So I have an idea for a NES, though I won't be doing it any time soon (mostly because I'm new to actually NESing; granted, I've stalked the forums for a while now and have played similar games on other forums). It is called EvilNES.
EvilNES
Concept
The premise behind EvilNES is that the players are the agents of 'evil' in a particular fantasy setting. Their goal is simple: spread their evil and amass as much 'favor' (points) with the major evil force behind all the lesser evil actions. Players will conquer provinces, slaughter thousands, corrupt the innocent, and do pretty much everything in their power to make sure the world knows terror.
Mechanics
Much of the mechanics behind the game rely on the map and I hope to provide players with an easily digestible (and visually stimulating!) form of information. The map is divided up into provinces, most provinces having something unique/desirable about them. Provinces are the source the game's major resources: Food-Gold-Mana. The amount of FGM a province provides can be altered by the creation of settlements, each type of settlement having a different effect. Moreover, there will be various miscellaneous resources that spice up the game and benefit the players/NPCs in a number of ways.
At the start of the game players will be in control of one or two provinces and are expected to expand from there. Acting as their foes are a great deal of NPC kingdoms, who will be placed once players have chosen their own starting province. Some NPCs will be more 'good' than others, and a few may even be designated as 'Kingdoms of Light', meaning that in previous ages the ancestors of these kingdoms stood by the Gods of Light. Others, however, are less righteous in their nature and may even be swayed to evil's side after bribes, shows of force, and other such actions that glorify evil.
Outside of provinces the other major stats are player armies and their leaders/'heroes'. It is my aim to make armies as customizable and, more importantly, fun for the players as possible. Each army a player has under their power has a certain number of 'slots' and in these slots they can put in different units, allowing players to tailor their forces for the challenges at hand. Of course different units will have various bonuses that make them more appropriate for certain situations over others. I want to keep number-crunching to a minimum, so the actual numerical stats (Attack and Defense) will be fairly regular across the board, which has the effect of placing more emphasis on the unit's traits. However, I will admit that combat is the least developed part of the NES' mechanics (well, most of the mechanics at this point are vague), so I may change my mind in the future.
Leaders/heroes are the last of the three major stats. These are special units whose presence in provinces/armies provides substantial benefits. Players will normally begin with a few leaders/heroes, one of which being their own avatar in the game. Should this avatar die (which should be pretty hard for reasons I will mention later) then they lose the game. I want leaders/heroes to be just as customizable as armies, and most of these units will be able to grow and become the stuff of legends throughout the course of the NES, wielding mighty arms, casting reality-shaking spells, and committing terrible acts.
Conclusion
Now, unlike many NES' I have read/lurked in, I fully intend for EvilNES to have an endpoint that signifies when the prime evil force begins its invasion of the world. At the end of the NES the influence the players have amassed will be revealed and the 'winners' declared. Influence will be kept hidden so players will never really know if they are on top.
This is just scratching the surface for what EvilNES is, so from time to time I will post more in-depth pieces of rules/concepts/lore and I am more than welcome to criticism/thoughts in general.
Thank you for reading.
