New NESes, ideas, development, etc

Every NES has at least two aims: write stories (describe the world) and "win the game" (politics and power struggle in its purest, materialised in stats and map info).
@Milarqui, what will the players fight for in an RPG?
 
Every NES has at least two aims: write stories (describe the world) and "win the game" (politics and power struggle in its purest, materialised in stats and map info).
@Milarqui, what will the players fight for in an RPG?

- Earning in-game cash.
- Improving their abilities.
- Getting special Prestige Classes.
- Destroying threats to the System (solar system, that is).
- Raising in the ranks of their guild/secret society.
- Create their own trading company?
- Start rebellions?
- Become the leader of your own nation/planet?
 
- Earning in-game cash.
- Improving their abilities.
- Destroying threats to the System (solar system, that is).
- Raising in the ranks of their guild/secret society.
- Create their own trading company?
- Start rebellions?
- Become the leader of your own nation/planet?

All of it sounds really good except for one thing. The goal of most NESes is to make your nation the strongest and baddest on Earth. A NES is a story of how your nation became great. Projects, diplomacy, wars, and stories are simply tools to achieve that task. All the things on ^that list (good items too!) are in the same category, they are tools to futher some greater aim. I'm not quite sure about it, but every game must have at least one mechanism driving it. Take Morrowind for example. You could become head of numerous guilds, have the best Daedric weapons collection, collect the most coins through trade or do the most quests. The main goal remains the same: pass the main quest and defeat Dagoth Ur. Without it all the secondary tasks and goals become less meaningful. Similarly to how a book must have the main plot a game should have one as well. I hope there will be something to that effect in an RPG or players will go in different directions.
 
All of it sounds really good except for one thing. The goal of most NESes is to make your nation the strongest and baddest on Earth. A NES is a story of how your nation became great. Projects, diplomacy, wars, and stories are simply tools to achieve that task. All the things on ^that list (good items too!) are in the same category, they are tools to futher some greater aim. I'm not quite sure about it, but every game must have at least one mechanism driving it. Take Morrowind for example. You could become head of numerous guilds, have the best Daedric weapons collection, collect the most coins through trade or do the most quests. The main goal remains the same: pass the main quest and defeat Dagoth Ur. Without it all the secondary tasks and goals become less meaningful. Similarly to how a book must have the main plot a game should have one as well. I hope there will be something to that effect in an RPG or players will go in different directions.

Well, as Seon suggested, there would be Eldritch Abominations trying to invade the System, and the players would be tasked with eliminating them. That could fulfill the part of the main plot you ask about. As I said, I'd have to work to develop it, but it would be possible.
 
I don't think the classic "ELDRITCH ABOMINATIONS ARE INVADING" will be interesting to a lot of players in this forum.

To really pique some interest, you need to have some mystery. It is best if the eldritch abomination's interests are unknown/purposefully hidden from the players. Hell, it would be best if you neglect to mention that the enemies are eldritch abominations.
 
There should be political threats, perhaps influenced by the abomination to weaken the system's unity and defenses?
 
Here are rules I wrote for my medieval NES, [Name Pending]:


What Is This Game?
This game is an attempt to simulate the political situation in medieval Europe, as well as being heavily influenced by A Song of Ice and Fire. The player takes control of a high lord, only one rank below the king, to rule as he sees fit. I hope for intrigue and diplomacy. Without further ado, I present you you: [Name Pending]!

Goal:
The goal of this game is to, as usual, obtain power. Whether through wealth, military might, or diplomatic supremacy, every House is aiming to get and keep power over their peers, if only to ensure security. The position of king is, of course, the highest and most prestigious, but often the most dangerous. Many may prefer to rule from behind the scenes, as an influential advisor, while others brave the risks and take the reigns themselves. I hope the intrigue shall be twisted, the plot thick and the game fun. Only time shall tell.

Updates: I am a busy guy, so updates shall be as often as I can, which mayn't be very frequent. Usually, they shall be barebones, but I hope to add more flowery language whenever time permits. Obviously, updates are impossible without a game, and games are impossible without mechanics, so I hereby present to you... The Rules Section!

Da Rulez:

Economy: Economy is made up of three aspects: trade, taxes and other. Trade is you, well, trading with other nations, either bartering or selling your wares. These take place on the roads and sea lanes marked on the map, which denote routes of commerce. Be careful, as these trade lines can be blocked by a blockade, dragging your economy down with it. Taxes is the money you take from your subjects, and is increased by increased infrastructure, education, and other projects. The richer your land, the more money you'll make over time. Finally, there is the 'other' section. This is maintenance, loot, diplomatic tributes, and all other positives and negatives associated with a country. Keep in mind going into debt is allowed, but may hurt your lordship over time.

The treasury stat is displayed as A(B)–C. This means that this nation has A yearly income, B saved up, and C in expenses.

War: Fought over resources, religion, money and land, war is a vital aspect of any game about polities. While going on campaign may be harmful for your diplomatic relations, a well justified and fought war can be the most valuable thing in the world. A lord's army is made up of three categories: foot, horse and siege. Foot is your infantry divisions, raised from commoners and the middle class. On the other hand, horse is a man's cavalry, consisting of the nobles and higher end mercenaries. Finally, there is siege, making up the 'support' area of your host. The siege engines are one's primary way of assaulting cities, and a man without a handy catapult is doomed to a long wait. War is not only fought on land, though, and many a campaign has been won on the sea. The default ship is a galley, but more seafaring oriented rulers may opt for sea-based Unique Units (more on that later).

However, as simple as it may seem, war has far reaching effects on a leader's economy. The mass death of many of the realm's finest puts a strain on production of all kinds, and raiding parties, deserters and bandits haunt traders. Furthermore, increased maintenance of the standing armies will increase the cost to pay them, lowering net income and plunging poor nations into bankruptcy. Long story short? Fight sparingly, and end the campaign quickly.

Units are raised mostly as levies during a time of war, at a cost of both immediate treasury and long term income. A standing army is of course allowed, but ridiculously expensive at a large scale. Levies and a small professional army is probably the best way to go. Keep in mind levies are supplied by your vassals, so they may not be 100% loyal to you.

War is actually conducted through war plans and orders, but that'll be explained in the Orders section.

Unique Units: Every culture is different, and, as it is widely known, each fights their battles differently. Whether it be guerrilla warfare or tight columns, the units are generally suited for the job. To simulate this, I have included the usual Unique Units system. A kingdom can have as many either land or naval UUs, but each unit will be more expensive than a normal one to maintain, and having too many different types at one time may present a probably in unifying your army. If you wish to create a UU, private message me the plans, as I'll PM you the costs and details back. Keep in mind all unique units are public knowledge, so no surprise jaguar riding sorcerers to ambush your foes.

Vassals and Liege Lords: At start, everyone is subordinate to the NPC king. Most NPCs are adherent to his rule, but you are free to dissent and claim yourself king, or even secede. Keep in mind that he wields the power of the others who follow him, so crossing him mightn't be the best idea at game start. Other than that one NPC ruler, everyone is independent unless they specifically ask to be a vassal, and players are free to decide the diplomatic hierarchy, either through battle or intrigue. I won't force anyone to be subservient to another, except through peace deals and NPC threats.

Orders: Orders are guidelines for how you wish your nation to perform that turn. They should be formatted in the following way, but variations are accepted if clear:
Spending: Really? An explanation?
Projects: Any special, big, out of the ordinary works you want to perform. Temples, amphitheaters, Ponzi schemes, you name it.
War Orders: What you wish your forces to do. Should include command appointments, troop deployments, and general objectives. Depth is appreciated, but not necessary.
Explanation/Flowery Stuff: Exposition on stuff at the top. Not necessary, but never useless.
The title should include nation name and turn.

Sign Up: This is what you should follow while signing up.
Name/Player Name: The nation name and your name.
Location: A map would be nice, but description is fine
Ruler/Family: Name of your current ruler and his immediate family.
Vassals: A list of vassals your lord has. Should number five to eight, with a short description per guy.
Nation Biography: Very important, as it decides your nation's opening stats. Just should include how it came to be, it's thoughts on economic, political, military and diplomatic matters, etc.


Ideas, critiques, and most of all a map would be most welcome!
 
Political threats, social unrest, "peculiar" regions of cities where odd things or coincidences occur. Depending on what kind Eldrich Abominations are being used, you would could have multiple stories involving one or more secret societies/cults/what have you, that are trying to bring their own particular brand of EA. Perhaps you've two different cults who are competing for the same system. That would keep any "weirdness" from having a consistent pattern, since the two patterns would be overlapping and interfering with one another.
 
There could even be missions given by the potentially bad guys...

There could be direct invasions by buggers that are actually trying to destroy the EA's...

Political intrigue to subvert a planet and put it under control of someone else...

Pirates...

See? Lots of possibilities. You guys are going great with the ideas.
 
@Arrow Gamer: Looking interesting! A systematic method of ranking looks pretty cool, though you might want people to actually play as vassals of each other for various reasons (mostly for the backstabbing. Still, v. interesting/

Will you be tracking family trees and things like that for the purposes of trying to inherit other players lands, vassals and fiefdoms?
 
There could even be missions given by the potentially bad guys...

There could be direct invasions by buggers that are actually trying to destroy the EA's...

Political intrigue to subvert a planet and put it under control of someone else...

Pirates...

See? Lots of possibilities. You guys are going great with the ideas.

As long as this is tied to one plotline it sounds good. Looking forward to preview!

P.S. One trouble I had running Nessos (besides my inability to update regualrly) was that I was essentially playing with and against the community. I was the guy creating some of the intrigue in the city and the one responsible for all of outside threats. While it was awesome it took a lot of my time. NESes should be player driven and that includes intrigue...
 
There could even be missions given by the potentially bad guys...

There could be direct invasions by buggers that are actually trying to destroy the EA's...

Political intrigue to subvert a planet and put it under control of someone else...

Pirates...

See? Lots of possibilities. You guys are going great with the ideas.

Just a tip, RPGs never last long because it gets repetitive too quickly in a NES setting. Also it becomes incredibly difficult to balance character-character conflict.

What I'm saying is that all characters should more or less be aligned for the same goal. Bad guys should not give missions or, if they do, it should not be an option for the characters to refuse it or at least be under false pretenses.

Or alternatively you can Make a single HUUuUUGE mission, with each players performing small roles in the grand plot.

Trust me. You can make one mission so complicated and interesting that it can last for YEARs.
 
@Arrow Gamer: Looking interesting! A systematic method of ranking looks pretty cool, though you might want people to actually play as vassals of each other for various reasons (mostly for the backstabbing. Still, v. interesting/

Will you be tracking family trees and things like that for the purposes of trying to inherit other players lands, vassals and fiefdoms?

I was debating having some players be the main four rulers, then others be vassals of them, but I felt that'd be too raildroady, and I'd rather the players establish their own ranking.

For family trees, I will definitely be tracking that.
 
Perhaps at the beginning of the game, you can submit a map, and players will choose the areas they wish, except that it will be the capital. The most powerful lords are those with richest lands, in positions more strategically placed. These, in turn, offer the other players the chance to become their vassals, for good or ill. Thus, voluntary hierarchies are formed, in a fair manner. The most powerful houses always have the best land, which is what makes them powerful anyway. This will divide the kingdom politically in regions subjected to a certain house. Logically, the family of King NPC will also have good land, near the capital.
Remembering the families may lose power for other families who have become strong, or other lords may want to steal the vassals of other lords, causing changes in the political map. On the genetics, I think it's definitely important. But how long will last the turns?
In addition, some players may choose not to be lords or landlords, but spies, knights, or other characters involved in political games. Perhaps a brother of another player could choose to move forward in line of succession. But this would make the game more complicated, and reduce the number of lords. Well, lords who lost all lands but not the head could become these people, acting as advisers or pawns in political games, trying to one day reclaim what was his ...
For purposes of RPG, players could describe their castles, the seat of the family, more free. Logical that there would be no floating castles or Minas Tirith, but things more realistic.
Whenever you need ideas, feel free to ask me. Maybe I win a title of Lord for my ideas? :D
 
Well, I'd rather they all play lords, if only to make it more manageable. However, they can RP as whoever that want. As for your voluntary hierarchy idea, that's the plan. I probably won't allow rejoins, and if I do, it won't be immediately, so preservation will be key.

On the other hand, I'm not even sure I'll make one area of land 'richer' than another. Instead, players can improve it over time. Having defined rich area will have the first people to arrive as the powerhouses, which is sort of annoying, as it isn't really skill, and instead luck as timezone.
 
Just a tip, RPGs never last long because it gets repetitive too quickly in a NES setting. Also it becomes incredibly difficult to balance character-character conflict.

What I'm saying is that all characters should more or less be aligned for the same goal. Bad guys should not give missions or, if they do, it should not be an option for the characters to refuse it or at least be under false pretenses.

Or alternatively you can make a single HUUUUUGE mission, with each players performing small roles in the grand plot.

Trust me. You can make one mission so complicated and interesting that it can last for YEARS.

Well, if I end up doing this, I do intend for the missions to eventually lead towards something huge, as you say. Also, any missions given by the bad guys would be under false pretenses, I didn't intend at all to say that it would be clear that they were bad guys. Besides, it would certainly make for interesting events if the players end up discovering the truth in the middle of the mission and choose to "screw up" the mission, thus risking being attacked by the quest-giver,, or fulfill it and some time later discovering what they did.

I have a base for the stats.

Basic Stats:
  • Strength: determines how strong you are. Health depends on this.
  • Intelligence: determines how smart you are. Biopoints depends on this.
  • Dexterity: determines your ability to move.
Abilities:
  • Gunfighting: determines how good you are at using projectile/energy weapons.
  • Melée: determines how good you are at using melée weapons.
  • Sniper: determines how good you are at using long range weapons.
  • Biotic: Biotics are the equivalent to magic.
    • Defensive: determines how good you are at using Biotics that are not used in attacking others, like creating shields or healing others.
    • Offensive: determines how good you are at using Biotics that are used to attack others, like throwing objects or slashing enemies.
  • Healing: exactly that, but using non-biotic methods, like nanotechnology or medikits.
  • Mechanic: determines how good you are with meddling with ships, vehicles or any mechanical system. Useful if you want to have a customized ship.
  • Stealth: determines how good you are at avoiding being seen.
  • Computers: determines how good you are at interacting with computers.
  • Pilot: determines how good you are at controlling ships.

I don't want to put more abilities unless required, thus avoiding the problems with MES/NES.
 
Drop the biotics.

Eldritch abominations are lot less scary if you can kill'em with your MIND. Besides, magic is a pain to balance, since it can be used for so many different things by particularly creative players.

I'm willing to co-mod and provide general atmosphere.
 
Drop the biotics.

Eldritch abominations are lot less scary if you can kill'em with your MIND. Besides, magic is a pain to balance, since it can be used for so many different things by particularly creative players.

I'm willing to co-mod and provide general atmosphere.

One word: REAPERS.

Jokes apart, I do think there should be some sort of special trick, even if it is some sort of control over nanotechnology that could, in a pinch, turn the battle around.

Support is welcome, but first we would have to work things out.
 
Hmmm..... if players could be Spectres and have their own ships.... sounds good!
 
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