GodNES
In this NES you play a god. You are powerful but not omnipotent, and there are lots of you.
Little more yet, as the world is empty.
Rules:
Creating:
In the Pre-NES phase you can create 10 things in the world, after making a god for yourself. These include (but aren't limited to)
Create terrain: you decide what the terrain of roughly about a square inch area is (2.5 x 2.5 cm on my monitor). This decides what kind of a world the world is.
Create realm: you create the entrance of your realm somewhere
Spawn creatures: you can spawn different kinds of creatures in the world. Either animal packs or 3 DI worth of mythical creatures of your own. Animal packs may die very quickly in areas they can't survive in.
Spawn humans: you can spawn a primitive tribe of 100 humans somewhere. Remember that they must be able to survive.
You also take at least one duty when creating. You can take more, but not less.
What you do in the creating phase decides what kind of a god you are: choose carefully.
Turns:
Turn length is one season. Four turns make a year.
Divine Intervention:
Divine Intervention points (DI) are the source of all the actions of the gods affecting the world. Every action beyond chatting with other gods takes DI and the amount of DI allocated will define the power of the action, although it will also be affected by how in-character the action is for the god.
Getting DI:
Every god gets some DI every season. The amount is based on the god's power and influence in the world, and can be improved by increasing the sphere of one's power.
Spending DI:
When you send your orders, you should tell what you want to use your DI for, the goals of the actions and the priority of the spending, ie in which order the actions will be carried out if you don't have enough DI to do them all. Also you should note that other gods will most likely try to get involved in your areas, and be prepared to defend yourself from it.
Consuming DI:
In addition to spending to do specific things, your DI gets consumed by your normal actions which need not be specifically included in your orders, only exceptions. These consuming things include the everyday actions keeping the world running (such as making the sun shine on days for the sun god, or giving rains to farms for some other one, and so on); these are called duties and you pick some of them while creating the world. Each duty costs 1 DI in the beginning, but allows more influence. And also controlling your creatures consumes DI. The cost to control your creatures is the total DI cost to create them divided by five, ie for every five DI you spend to create creatures you need to pay one extra to control them. You can also let them run wild in the world, but don't complain if they do something you don't want them to.
Regular communicating with mortals (your priests and prophets) also consumes DI.
Sample spending orders might be like this:
(for a god of nature or something)
Quote:
8 DI to spend
-2 DI from regular actions (1 to control creatures, 1 to duty)
1. defend the forests [add tactics here]
2. create a giant boar near my realm (3 DI)
3. give visions to a villager in Kerti, of the power of the nature (1 DI)
4. send wild beasts to hunt the cattle of the people of Argan (2 DI)
[the numbers mean priority order]
Realms:
The realm of a god is the supernatural plane where he/she/it resides. Every god's realm has some kind of a connection to the physical world; a sacred place, a holy item or something else. Near the connection the god's power will be greatly enhanced, but if the realm is infilitrated, it is a great loss of influence and power.
Followers and faith:
You might want some humans to worship you. In that case, when you reveal yourself to them, or they learn about you some other way, you gain followers. These people usually do what you tell them to do, if you invest enough in making your will known to them. Faith is an important factor in defining how well your followers obey you. It is measured on a scale of
sceptical-weak-average-confident-strong-mindless-zombie
with sceptical meaning that they care about you very little, and zombie meaning that whatever you think of, they do.
Creatures:
No god is complete without mythical creatures. You can design your own, and place them around the world.
---
Your god template:
picture: [not necessary, but good pictures get bonus]
name:
gender: [I need to know whether to refer to your god as a he, she or it]
description:
characteristics: [leave blank, this is what is typical for your god and his/her/its expertise]
-
Intervention: [leave blank, how many DI you get every season]
duties: [what kind of everyday things your god takes care of. For example rain, sun, night, growing of plants, birth, death etc. duties left untaken will be taken by inactive NPCs. Every duty costs at least 1 DI every season it is done. Neglecting them can have interesting results]
-
influence: [leave blank, how powerful your god is]
followers: [leave blank, how many followers your god has, also their faith]
heroes: [leave blank, the most powerful followers you have. Also prophets]
-
realm: [what your realm is like and where its entrance is located]
-
creatures: [what kind of creatures you have]
name: [creature's name]
description: [describe what it is, what it does and so on]
cost: [how many DI it costs for you to create them. The higher you make it, the more powerful the creature]
(please remove the texts in [...] when making yours)
you may now make your own gods and start creating. All creating done in public posts: you gods are omniscient and very well see what the others do.
Use this map to create upon. The yellow dots are reference points; you can use them to say near what you are going to create your things.
For example: "I create a forest near the northeastern point."
In this NES you play a god. You are powerful but not omnipotent, and there are lots of you.
Little more yet, as the world is empty.
Rules:
Creating:
In the Pre-NES phase you can create 10 things in the world, after making a god for yourself. These include (but aren't limited to)
Create terrain: you decide what the terrain of roughly about a square inch area is (2.5 x 2.5 cm on my monitor). This decides what kind of a world the world is.
Create realm: you create the entrance of your realm somewhere
Spawn creatures: you can spawn different kinds of creatures in the world. Either animal packs or 3 DI worth of mythical creatures of your own. Animal packs may die very quickly in areas they can't survive in.
Spawn humans: you can spawn a primitive tribe of 100 humans somewhere. Remember that they must be able to survive.
You also take at least one duty when creating. You can take more, but not less.
What you do in the creating phase decides what kind of a god you are: choose carefully.
Turns:
Turn length is one season. Four turns make a year.
Divine Intervention:
Divine Intervention points (DI) are the source of all the actions of the gods affecting the world. Every action beyond chatting with other gods takes DI and the amount of DI allocated will define the power of the action, although it will also be affected by how in-character the action is for the god.
Getting DI:
Every god gets some DI every season. The amount is based on the god's power and influence in the world, and can be improved by increasing the sphere of one's power.
Spending DI:
When you send your orders, you should tell what you want to use your DI for, the goals of the actions and the priority of the spending, ie in which order the actions will be carried out if you don't have enough DI to do them all. Also you should note that other gods will most likely try to get involved in your areas, and be prepared to defend yourself from it.
Consuming DI:
In addition to spending to do specific things, your DI gets consumed by your normal actions which need not be specifically included in your orders, only exceptions. These consuming things include the everyday actions keeping the world running (such as making the sun shine on days for the sun god, or giving rains to farms for some other one, and so on); these are called duties and you pick some of them while creating the world. Each duty costs 1 DI in the beginning, but allows more influence. And also controlling your creatures consumes DI. The cost to control your creatures is the total DI cost to create them divided by five, ie for every five DI you spend to create creatures you need to pay one extra to control them. You can also let them run wild in the world, but don't complain if they do something you don't want them to.
Regular communicating with mortals (your priests and prophets) also consumes DI.
Sample spending orders might be like this:
(for a god of nature or something)
Quote:
8 DI to spend
-2 DI from regular actions (1 to control creatures, 1 to duty)
1. defend the forests [add tactics here]
2. create a giant boar near my realm (3 DI)
3. give visions to a villager in Kerti, of the power of the nature (1 DI)
4. send wild beasts to hunt the cattle of the people of Argan (2 DI)
[the numbers mean priority order]
Realms:
The realm of a god is the supernatural plane where he/she/it resides. Every god's realm has some kind of a connection to the physical world; a sacred place, a holy item or something else. Near the connection the god's power will be greatly enhanced, but if the realm is infilitrated, it is a great loss of influence and power.
Followers and faith:
You might want some humans to worship you. In that case, when you reveal yourself to them, or they learn about you some other way, you gain followers. These people usually do what you tell them to do, if you invest enough in making your will known to them. Faith is an important factor in defining how well your followers obey you. It is measured on a scale of
sceptical-weak-average-confident-strong-mindless-zombie
with sceptical meaning that they care about you very little, and zombie meaning that whatever you think of, they do.
Creatures:
No god is complete without mythical creatures. You can design your own, and place them around the world.
---
Your god template:
picture: [not necessary, but good pictures get bonus]
name:
gender: [I need to know whether to refer to your god as a he, she or it]
description:
characteristics: [leave blank, this is what is typical for your god and his/her/its expertise]
-
Intervention: [leave blank, how many DI you get every season]
duties: [what kind of everyday things your god takes care of. For example rain, sun, night, growing of plants, birth, death etc. duties left untaken will be taken by inactive NPCs. Every duty costs at least 1 DI every season it is done. Neglecting them can have interesting results]
-
influence: [leave blank, how powerful your god is]
followers: [leave blank, how many followers your god has, also their faith]
heroes: [leave blank, the most powerful followers you have. Also prophets]
-
realm: [what your realm is like and where its entrance is located]
-
creatures: [what kind of creatures you have]
name: [creature's name]
description: [describe what it is, what it does and so on]
cost: [how many DI it costs for you to create them. The higher you make it, the more powerful the creature]
(please remove the texts in [...] when making yours)
you may now make your own gods and start creating. All creating done in public posts: you gods are omniscient and very well see what the others do.
Use this map to create upon. The yellow dots are reference points; you can use them to say near what you are going to create your things.
For example: "I create a forest near the northeastern point."