The Rules!

Gulliver said:
Yeah,but for DG5 there was one RPG with the bar,i cant remember what it was called, but you saw how many people read it.

Actually, that thread is nothing prepared to the DG2 RPG. Imagine several threads about 3 times as big as that one. Not counting dozens of other threads.
 
So, how will you pick who gets to be the king? For that matter, how are we going to figure out who gets what land?
 
I made a model with the real game in mind, to make it more fair in the lottery sense, as we got no online binding dice roll. All we can do is to use the City Registry List, or make a new one here, and share the tiles of each new city and within each new province following a preset key with some room for negotiations. Frankly, we need to base it on the DG actions, or this would become a dead game. We should also link our named units to the battle results. Death of a unit compared to becoming elite or even a hero for example, and the ownership of resources in tiles.
 
Civanator said:
They're great Strider, but as Oct said we do need a way to balance them. Maybe we can have the player pick the negative traits, like we had tried in this last RPG; I think that was the one.

Maybe for winning certain types of battles or losing certain battles, or even attaining a certain Rank a character can get a trait, but it has to be random.

Lastly, maybe for the tactics have certain 'levels' of offensive and defensive tactics to go along with Good Defender, Supreme Defender and all that.

Well I was thinking along the lines of the player chooses two "good" traits. Then additional bad and good traits are "awarded" to the player based on there actions. Also, what about business's?
 
Traits - You could dig the trait system up from DG2/3.
Businesses - Don't bring that in. Having stock exchanges before the civ even has currency is just unrealistic.
 
Chieftess said:
Businesses - Don't bring that in. Having stock exchanges before the civ even has currency is just unrealistic.

On that topic, I am not to keen on having an economic simulation in this game.
 
Ok alot to answer here.

I have been thinking about droping the tactic system, but keep the Traits. They can give maybe percentage bonuses. The reason for this is because the tactic system is plain out confusing and adds too much complication that the CM's (Conflict Managers) would have to deal with.

Also, I think some people are thinking that this is going to strictly be a game and no storylines, but actually storylines are the backbone of the RPG. Without people role playing we will just have an offline version of Civ3.

About Businesses: maybe instead of player controlled businesses, we have a list of what players can 'buy' like fortress, castle, some kind of wall? When they buy it they have to spend a certain amount of shields to build it. If they have the required amount all in one turn, it is completed in one turn. Kind of like the way you build things in Civ3.
Also- there will be no stock exchange. No economic sim this game.

About the trait system- Maybe using the DG3RPG style of selecting 3 positive(or strengths) and 3 negative(or weaknesses) traits. Then, characters can be awarded traits based on their actions (as Strider had said).
Strider, if you'd be so kind I'd like you to come up with the traits that can be chosen.

About who gets the land- I'm still at a loss for ideas to tell you the truth. In DG3 RPG we nad an NPC despot who was murdered and then it got hairy, eventually one person came out on top as the Emperor, gave alot of land to his loyals and then we had 3 people with all the land. In DG2RPG it was sold at a first come first serve basis, with the exception that people who had never had land got first dibs. Maybe something like a random dealing to players at first and then they can 'negotiate' who will have the most land in the end ;).
Or as provo said when the RPG registry is started we give the land out in the order that you signed up on. Maybe the first people to sign up get dibs?
Edit- Maybe select one player to start as the King with all the Land, and he gives land to Vassals as the DG nation gets bigger, and then of course rebellion can happen?

About DG actions- Yes the DG actions are tied to the RPG in weird ways. Say if in the DG we have a warrior exploring, you can start a storyline where your characters are with or they are the exploring warriors. Also if we get a great leader and he is in a city, a story can be started around that great leader an such. I think what I mean to say is that the DG has heavy influence on the RPG, but we have no influence on the DG, but you dont have to follow the DG to play the RPG (for the most part).

Edit- I had also thought about dropping the Land requirements for attaining a certain Nobility Title. It's just plain out silly.

Some more after thoughts- It seemed to be decided at the death of the DG3RPG that the late ancient to late medieval ages was the most fun time for an RPG. When we start this RPG, we can start as if we are at the late ancient age- or we can start and follow the DG, tech for tech, which gets boring. Another option is to follow the DG, but maybe have the techs (during the ancient age) 2 or 3 ahead of what is already researched.

Also- the rules say a player can have 2 characters. What does everyone think on that? Should we go with 2 or go with 1?

Thoughts or comments greatly appreciated.
 
Why do we even need traits? Just role play your character and their vices and virtues should become obvious.
 
No economic model?

Count me out, I much prefer the fun-writing threads.
 
I actually don't like the economic sim. Not only does it get unrealistic fast (with banks, and stock markets), there's always a few players who tend to get a monopoly, and makes the game less fun for others.

Now, we could do a variation on the economic sim like this:

Before Currency - Economy is based on bartering.
Before Banking - Economy is based on currency (economies are not standardized).
Before Economics - Economy is based on banking (economies are standardized).
After Economics - Economy is based on stock markets.

By "not standardized", I mean that currency is based off of some material for wealth (i.e., silver, gold, or even something like seaweed. It's still somewhat based on bartering).
Standardized = money is based off of 1 pound of gold increments.
 
Civanator said:
About Businesses: maybe instead of player controlled businesses, we have a list of what players can 'buy' like fortress, castle, some kind of wall? When they buy it they have to spend a certain amount of shields to build it. If they have the required amount all in one turn, it is completed in one turn. Kind of like the way you build things in Civ3.
Also- there will be no stock exchange. No economic sim this game.

The economic sim is what made the DG2 RPG so popular. If you noticed, ever sense we took the economic sim out in DG3, the RPG hasn't done well.

I was also thinking, ontop of the Trait system, we could also have a Job system. The player choose's there character a certain job (blacksmith, carpenter, bonesmith, goldsmith, leathercrafter, farmer, scientist, etc.). These jobs will determine what a character can make or do. Instead of having "business's" we could just allow them to handle exchange privately.

Civanator said:
About the trait system- Maybe using the DG3RPG style of selecting 3 positive(or strengths) and 3 negative(or weaknesses) traits. Then, characters can be awarded traits based on their actions (as Strider had said).
Strider, if you'd be so kind I'd like you to come up with the traits that can be chosen.

Yeah, I'll get to work on it

Civanator said:
Some more after thoughts- It seemed to be decided at the death of the DG3RPG that the late ancient to late medieval ages was the most fun time for an RPG. When we start this RPG, we can start as if we are at the late ancient age- or we can start and follow the DG, tech for tech, which gets boring. Another option is to follow the DG, but maybe have the techs (during the ancient age) 2 or 3 ahead of what is already researched.

I was thinking, maybe we could follow the DG's tech pace all the way (instead of staying inside of the middle ages the entire game). Just with one main differance, we keep the feudal system the entire game. It would be interesting to see several differant feudal lords fighting with planes and tanks :).
 
IIRC, in the DG2 RPG, you had to have a business or something just so that you could participate. If yours didn't do so well, you didn't have any money left to replace your business that went out of business, so you couldn't participate. I don't think it was the economic sim that made it popular, but the land ownership game that made it popular. If we are to do an economic sim, then atleast let's keep it in line with the game. Start the Fuedal Sim up once we get to the middle ages. Also, any other thread (not related to businesses) can be posted as well.
 
Some more traits:

Positive Traits:
Good Manager- All land receives 10% bonus income

Charismatic- You receive a 5% discount on all "official" purchases.

War Vetern- You receive an additional 5% to attack and defense.

Manipulative- You receive a 10% discount on all official purchases. Requires the Charismatic trait.

Sense Intentions- You receive an additional 10% to attack and defense. Requires War Vetern trait.

Efficient- Land receives a 5% bonus to shields.

Mercenary Captain- Mercenaries cost 1/4 less to maintain.

Negative Traits:

Coward- You receive -5% to attack and defense

Anti-Social- You receive -5% to all official purchases

Going to need some time to think of some more, how many exactly do you want?

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Also, about the job system. I was thinking that each character could choose a job, and that will be there primary source of income. Of course, we give each player a set amount of gold when they join the game. However, unlike in DG2, this will not be where the gold just magicly appears. The only way to obtain additional gold is by trading, through land, or by winning a contest of sometype. The jobs a player can choose from could be the following:

Blacksmith- Weapons, Armor, Iron Buckets, etc.

Goldsmith- Jewerly, Gems, etc.

Weaver- Woven Cloths

Leathercrafter- Anything made of animal hides

Bonesmith- Necklaces made from seashells. Basicly anything made of limestone of calcium.

Farmer- Simple enough... anything you can grow.

Alchemist- Medicines, Fertilizers, etc.

Hunter- Most meats

Cattleherder- Goats, Cows, milk, etc.

Banker- Someone who manages anothers players money.

That's all of the jobs I can think of right now. These will most likely made up the core of the system. We can let the players neogoitiate on prices, or let them set up there own prices. Of course, there should be a fee to set up a business (mainly just buying the store).

Now as for a player making something for themself, it should be considerably cheaper, but they shouldn't beable to make a huge load of items. So we put a small fee down of about 20% of the items average cost. For realistic purposes we can say that fee was obtaining the raw materials needed to make the item.
 
Well, I posted a separate subgame that will use the game actions and map exploration/city founding. Regardless of the outcome of this thread, the subgame will work out due to a limited ambition level and a sort of fair randomizer on bets.
 
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