Role-playing rule book for ffh game.

ryansee

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"This thread is going to be used to setup a role-playing rulebook for ffh games. We are going to make rules with the aim to make a good role-playing game. We are going to make sure these rules allow the best maximum fun in a game, as well as eliminating anyone's desires on ruining a role-playing game with expansion who just wants to win. We would like everybody interested in the idea to contribute - the more people who like this idea the better and more fun we should have. I hope we can all get ideas for a good Rp rule book.

Once a good package of rules have been made a new roleplaying thread will be made with all the rules. Please help contribute to this."
 
You can make all the rules you want but there is no real way of enforcing them in-game, It's all down to the players. Which is why there are only 3 "rules" in the RP games thread and the rest are guidelines.

I mean civilization is a very open game you can re-write history any way you choose and ffh is no different though this can cause problems if players don't think something is being played right. If something is explained properly then its OK for me.

I do agree that if players cared a lot less about winning and just what the hell their doing we might have more enjoyable and memorable games.


A rulebook isn't a bad idea I guess but I like the informal way we play. (though some people have a hard time grasping that exploring a lair before turn 50 is a VERY bad idea)
 
yes, I admit I have had the tendency to be a "bleed effect player" ... as in no matter what the circumstances, if the last game I played was against an aggresive opponent then I'll be generally more aggressive, and if the last game I played was against a very passive player then I'll generally be more passive/economical.

It might be good to have some-what of a story built previously ... even if it seems some-what absurd or is cross-genre (aka when I was attempting to sim Space Marines as the Amurites ... and was ultimately defeated by the orcish tide)

Of course in the end the seeming all-or-nothing of stack-attack battles seems to take alot away from the experience (unless its some dramatic "final battle" thats been many, many turns in the making by both sides) ... which is why the hectic and eclectic random and scattered battles from casual team-games seem to have a certain draw to me. When its multiple opponents facing off multiple other opponents, its less of a giant Lego brick and more of an Organic and Overlapping Organism.

As a final remark I will say that I will make an honest attempt to be more adept at roleplaying. I know that the "strategist" might not wish to reveal their plans, and certainly for Esus users this might be a fopa .. but for people to perhaps sound off their ideas of how the game might plan out before hand could be a good thing. Cause in-game its hard to decifer between a planned piece of a story from a contrived attempt at "victory". To give an example .... pick a certain, perhaps less than common religion, could certainly be a preconcieved plan. Contrasted to a Later-made convenient alliance with an opposed race ... Contrived and rp breaking decision.
aka Fol Vamps was planned, perm alliance with elves was out of character and wrung with folly.

also, the complex path to victory is often less rewarding in results yet much more enjoyable, and rewarding for entertainment value. However say ... skipping from ROK to AV and finally to Order could seem rather pandering towards an achieved victory. However, consider that such a victory could be much more easily achieved at an earlier part of the game using more efficient results?
It can be seen as both a complete break from RP, and a complete case of metagaming, but consider this. How much more complex is that nation? what source of political turmoil could be writhing within? What sort of accusations would other nations throw at it? Would its dark past taint the credibility of the newly fanatical glorious revolution? (yes its implying that the dark practitioners were imprisoned/banished rather than executed)

Metagaming is, in some ways, a plan of what you are going to do (more or less) and its usually along the lines of gameplay mechanics. Now, are role-play games supposed to be entirely cause and effect? Or shall we the freedom to sound-off ideas pre-game in order set up our character and not cross-paths in-game in such a way which could lead to "un-sanctioned war mongering" or "rage-quits". For instance, if someone wants X religion for Y nation ... or someone thinks only they should build the Great Library. For instance, what is someone wanted to be Esus Orcs. Would there be a problem with that? thats a grey area. Also, due to the Civilopedia, the Great Library was built by Alexis in Nubia, does this mean the Calabim have more claim on the Great Library than the Sidar, Amurites, or SHieam?

Even if it doesn't SEEM to be out of the lore to you, the player, it might seem innaproppriate to Joe the opponent. Therefore we can have sound-offs, where we have "some abstract planning" to avoid the purely cause-and-effect syndrome of 'RP' games which usually lend itself to a repetitive land-grab. I think, however, we can choose to make a few preliminary rulings HERE before any of that goes down. For instance, I think we can all agree that the Luchuirp are probably not the best, lore-wise, to summon Basium, and although technically ethne summoned them, the Bannor and malakim are also likely choices.
Also, that the Elohim, and Kuriotates would not be nations to "rush" the Ashen Veil ... although if a clever Shieam later converted them, one of them might end up inadvertently summoning Hyborem ... but not of their own direct Volition.

Therfore I think this could be a forum for lore and roleplay Ideas, instead of rules, or even a combination of both. This way we can see truly when someone is trying to RP, and when they are breaking down into win-mode
Spoiler :
people who don't have a lot of love for FOL (excepting the alphars) should read the pedia for FOL. Although one might say that if you follow FOL perhaps you would not build Seige Weaponry ... interesting thought. It could be that having fol makes you percieve a more naturalistic approach, of course 'Story and Gameplay Segregation Aside' im sure there are varying ideas upon what a more "naturalistic" approach to nationbuilding would include ... although avoiding seige weaponry is an intersting thought ... even if its perhaps another form of Alphar Mimicry, at least in appearance.
 
Excellent post Tasunke, I'd like to discuss some the points you've brought up in it.

Bleed Effect Player

So if one player is just out to crush everyone else then it has a snowball effect...this is where a supposed rp games would turn into a free for all since why would you want to try and rp with someone who's just out to win? these games do get competitive though I guess this cant be avoided.


Pre-story

I like this idea...gives a theme for the game and where it can go rather than just a random game. would require some good story telling though. It would also help with regards to your other points concerning metagaming.

Lore

Also, that the Elohim, and Kuriotates would not be nations to "rush" the Ashen Veil ... although if a clever Shieam later converted them, one of them might end up inadvertently summoning Hyborem ... but not of their own direct Volition.

I like this. the games should at least stick loosely to the lore anything can happen but it doesn't mean it should unless it's feasible and makes sense. I think it would be good if players stuck to the alignment of the leader they chose and in ffh good does not equal nice so there's still a lot of options. I mean if players are just gonna summon ashen veil as elohim without any explanation or something then you might as well play with the f*cking AI. (though I suppose even that has more self control)
 
I like pre-story idea.
I support any idea that aims in making our RP sessions more popular. That's the first task for us. We can have ultra-superb rules, but it is all useless, if we fail to find enough players to even start a game.
Any sensible ideas how to proliferate FFH-RP in the community?
 
mimic i think u didnt get my idea about rp thread: mostly wht i cam up with a list of leaders who can summon basuim, and leaders who can summon hyborem and then wel find leaders who can use a religion.
itl be a nice long list. and the strict rules is going to ban rushes , sod more seroiusly.
and they have to be harsh.
 
Then every game will be predictable and boring imo, can we see this list?

I agree Lgaard, we DO need more players first lol.
 
I wouldn't mind trying a game but i currently have slow internet untill next month and a slow laptop for gaming so not too good on the intro-mark for RP-gaming myself.

So whats the big deal? That when one person is agressive it starts a spiral of destruction? There is of course an option for this that doesn't involve kicking people out for breaking rules or having a verbal agreement that degenerates into war. - You could add in a civ with all techs and some super soilders scattered around to act as overseers. This Civ could act as the GOD, or whatever civ to keep order in the world.

The pre-back story is the most helpful straight of the bat. If you just create a selection of scenarioa for RPing you can draft some civs and backstorys for them, then people can pick the civ for them and you will be able to anticpate the intitial flow of events.
It would also allow you to 'pimp' your games, so to speak :P if you can plug certain scenarios in advance for each of the weeks of the month then people will be able to anticipate the game and thus be more likely to want to play. Of course this would have the added flaw that the amount of players would ebb and flow as people like different scenarios better then others.

Turning of the victory conditions could work, instead you could set your own victory conditions for each individual civ. Perhaps 2, one picked by the player and the other by another player based on the back story (example: Eloihm, victory have one city of every available enemy civ yet never decalre war. OR Summon Bassium then realise mistake and forge alliance to banish/kill him. )

Not too hot shot on the lore so those examples arn't going to be that good. But i hope the idea is clear.
 
While I'm not particularly into the idea of RP'ing a FFH2 game, I can see where it might be fun.

I think, though, that any RP rules you make have to stay within the conventions of the game. In other words, in order to have a consistent flavor, players need to have a shared vision of what the environment is going to be about. That will be easier done by using the tools and references you already have to give a foundation for your rules.

My first suggestion would be to stay within the chosen Leader's traits. Those should be the guiding principles for roleplaying that character. After all, that's what you'd be doing - Roleplaying the Leader of the Civilization.

So, an Aggressive leader would generally be aggressive or always aiming towards military expansion. That would be one of the "Rules." You play your chosen leader and play their traits much like one would play "Alignments" in the old AD&D RPG. Acting out of character by turtling up and going for an Alter victory would be "against the rules" for that character and, thus, the player. But, for others, it may be a valid roleplaying decision.

Decisions on whether or not a player is acting OOC (out of character) would have to be made by the players. If there are enough of them, someone could be elected as a Moderator, serving to make decisions regarding OOC acts by other players. But, it could get heated.. For instance, would the Sheam try to bring about Armeggedon as soon as possible, forsaking other advancements? Or, would they work a little more slowly, symbolizing internal conflicts in their civilization? The player may have to make a case for the latter but, it wouldn't be a strong case if he had cleansed his cities of all other religions.. would it? A Theocratic Sheam civ with its cities cleansed of Unbelievers would, in a roleplaying game, obviously be headed straight towards the path of worldwide destruction and the bringing about of their civilization's Final Purpose...

The key point in any roleplaying game is not whether or not someone "wins." It's about playing the game and roleplaying the characters. Good roleplayers not only seek to enjoy the game but, improve other's abilities to enjoy it as well. In my old AD&D games I DM'd, some of the most memorable and enjoyable characters were tiny, low-level starting characters the players role-played to the hilt. They all, usually, died wonderfully comedic or particularly poignant deaths, much to the enjoyment of all the players, even the ones that had to re-roll. :) THAT is what roleplaying is all about.

Because FFH2 is game with victory conditions, it may be that some of those need to be meaningless or suspended, as someone above suggested. Nobody wants any artificial restrictions that forces them to comply with goals that would be outside of their "characters" personae.

So, it may be that the only real victory condition would come on the final turn and be decided according to whether or not everyone enjoyed themselves. :)
 
Morkonan, I like your view. Sometime it is more fun to be less strict on what is still considered to be IC and what is OOC, but generally your point of view appeals to me.
And I've got similar observations from my AD&D games.

Why won't you join our games?
 
In that case, wouldn't it be very Balseraph of whoever is playing Perpentach to run around popping lairs like crazy?
 
Morkonan, I like your view. Sometime it is more fun to be less strict on what is still considered to be IC and what is OOC, but generally your point of view appeals to me.
And I've got similar observations from my AD&D games.

Why won't you join our games?

I might. But, the biggest consideration is time right now. I have so little of it and so much to do. :)
 
In that case, wouldn't it be very Balseraph of whoever is playing Perpentach to run around popping lairs like crazy?

OR

Guarding them like crazy, continually sending message "YOU CAN'T HAS MY LAIRZ!" and devoting huge amounts of production towards "Faithful Followers of the Holy Lair" to defend them. Then, of course, he realizes "EVERYONE WANTS MY LAIRZ!" and declares war on every player.. and their cats... and those little plastic things that close the bag on loaves of bread that are like twisty-ties but aren't...

Sort of like a twisted, militarily paranoid "Lucky Charms" cereal Leprechaun obsessed with Lairs.... :crazyeye:

In essence, roleplaying "crazy" doesn't have to actually BE crazy from a game mechanics view. The player could simply come up with some flavorful reasoning, and a few appropriate but not self-destructive actions, to add the roleplaying element to the game.
 
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