of all Haven(Good) Beyond the fact that he is the only deity that is not a dragon of one type or another, not much is known about the Progenitor- not even by his own followers. What was he before he created Haven? Where did he come from? Why did he spend so much effort building this world? Again, no one knows save him and perhaps a select few he has entrusted, but perhaps that secrecy is in fact a shield from truths Haven is not prepared for . . . . Fukouka, The Dark Lord(Evil) Fukouka is the last of the Eldarin, the draconic race entrusted with the overseeing of Haven by the Progenitor. Fukouka was once the Progenitor's apprentice, but he was swayed by dark forces and abandoned his duties while the Progenitor was away from Haven on a quest. He rallied an army of shadows and demons, swayed mortals to his cause, and ran rampant in an attempt to take over Haven. The Eleven Hands of the Progenitor were unable to rally enough strength to stop him until their master returned and defeated Fukouka, at a cost of several million lives and the total destruction of the Oracles. Since then, Fukouka has escaped his prison and now spars again with his old master for Haven's fate.
D - Claims
You claim seven territories starting out. Every turn thereafter you can claim four. Designate one as your capital. It will be marked with a dot on the global map.
Note: If at any point in the process of nation and character-making you want to have accuracy to the book's geography/religions/characters/anything else, just PM me and I'll see what I can do.
2) - Heroes
Heroes are Haven's champions, for either light or dark. They will offer their services to those who they think deserving of them, but they aren't cheap. Heroes give bonuses to various areas, and can be used to cover weak points or to strengthen . . . well, strengths. To acquire a Hero, you must either spend $5 to try and attract one or have something special occur in your turn - I.E. a military victory or completion of a tech level. They might offer their services in such cases.
3) - Economy
VERY simple. Each territory is worth $1. Every tech level - of both kinds - gives you an additional $1. Unused money does not stack - use it or lose it. You are expected to manage your own economy.
4) - Technology
There are two kinds of technology, Material and Arcane. There are ten tech levels in each. Researching a new level takes $200. Material technology is like gunpowder and cannons. Arcane technology is developing new spells and new applications for existing spells. Both kinds of technology provide +1 Morale. Arcane technology might allow you to develop Endfire bombs - the ultimate weapon in Haven's arsenal.
5) - Warfare
Each nation can spend a claim point to instead attack an enemy province. Armies function that simply. However, to claim or invade a province across water from you, you must put a Navy offshore. Navies cost $2 to build and $1 upkeep, and are represented on the map with icons. If you move a fleet into a naval province and attempt to launch an amphibious claim or invasion and there is an enemy fleet there, you cannot launch until the next turn. Fleets cannot be built in naval territories occupied by the enemy.
Combat is handled by the GM rolling a D20 and comparing the number to the defense of the target. Attack and defense are both recorded as 10 + Morale. If the target is hit(the attack roll is higher then its defense) it is recorded and another round begins. Once an army takes two hits, the battle is over and it is destroyed. If there is no army in a territory that is invaded, the provincial militia only takes one hit and their strength is recorded as 5 + Morale.
6) - Other
You can Assassinate Heroes and Leaders of other nations if you want, to try and deprive them of the abilities those characters provide. If you are successful or not they may trace you - and the gods will know what happened. So if you follow the goddess of good and seek to assassinate another of her worshipers . . . just don't. If you know what's good for you, at least.
I know it's very complicated and lacks victory conditions - but those two are why I'm putting it in this thread and not just starting the game up! I think I'd also want an assistant/backup GM just in case.
Well, they represent extremes. And I needed an counterpart to "well connected" that fit neatly in the little block and rolls of the tongue nicely. And because they affect the same stat.
In a simple IOT I think it should work like this:
You get 3-5 claim points per turn. Claiming a territory bordering your own costs 1 point. Claiming a territory that doesn't costs 2 points.
attacking an enemy costs .5 points. So you can in a war choose to direct your attention to either attacking or colonizing, but can still do both.
edit x-post with lighthearter:
But I wanted to be a well-connect arrongant ******** (like in pacific war)
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