nutranurse
Unlikeliest of Slash Fics
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- Jan 30, 2009
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Orders For Update 2 Due 27 November 2011
Imagine a fantasy world where Elves, Dwarves, Humans, and Orcs wage war, create artwork, and work magic even your wildest dreams cannot comprehend. Kings sit on high throne and the Gods sit even higher, presiding over a world fit for fancy. This is not that world. This is that world after all the magic has gone rogue, after the Gods abandoned their followers, and after the Elves, Dwarves, Humans, and Orcs were twisted beyond all recognition by the ensuing collapse of magic. Reality is ripping at the seams.
KiNgg RoWNlelY haS sent ME to COllECt yOuR TAXES, DeAR CHILdreEN. I ApOLOGIze fOR thE DoOoOoR. MY DEpTH, PeRCEPtioN is OFF, As YOu maY haVE glEaMeD.
Concept
I wanted to do a Fantasy-NES, but without all the normal fantasy-nes associated with these games. I love magical worlds, but generally hate the idea of stodgy old white dues with beards shooting said magic from their finger tips. I love Elves, Dwarves, and Orcs, but hate the fact that they are Elves, Dwarves, and Orcs. In short this NES is my schizophrenic attempt to embrace everything fantasy while shunning it at the same time. Furthermore this NES is a personal goal of mine. I want it to be successful. I want it to be updated past turn 6. I want it to be the Throne of Destiny of fantasy-NES' everywhere. Then everybody will love me. Please, somebody, love me.
Tone
I think tone is, perhaps, one of the most important things in any kind of entertainment. If the tone's right then people will simply accept whatever poo-poo they are force-fed, and I intend to force-feed my players some fairly bizarre stuff. The world is at an end. Well, to anyone who was alive before 'The Collapse' the world in its current form appears to have ended a long time ago, but people still plod on. Magic is everywhere, so things are fantastical, but at the same time that magic is rabid. It has swept through the whole world, creating surreal landscapes and bizarre creatures to populate them. In that sense the NES is kind of a dumping grounds for my own strange ideas, creations, and interpretations of already created things. At times this NES will be funny--when players encounter their force Gorge-Beast it will be pretty comic, but always the players need to remember that the world has ended and you are only playing on its very broken shell.
Gameplay
This NES is very much a traditional NES with a few untraditional mechanics. It is, first and foremost, a fresh-start NES, albeit in a world far from new. There will be Boring Time's (BT's) and Interesting Time's (IT's), allowing for anywhere from 1 to 100 years pass between updates. I am doing this so we can slog through stagnation, partly, and also because, in my opinion, some of the more successful NES' I have observed have adhered to this playstyle.Players will fall into one of two categories: Racial Players and Kingdom Players. Race-Players take on a more nontraditional role, acting through a few key 'Liminal Figures' (LFs)belong to a race which they create. What separates them from the normal playstyle of NES' is that Race-Players will end up acting as the more 'fanciful' creatures of the world, and also the less organized political entities. Think Treebeard of the Ents.
Kingdom-Players are play the more traditional 4x game of NES'. They will build a race to begin with, but primarily their concern is the empire and there may even come a time when they will abandon their created races to embrace new, more powerful political entities. Kingdom-Players also act through key figures, or Action Capable Characters (ACCs).
Players can transition from race to kingdom playstyles as they and the NES dictates. If a race-player suddenly wants to create a kingdom of his peoples he will simply lead a band of this people through one of his race's LFs to settle down and form a kingdom. Likewise, a Kingdom-Player can transition into playing a race by having a diaspora occur that leads to a race walk back into the magic-cursed wilds.
Turns
Spoiler :
Depending on whether it is a Boring Time (BT) or Interesting Time (IT) anywhere between 1 to 100 years can pass in a turn. Generally during IT's 2 years will pass per turn. BT's will pass at whatever length of time is needed to reach the next IT. There will only be 1 BT between IT's, so as to provide the players with more to do more often.
Orders
Spoiler :
Depending upon whether or not it is a BT or IT the orders players send will be somewhat different. During BTs both Race and Kingdom players can expect to send very general orders not at all constrained to the 'Action Points' of characters. I emphasize that BT orders will be general should focus on where you hope your nation/race will go over the next few decades.
During ITs player orders are somewhat more in-depth in that players can only carry out as many actions as their ACCs/LFs will allow them to. Generally for every 1 ACC/LF the player has 2 action. However, in more centralized kingdoms where rulers are more able to carry out their whim and when very important figures arise in the Uncivilized Races, certain ACCs/LFs can have anywhere between 3-5 actions per turn.
Also note that though you are limited in what actions you can carry out, you are free to simulate the greater/broader goings on in your kingdom via Investments. Investments cover every possible area of actions you can take, and generally you can safely just throw some 'EP' into an investment category, give me a vague description of what you want to do and go on your way. Better results, however, are gained by detailing these investments some more and even assigning ACC to these tasks.
In your orders be sure to note what character is carrying out what action. Kingdom-Players must understand that aside from their 'monarch'/'leading' character they cannot count on the other ACCss to carry out actions verbatim. Race-Players must understand that they can only control 1 LF per turn, and if multiple LFs are present in their race then these LFs will be played as NPC's who act according to their own personal goals.
During ITs player orders are somewhat more in-depth in that players can only carry out as many actions as their ACCs/LFs will allow them to. Generally for every 1 ACC/LF the player has 2 action. However, in more centralized kingdoms where rulers are more able to carry out their whim and when very important figures arise in the Uncivilized Races, certain ACCs/LFs can have anywhere between 3-5 actions per turn.
Also note that though you are limited in what actions you can carry out, you are free to simulate the greater/broader goings on in your kingdom via Investments. Investments cover every possible area of actions you can take, and generally you can safely just throw some 'EP' into an investment category, give me a vague description of what you want to do and go on your way. Better results, however, are gained by detailing these investments some more and even assigning ACC to these tasks.
In your orders be sure to note what character is carrying out what action. Kingdom-Players must understand that aside from their 'monarch'/'leading' character they cannot count on the other ACCss to carry out actions verbatim. Race-Players must understand that they can only control 1 LF per turn, and if multiple LFs are present in their race then these LFs will be played as NPC's who act according to their own personal goals.
Investments & Spending
Spoiler :
Understand that aside from drafting new units (which costs 2 EP per 1 unit) and funding units on campaigns, all possible ways to spend your EP revolves around 'Investments'. Investments come in seven categories detailed below and are my way of ensuring that something gets done every turn for all players. Of course, to what degree this something effects the player positively and negatively depends on how the player approaches investments in their orders.
All investments have a default spending of 0. 0 is not actually 0, but the amount necessary to maintain your current state in these various categories. Investments can be increased via assigning EP to them in your orders. In special, dire circumstances players can even subtract EP from investment categories, going as far as to -10EP. All of this 'emergency' EP has to be spent, and it comes at a very dire long-term cost.
All investments have a default spending of 0. 0 is not actually 0, but the amount necessary to maintain your current state in these various categories. Investments can be increased via assigning EP to them in your orders. In special, dire circumstances players can even subtract EP from investment categories, going as far as to -10EP. All of this 'emergency' EP has to be spent, and it comes at a very dire long-term cost.
Sample Orders
Spoiler :
Stats said:The Great Flock
Decentralized Aristocratic Monarchy
Ruler: Nest-Mother Kreeka
Heir: Nest-Daughter Kwea
Factions: Kraw Aristocrats-Nobility (5/2); Skywardens-Militant 'Magicians' (2/5)
State Religion: -
Stability: +1
Action Capable Characters (ACC): Nest-Mother Kreeka/5/5/- (Kraw, Fearsome, Revered); Nest-Daughter Kwea/5/3/3 (Kraw, Cunning, Hostile, Ambitious) [Ascend to throne]
Economy: 6/1/0
Livelihood: Taxes, Elven Slaves
Infrastructure Spending: 1
Military Spending: 1
Religious Spending: 0
Foreign Spending: 0
Domestic Spending: 4
Trade Spending: 0
Stored Spending: 0
(DO NOT FORGET to include your spending changes. Italicize the changes you make from one turn to the next)
Capital/National Focus: Kaw/Kaw
Cities: Kaw (4) (+2 Tax EP, Capital/National Focus; Elven Slave minority)
Project: -
Military: Seasoned avian soldiers, several skywardens capable of erratic magics
Units: 20
Armies: -
1EP Military Spending (It is important that you label what investment category your detailed orders fall under, this helps me to figure out what goes where/has what aims. Even unfunded spending should come with a category tag)- Assign Kwea to oversee the Skywardens' efforts to better understand their air magic. Aim for figuring out spells to create favorable winds to allow for gentle flights and protect the weak Kraw wings from arrows/projectiles.
3EP Domestic Spending- Assign Kreeka to attempt to assuage the nobility's fears of an Elven slave uprising, as well as settle various other grievances. Try to do this at a great royal dinner in celebration of the Skywardens' successful casting of the first spells since the Fall.
1EP Domestic Spending, 1EP Infrastructure (In your detailed orders you can mix your investment categories to better cater to the task you want accomplished, it does not have to be done, but it may yield better results) - Assign Kreeka to oversee the efforts to better construct breeding warrens for the Elven slaves, as well as the attempts to better optimize the breeding programs. Ultimately, have Kreeka stop at nothing to see that the Elves are once again sequestered in their natural role as slaves and make sure that they replenish their numbers lost during their foolish attempted revolt.