Hello Guild! There's been some interest shown in the Underdeep thread about another PbP game, and since I've been thinking about starting one for a few days now I thought I'd throw up a thread to get the ball rolling. It has been my experience as a GM that the best games are collaborations between all people involved, so rather than put up the game concept as a take-it-or-leave-it, I'd like to use this thread to talk about what sort of game people want to play. (More specifically focused on those who want to take on another game than the underdeep poll thread.)
I have an idea for running a game where all players are humans taken out of all periods of history (and perhaps the near future) from anywhere on the globe and placed in a strange city. Initially the "city" is constrained to a single building, but over time areas will mysteriously unlock, granting access to more areas with arcane devices and powerful resources. As a human in the city you'd have to decide whether to cooperate or fight with your fellow abductees while exploring the environment and building a new society.
Mechanics wise, I was thinking that players would have a collection of "resources" and "liabilities" which could range from basic supplies to alien artifacts to irrational concepts. Each would have a section of rules (kind of like a card game), which would clearly state its effects on your resources, other peoples resources, and on npcs.
I imagine running a large number of npcs which would each have an alliance to one of the PCs. Each turn the PC would be able to use the resources of all their allies, but because the resources stay with the npcs, players can compete to win their favor.
Thematically I'm thinking of something like a not-so-sucky version of Lost.
Clearly this concept is loose, and I have more potential ideas, but if people are more interested in running another underdeep game, I'd be happy to run one of those instead. Speak up if you have ideas and a desire to play! I could easily make things more fantasy, more sci-fi, more mystery, or more wargamish. :ph34r:
EDIT:
Despite some early trepidation, I will be running the game! Here's the rules thread (currently in-progress): http://www.thecbg.org/index.php/topic,209841.msg221929.html (http://www.thecbg.org/index.php/topic,209841.msg221929.html)
Primary Game Thread (http://www.thecbg.org/index.php/topic,209860.msg222395.html)
Roleplaying Thread (http://www.thecbg.org/index.php/topic,209859.msg222394.html)
TMG was about to throw a really cool game that was Asian-inspired. I hope he's still interested.
Neat! I didn't mean to step on any toes by offering to run a new game. This thread could also serve to discuss interest for players who might play in his game.
I think there's now 4 people looking at running a PBP game. I don't see a problem with this: if I ever run my Underdeep inspired game, it just means I'll make the turns longer to give people more time to play in all the different games. :)
Mandate of Heaven is one of the things that directly inspired Underdeep.
It's a cool idea, Raelifin. Tragically I doubt I would have sufficient time to participate, much as I would love to.
I have some other whacky ideas for games along the same lines myself, not that I have the time to run them. (In particular floating around my head is an idea for a game set in a single city, with maps for the different districts and sewers. You would play as criminals and other underworld elements in this city, with different interests and abilities. Example factions: Wererats (sewer scavengers), Thieves Guilds, Assassin's Guilds, Evil Cults.)
But your idea is pretty fascinating, and strange! I think you should run what you want to run.
EDIT: Btw I blame Polycarp for the plethora of forum games. Damn him and his freaking amazing Republic Reborn.
Oh man! I had no idea about Mandate of Heaven. Is that still going? The thread says the last post was on Jan 1st.
I fully intent to play what I want to play, but to make things fun I want to hear what other people want to play so that we can be co-inspired. :D
And yes, RR is amazing. I've been having a blast reading it.
Does it require math? Also Superheroes!
I had no plans for superheroes, but it could totally work! What if everyone started developing powers when they arrive at the city?
I wasn't anticipating any math, but I was anticipating lots of strategy. The upper-end of the math would be lower than Magic: the Gathering, I think. Basically, you have a pool of resources, and then each turn you can use abilities of the resources, but all the abilities and conflicts would be (I think) solved deterministically by rock-paper-scissor and other interesting but non-complex mechanics.
My own personal "if I had the time (and patience) to run a forum game, this would be what I ran" is the concept of a few people with a few minor superhuman abilities and a lot of advanced knowledge ending up in the midst of a very primitive civilization, and having to decide just what they're going to do. Just try to blend in, set themselves up as god-kings, or whatever. This is vaguely similar to the kind of thing you were suggesting, I think, with some Lord of Light or Stargate thrown in there. (I was rooting it in my own Asura setting, naturally)
Or scheming noble houses in some kind of steampunk civilization. That's always good fun. :grin:
Hrm. What if the city had native humans that were clearly not of earth and were only at a bronze-age level of advancement despite being surrounded by advanced technology. Kinda stargate-esque but without the world-hopping (after the initial jump).
Players and NPC terrans would be free to come from historical earth, so "advanced knowledge" would depend on the player selecting a character from a more modern period.
Interested in playing? I'm thinking weekly turns, at least to start.
I'm really digging the idea, Raelfin.
Looks like Humabout is starting a new PbP game. At the risk of over-saturating the board I'm gonna put Elysium, City of the Chosen on hold for a bit.
If people are still interested after we see more of Mnemosyne then I'll start Elysium up, but I'd rather his game go well than both of our games to founder from competition.
Why not flesh out the rules so that people could choose between the two?
I understand not wanting to step on anyone's toes though.
Personally I have not seen enough of either of these two to know if I am interested.
Well, part of the point of this thread is to find out what sort of game people would be interested in, rather than project a set of rules top-down and see whether people dig-em.
I'm waiting to develop them because I'm not convinced that the number of available players is large enough to support both games. I fear that by introducing both at once we'll split things and both get sub-optimal setups.
Personally, I like the idea of focusing on a central character and their "party". Rather than dealing with huge amounts of production and expenses every turn, the emphasis might be on managing their limited but relatively more powerful resources and their relationships with NPCs. Like a not quite on the scale of wargaming, but a little beyond a single-character RPG. If this sounds a lot like my suggestions for Mnemosyne, then it's only because I'd enjoy playing the same metagame in two totally different settings.
Ideally I'd love to give my attention to all three games: you've somehow managed to hit upon another genre I never see realized, with the Stargate-esque anachronisms and arcane artifacts. Is it "sufficiently-advanced" technology, actual magic, or a mix of both?
Incidentally, I already want to play a preternaturally-unflappable San Bushwoman from the Kalahari.
This looks fascinating! I'll have to read the whole thread after work! :DD
Quote from: Superbright
Personally, I like the idea of focusing on a central character and their "party". Rather than dealing with huge amounts of production and expenses every turn, the emphasis might be on managing their limited but relatively more powerful resources and their relationships with NPCs. Like a not quite on the scale of wargaming, but a little beyond a single-character RPG. If this sounds a lot like my suggestions for Mnemosyne, then it's only because I'd enjoy playing the same metagame in two totally different settings.
I like it too. Part of what I was thinking about is how underdeep has massive space separations between players, and what I'm thinking about is something much more tight-knit, but not adventuring-party level.
Quote from: SuperbrightIdeally I'd love to give my attention to all three games: you've somehow managed to hit upon another genre I never see realized, with the Stargate-esque anachronisms and arcane artifacts. Is it "sufficiently-advanced" technology, actual magic, or a mix of both?
There will definitely be tech, though I don't expect it to be computers or robots type stuff. I'm still thinking about magic. Part of the game will be the mystery of it, so I may just decide that on my own! :D
How large of groups do you foresee players controlling, at least in the early stages of the game? You mentioned it beginning within a single building, so I assumed you're not aiming for full-scale empire building here: when you mentioned building societies, I took that to mean tribes, gangs, or cults, but I could be totally off there.
Early on I expect people to lead between 0 and 5 major npcs. Later on I expect it to go to as many as 10 or 15. The minor npcs will show up later, I expect, and I have no clear thoughts on numbers, but it will certainly be less than 100/player. A big part of what I'm aiming for is a smooth scaling experience, so that things get epic, but not so quickly that it becomes overwhelming. I was planning on keeping the number of resources and liabilities roughly constant, even as the scope of the game grows. What this means is that even though the world is getting bigger and more complex, the mechanics stay sufficiently simple so as not to become a burden.
This sounds awesome: put me in as wanting to play as more details come to light. :P
Well, as I mentioned, I'm hesitant to start a game at the same time as Humabout. That being said, I think there's enough interest in the setting and mechanics that I'll write up the rules for what I'm thinking of, and I'll just wait to launch it until I see what happens with Mnemosyne.
Ah, so we won't be directly controlling the characters following us?
No, you will. I'm not sure what I said that implied otherwise.
Speaking of older forum games...(like the TMG comments earlier), for inspiration http://www.thecbg.org/index.php/topic,36474.0.html
Polycarp apparently ran one in 2007-2008.
Quote from: Raelifin
Early on I expect people to lead between 0 and 5 major npcs. Later on I expect it to go to as many as 10 or 15.
Sorry, misinterpreted what you meant by NPCs.
Rael, I didn't mean to steal your thunder or anything, and I'm sorry if I did. For what it's worth, Mnemosyne is still a ways from starting up. I sort of expect that once rules get posted, there will be a lot of discussion and tweaking, and once that's over, we'll get going. I've got combat fairly well sorted out, though the economy/city-building side is still in the (surprisingly slow and difficult) balancing process. Suffice to say, I don't expect to get a game going for at least a month or two. Additionally, it's on a much larger scale than what you describe, so there shouldn't be any real thematic overlap.
That said, Rael, this looks great. It's like a mix of Gantz, Rifts, and awesomeness. And I think you've struck on a concept I can't recall ever being tackled - a tactical rp game. I'm really curious to see how this pans out. If Mnemosyne doesn't eat up all of my time, I'll definitely get my fingers in here.
Thanks! I have a strong distaste for running anything that feels too familiar. :D
And I must admit that I felt like you stole my thunder a little bit. I had just posted a discussion thread regarding starting a new game and then you posted Mnemosyne without warning. I don't expect anything was meant by it, and I want it to do well, but it was weird. If you think the game is at least a month out then I'll probably re-open Elysium as happening as soon as I get a bit more content up. That way we'll have at least a couple weeks for my game to settle down before you open yours. I appreciate you letting me know. :)
In unrelated news: I think I'm going to remove the name "Elysium" and simply call the game "City of the Chosen". The reasons being twofold: (1) "Elysium" is kinda generic and I'm not too fond of it, (2) I couldn't think of any reason for the chosen to have a name for the city. It'll now be up to the players, if they'd like, to name the city.
Yeah man, there was no intent behind it, and definitely go for it. You'll definitely be up and running before me. I'll still hold off joining until I get things settled at my end, but I hope I can jump in mid-stream. I'm really curious to see how a tactical rpg works. Should be great fun.
>>In unrelated news: I think I'm going to remove the name "Elysium" and simply call the game "City of the Chosen". The reasons being twofold: (1) "Elysium" is kinda generic and I'm not too fond of it, (2) I couldn't think of any reason for the chosen to have a name for the city. I'll now be up to the players, if they'd like, to name the city.
Seems like a good decision.
Quote from: Humabout
I'll still hold off joining until I get things settled at my end, but I hope I can jump in mid-stream. I'm really curious to see how a tactical rpg works. Should be great fun.
I expect to have new terrans arrive after the first wave. Perhaps you can be one such late-comer. (No pressure though, I know how much work designing and running a game can be!)
OKAY! After much twiddling and tinkering, I think I have a working version of the rules up here: http://www.thecbg.org/index.php/topic,209841.msg221922.html (http://www.thecbg.org/index.php/topic,209841.msg221922.html)
I'll make the character creation thread in just a minute, and I'll probably get around to writing the example of play in the next day or two.
I also know that a lot of things will depend on what events are like. I plan on specifying the events of the first turn pretty soon so that people can get a taste.
Any thoughts on what I have so far? Any requests for items, powers, or mundane traits? Any questions?
Edit: Character creation thread: http://www.thecbg.org/index.php/topic,209844.msg222038.html (http://www.thecbg.org/index.php/topic,209844.msg222038.html)
This is truly fascinating - all the more so because it's so incredibly different from anything I would (or could) ever create.
Did I miss any soundtracks anywhere? Suggestions: Track 1 (http://www.listenonrepeat.com/watch/?v=UuKMg-NCqgM), Track 2 (http://www.listenonrepeat.com/watch/?v=DXU2E_HjBOU&list=PL24CA9F3A931D1267), Track 3 (http://www.listenonrepeat.com/watch/?v=rMOSTOSyNz8).
No idea if any of those even remotely fit.
The "events" structure is fascinating. Have you by any chance played Agricola? The "assign characters to events" mechanic reminds me of that game.
This is really very cool. How much time do you figure a given turn will take on the part of players? Comparable to Underdeep or less intensive? If it's substantially less I might consider joining.
Thanks! Be assured that at least as far as setting, story, and choices go, there's more strangeness in store. Part of running a good mystery game, in my opinion, is being different enough so as to be unpredictable but consistent enough that it builds upon itself and leaves a honeycomb of possibilities. Like, it's not just enough to have a whodunnit, you have to have a mass of clues, and then have the clues grow into a web of intrigue and deceit, and all the while be questioning whether the killer is right in front of you the whole time. Not sure if that makes sense. We'll see if I can pull it off. :D
I didn't post a soundtrack. The third track you posted, from Riven, matches the game the best, I think. Consider it an unofficial soundtrack. :)
EDIT: It and a few others have been added to the top post.
I have not played Agricola.
I expect the game to be logistically much simpler than underdeep. There aren't going to be much in the way of maps and resources, for example. Basically all a turn requires is saying, for each event, "What outcome do I want?" then "What characters contribute to that outcome?" and then assigning those characters. I don't know how much people want to roleplay with each other and whatnot, but my expectation is that the gameplay aspects will be much quicker than the fluff bits for most folks.
Don't forget that you can wait a month or so if you want to join after it's more clear how much work it is. (Not that I want you to join later; I'd love for you to join now!)
With the addition of a simple Example of Play I'm now done with the rules thread. If anything is confusing, please let me know (You're probably not the only one who doesn't get it). And as always, let me know if you want me to add traits or items or whatever.
I wouldn't say I don't get it; just that it's very unusual - and intriguing. I'm sorely tempted to join. When do you plan on starting the game? How many starting players are you looking for, ideally?
I didn't mean to say that YOU don't get it. I was encouraging hypothetical lurkers to speak up. :)
I plan on starting the first week of April. The 2nd was my target for a bit, and is still my ideal, but I'm willing to push it back some if people need more time.
Ideally I'd like around 7 to start. I expect between 5 and 6. I don't think the number of players will make that big a difference, though.
Attention players: Please select (or request) your Superhuman Trait before April 1st. I'll be building NPCs during the first week of April, and I think it'll make things less interesting to have overlap in powers. I'll then probably start the first turn on either the 4th or the 5th.
Thanks for posting your character, HippopotamusDundee. I want to point out that revealing your prayer beads was optional, as they're a small item. It doesn't really matter for something so mundane, but everyone should keep in mind that small items are not automatically public knowledge. (There will be important artifacts of small size and thieving opportunities, so I want to make sure people know the rules ahead of time.)
As a related addition, I've decided that arrows come with a bow (quiver is considered part of an outfit) and can be recovered/repaired after combat (unlike bullets). This is part of a general offset to balance bows against guns, which are generally better.
I am still interested in playing, and I'm going to try to figure out a character by the first. Just letting you know I'm still pondering.
If I'm right, Sunday will be very, very slow at work, due to Easter, which (if true) means I'll 100% be able to join. If not, would it still be possible to join after the first week? Should I at least pick a Superhuman power by the 1st so you know what I'd be doing? Anything else you need me to have by the 1st if I'm not going to have a ready-to-play character?
Great!
It will be possible to join later, but there'll be a buffer period for the firstcomers to get situated. I expect the next opportunity to be early May.
If you can't make a character by the 1st, that's okay. Picking a power by then will help me balance out the NPCs, but even if you don't get a character written until the weekend after this you can still play. :)
Quote from: Raelifin
Thanks for posting your character, HippopotamusDundee. I want to point out that revealing your prayer beads was optional, as they're a small item.
I knew that, but I thought he'd end up wearing and using them openly enough that it wasn't worth concealing :P
Quote from: NomadicAre there any limitations on the time the person can come from? I was thinking it'd be cool to have someone from the far future (from a point where humanity is a type II or even type III civilization).
I'm going to have to say that there is a soft limit at about 100 years from now. While I think it'd be interesting to have characters from the deep future, I am concerned about the logistics of such a large future history and the weirdness that might result from questions about transhumanism, etc. Sorry, Nomadic.
Also, let me say that I'm psyched at the number of last-minute applicants to the game! I hope this isn't some sort of April Fool's prank. ;)
Quote from: Raelifin
Also, let me say that I'm psyched at the number of last-minute applicants to the game! I hope this isn't some sort of April Fool's prank. ;)
Not a chance it being an april fool's prank with a set up like this. :)
Rael, i sent you an PM to resolve a little character related questions.
Need to say i'm excited to get a taste of the strategy.
Hi guys, I want to introduce myself
My name is Sebastian and i'm from a Spanish-speaking country, so i apologize beforehand if at any moment my English becomes bothersome to you. Despite English not being my native tounge i will do my best to keep it pleasing to see.
Hey Raelifin, I think there may be a date-issue in Gyeong-su's back-story. You mention that he was promoted in 1918; I assume you probably mean 918.
Quote from: Steerpike
Hey Raelifin, I think there may be a date-issue in Gyeong-su's back-story. You mention that he was promoted in 1918; I assume you probably mean 918.
Good eye. I forgot to mention that he's actually a time traveler who goes on wacky Back to the Future style hijinks. I've edited his backstory to reflect this. Thanks.
Good to see that you were able to play, Nomadic! Though your character is a bit of a violation of what I wrote earlier, I appreciate the way the naturalism-focus counteracts problems with futuristic tech. :)
If it is that's fine I can back out. I asked in the thread if it would be ok but I never got a response so I went forward with it.
Nonono. It's okay! I responded to you over here on the previous page, but as I just said, it works fine given the natural-human theme.
[spoiler=From page 3 of the discussion thread]
Quote from: Raelifin
Quote from: NomadicAre there any limitations on the time the person can come from? I was thinking it'd be cool to have someone from the far future (from a point where humanity is a type II or even type III civilization).
I'm going to have to say that there is a soft limit at about 100 years from now. While I think it'd be interesting to have characters from the deep future, I am concerned about the logistics of such a large future history and the weirdness that might result from questions about transhumanism, etc. Sorry, Nomadic.
[/spoiler]
Ok fair enough, will stick around.
@Nomadic:
Thanks. :)
@Xathan:
I think there's an error in your character background where it says "and #0467BC;listed by anyone that uses Soretti's protection". Also, I'm curious where Mr. Dante is from. New York? Chicago? Boston? L.A.?
@All:
I had a conversation via PM that makes me think it might be good to emphasize something that players may have missed. When you assign a character to an event, you cannot selectively reduce the elements that the character brings. For instance, if your character has the Youth trait, they grant +1 Blood to their group regardless of whether that's desirable or not. In this sense it is sometimes (but not generally) useful to have lower (including negative) elemental stats!
This is also why it's useful to have a collection of NPC allies that you can assign to events where your PC might not be a good fit.
EDIT: P.S. Smoke-dominant characters are really fun to write (or omit writing about :wink:). I'm surprised nobody made any. (Except perhaps TMG's Juliet.)
Are events the only way we can 'mechanically' interact with the game world? That is, in a way that isn't purely fluff. Are we able to just give descriptions or orders for what our characters do in a given turn?
This has been a good read so far, BTW.
@Vreeg: Thanks!
@TMG: Events are the primary way to mechanically interact with the world. You can also move items and equip characters. Some powers and items (shapeshifting, conjuration, etc) give you extra choices you can make on a turn, as well. That being said, the world is not generated by an oblivious computer, your interactions with other players, backgrounds, and roleplaying/flavor text with your NPC allies will effect what events show up on any given turn.
Ideally, anything that (1) you as a player want to do and (2) your characters might want to do, should be reflected as an event on any turn. So for example, if you want to explore and your characters are willing to explore, you should have exploration events available. To this end, communicating your desire as a player via the "fluff" of your characters will have definite impact on how the game goes.
I know that that involves a lot of trusting me, as a GM. I'm trying to balance having interesting strategic choices with having a game that can adapt to lots of different situations without being super complex. Feedback is always appreciated. ^_^
One of the most important things a GM has to have to function is the trust of the PCs. The more of this they earn, the more they can create a world for the players. Becasue it is the job of the GM to play, "the rest of the world".
Quote from: LordVreegBecasue it is the job of the GM to play, "the rest of the world".
Lest I completely derail the thread, I'll just say... not always. :grin:
Quote from: LordVreeg
One of the most important things a GM has to have to function is the trust of the PCs. The more of this they earn, the more they can create a world for the players. Becasue it is the job of the GM to play, "the rest of the world".
It's worse for City because, in a very significant sense, I'll be controlling the attentions and choices (or at least restricting them) of the PCs. It's more like we're co-playing things because I'll essentially be setting up forks in the story and the players get to ouija-board the game towards their preferences.
Quote from: sparkletwist
Quote from: LordVreegBecasue it is the job of the GM to play, "the rest of the world".
Lest I completely derail the thread, I'll just say... not always. :grin:
Oh no you don't. Discussion of alternative game systems not directly connected to City can go elsewhere, thank you very much. :P
1st-Batch of the Chosen:
Player | Name | Primary Element | Age | Time Period | Homeland | Gender | Primary Ethnicity/Culture |
Superbright | Layla al-Zakiyya | Dust | 19-20 | 700s | Baghdad | Female | Arab-Persian |
HippopotamusDundee | Saitoro | Dust | ~26 | 1500s | Japan | Male | Japanese |
TheMeanestGuest | Juliet | Blood | 27 | 2000s | Western North America | Female | Canadian-American Caucasian |
- | Riccara Vaillancourt | Frost | 22 | 2000s | Maine, USA | Female | American Caucasian |
BasnetI | Bastien "Mcgregor" | Frost | 20 | 1900s | United Kingdom | Male | British |
Nomadic | Jens Faber | Frost | 27 | Far future | Norway | Male | Scandinavian |
- | Hong Gyeong-su | Iron | 46 | 900s | Korea | Male | Korean |
- | Oryx | Blood | 16 | Distant Past | Egypt | Male | African |
- | Mary | Dust | 33 | 1900s | India | Female | Indian (Gond) |
- | Vitus | Smoke | ? | 100s | Rome | Male | Roman |
Xathan | John Dante | Iron | 24 | 1900s | America | Male | American Caucasian |
- | The Medicine Man | Dust | 50s? | ? | Western North America | Male | Native American |
- | Olga Surikov | Iron | 27 | 1900s | Soviet Union | Female | Eastern-European |
- | Jéssica | Blood | 23 | 1900s | Brazil | Female | African-Brazilian |
- | Emily White | Iron | 47 | 2000s | Australia | Female | Chinese |
Elements by character count:
Blood: 3
Iron: 4
Dust: 3
Smoke: 2
Frost: 3
7 Women, 8 Men.
Median age: ~26
Crap, I just realized I never added her history!
I will just confirm that yes, Juliet was born in 2067 and died in 2094.
To fill in some information Jens is 27. His family is German by descent (hence the last name of Faber) but he's solidly Scandinavian by culture due to his place of birth (at least as Scandinavian as you can be in an age when the nation states don't exist as they used to and cultural identity is somewhat loosely tied to the area you're from). He has no recollection of the moments leading up to being chosen though. In his mind one day he was just minding his own business, hunting, building, surviving... the next he wakes up to this weird place.
Just to be clear, the initial 15 Chosen are locked in. Light Dragon, and any other latecomers will have to wait until the second batch, which I estimate will be in about a month.
Also, don't forget that you can communicate with other players (both publicly and privately) in the roleplaying thread and that you can modify your assignments after communicating. One major reason to do so is to coordinate over which NPCs to initially influence. If, for example, two players both improve an unaligned NPC's loyalty score to +2, the NPC will end up undecided and will ally with neither player (until something changes).
(And of course, there's nothing to stop people from bluffing by publicly making it seem like they're chatting up NPC A while actually working on NPC B, because, say, they have the Attractive trait and they expect they can steal the NPC out from under another player's nose.)
Ah, I saw the "still time to join" message in the initial post; no worries though. :)
I was thinking about how to roleplay the events 2 and 3 without knowing the outcome and ended up totally clueless :S
Ah, sorry. I can understand how that'd be confusing. In general, roleplaying for events will be done on the turn after the event takes place. I'll try and make it clear what happened without putting in too much detail so that anyone who wishes can fill in bits that involve their characters.
Thanks for the question.
I'll have my event selection up before I go to bed tonight. :P
I admit I'm a bit uncertain what to do in the RP. Hopefully inspiration strikes while I work on UD messages, but I will get SOMETHING up in that department before the turn ends.
If nothing else comes to mind, try striking up a conversation with a fellow player. Things are a little slow because there aren't any relationships yet, but there's no reason you can't fix that.
Out of impatience and because the first turn is abnormally short/simple I'm going to bump the deadline/next turn up to the 9th unless there are any objections.
Small amendment to the rules starting on turn 2:
In a competition the "winners" of an event are the groups that scored highest in the selected outcome, and the "losers" are the groups that did not.
In a cooperative event, the winners are all characters that contributed at least one element to the dominant outcome (losers are those that did not).
This means that if you put in a character that only contributes Dust to an event where the dominant outcome is Blood and Iron, that character is not treated as a winner.
Again, this takes effect next turn, so there's no need to amend orders.
John's post seems to cut off suddenly, btw. :P
Oh man! So ridiculous that I didn't catch that. You can see how tired I was.
By the way, for future turns I think I'll stick to the update schedule of ~2-4 days after the last person posts their orders. City involves more tailoring/writing per turn than Underdeep, I suspect, even if the mechanics are significantly simpler.
Speaking of which, I always encourage feedback about the game. Be honest! I'm most concerned about the possibility that the mechanics are too simple and that the events are too difficult to predict to be strategically interesting. My hope is that as time goes on it'll evolve from closely resembling a traditional party-based adventure game to a more high-level strategy game, and as the chosen get a better handle on the city that long-term strategies will become more viable.
I'd also like to start encouraging more posting of internal plans, desires, and motivations in the roleplaying thread. Even if you have to put them in a "GM only" spoiler block, it helps me figure out what events to provide.
Heh, I can imagine how tired you were, no worries! And Probably a good idea to have a couple days between updates - I have no idea how much you're copy/pasting or what, but dang that's a lot of text either way. :P
I will freely admit I have almost no understanding of how the game mechanics work, I keep getting confused - I'm just assigning Dante and Friends based on what sounds most interesting in terms of events. I figure either I'll figure it out, or given that the mechanic seems to be pretty heavily character driven, keep stumbling into ones that work out for me. :P
Quote from: Xathan
I will freely admit I have almost no understanding of how the game mechanics work, I keep getting confused - I'm just assigning Dante and Friends based on what sounds most interesting in terms of events. I figure either I'll figure it out, or given that the mechanic seems to be pretty heavily character driven, keep stumbling into ones that work out for me. :P
Your confusion is good feedback in itself. Do you think I need more examples? Clean up some of the rules thread?
The game is designed so that it can be played intuitively, just by throwing characters at events that seem to fit. The question is mostly whether it's fun. :)
I had a player ask whether it's possible to assign no characters any events in a certain timeslot.
All events, unless otherwise specified, are optional! Even if there's no alternative events, you can just have your characters sit things out.
I'd also like to clarify that if your loyalty score with an NPC increases mid-turn, they do not become your ally until the start of next turn. You cannot assign NPCs that were not your ally at the start of the turn.
I'll amend the rules thread to emphasize these points.
Superbright, TMG, and Nomadic, don't forget that City assignments are due tomorrow. :) It'll probably take me a couple days to update, but I can do more if people assign early.
I will try to have something up later today.
I wasn't able to get my update in before the cutoff time, thought I could but I guess not. I'll go ahead and bow out, it's looking like getting my orders in on time is going to be a major issue for me. Sorry about this :/
Are you sure, Nomadic? I'm happy to extend the deadline a bit if you need. I was also simply going to not assign characters for players who don't post. It'd put you a little behind, but it'd mean you could post more if you become less busy.
Due to some confusion with another player's orders I'll be extending this week's deadline until noon tomorrow. (EST)
Regardless, thanks for giving it a shot. ^_^
Okay, Nomadic, I'll withdraw your character from the game. Let me know if you ever feel inclined to rejoin.
It may take me a bit to post everyone's events this turn. I expect to be done by Saturday.
As always, please give feedback! Several players posted assignments only at the very end of the week. Would extending the deadline help? Do you have any complaints? I'd be happy to address them!
The turn 3 deadline is less than a week away! This is because it takes me a while to update (lots to write) and I want to keep a decent pace. People will be free to roleplay or whatever for the days between the deadline and the update, so it's only a deadline for gameplay decisions.
PLEASE LET ME KNOW IF IT'S TOO SOON! I would be happy to extend it out to, say, the 28th if people need that much time. In general I can't imagine it taking more than an hour to make assignments, but I could be naive.
so if someone ends up on the control room he can't be assigned to the "hold them" events?
That's correct. Characters who either explicitly investigate the control room or are pulled there out of necessity are safe for the turn, but cannot contribute to the battles as a consequence.
Edit: I should clarify. You are still free to assign characters to the battle events, even if there's a chance that they'll go to the control room. In the case where they don't go to the control room they'll fight, if they do go to the control room then they end up doing nothing for those time slots.
One player asked me via PM:
QuoteI'll admit I'm still somewhat confused by how City's element system works. Why is it that a Blood outcome in combat seems to possibly portend negative consequences for the victor? As traits that lend advantages in offensive combat seem to routinely grant increases in Blood, should it not result in a positive outcome for the victor?
I've been concerned that the element system is not adequately explained or clear, and I think I should adjust the rules thread to help this. Any suggestions will be welcome.
Blood is the element of violence, chaos, and rage. Blood victories in all domains tend to be higher risk and higher reward. In combat, Blood represents ferocity, unchecked power, and raw aggression. Not all event outcomes are universally "good", and blood and smoke are elements that tend to make things more bloody and confused all-around. Some combats are such that blood is universally good, but some are such that blood is a risky choice. (In the replica battle, for instance, there's a chance that a Blood character would accidentally attack a "real" person rather than a replica.)
That said, I think I'll make a slight change to the event this turn that probably prompted this question. The change will make a blood victory slightly better for the victor.
Also, I think there are a couple traits and items that I did not design correctly. Early in the development process I think I used blood as kind of a catch-all for combat (which is not how it should've been, despite being the element of violence). Specifically, if I were to re-design things, I'd change:
Physically Fit: +1 to all domains in Strength domain (from +2 Blood in Strength domain (there's no reason to assume fit characters are more aggressive))
Super Strength: +3 to all domains in Strength domain and an additional +2 Blood in Strength domain (from +6 Blood in Strength domain)
Lightning Reflexes: +3 Blood and +3 Smoke in the combat domain (from +4 Blood and +1 Smoke in the combat domain)
Impervious: +2 Iron in the Endurance domain (from +2 Blood in the Endurance domain)
Hand grenade: 1d4-1 Blood in the Combat domain (from 1d4-2 Blood)
I apologize for not having the rules ironed out well, here. Obviously this is the first time I've used this system, and as the rules are so unorthidox I'm still somewhat trying to figure out how to make things work. How would players feel about "patching" the traits and items above? I certainly won't force anyone to change their characters against their will.
I would support this measure.
supportive mode on
Seems good to me!
I'm trying to get something RP to post, it's just tricky; I'm not sure if I want people to know my assignments, but it also feels strange to try and RP something from last week that has already happened, you know?
You can always react to last turn's events. Flesh them out or whatnot. For instance, it's now clear that Layla is the de facto leader. You could comment on that or talk with the other players about it. Other players also know you can shoot lightning, so you could write something about that. Or you could always do the old standby of interacting with your allied NPCs and give them more personality. The way they're written they have a little depth and character, but it's really up to the players to make them fully interesting.
For instance, what would Jessica, a character who can copy herself, think about seeing a feral, violent copy of herself along with everyone else?
Seeing as people are generally in agreement, I'll change the traits and items this turn unless I hear an objection (in which case I'll talk about it more).
EDIT: Oh, and if anyone wants to get to the control room, that's a good thing to post to the roleplaying thread. Absence of coordination has already hurt the group in divvying up the NPCs (to Layla's benefit).
just a think that came to my mind while i was planning my kixthish dream:
any PC in control of NPCs should make a dream for them too?
(Will have my assignments this night)
NPCs do not have kixthish dreams. Or more specifically, they do, but they're not prophetic/gameplay effecting.
I had a hard time not reading this as "kthxish dreams."
kthxbai.
Quote from: sparkletwist
I had a hard time not reading this as "kthxish dreams."
kthxbai.
That awkward moment when you realize you've been reading it at Kthxish Deams
this entire time.
I've been under siege by viruses this week, killing my ability to write. Given that Superbright and Hippo haven't posted yet, I'm extending the deadline to give me time to recover (and others to post).
Hope you feel better! I'll try to get some RP stuff up tomorrow. :P
I made my fortitude saving throw, and now I'm getting into the update. It'll probably show up on Monday, or maybe Tuesday, depending on if anything comes up.
As I mentioned earlier, I encourage people to roleplay during the weekend if they want. (I know you didn't actually post RP stuff, Xathan.)
Superbright: I know you've been pretty busy, and thus weren't able to post assignments this turn. If you post something today I guarantee I'll take it, otherwise I may have to treat you and your allies as unassigned this turn. Being unassigned isn't the end of the world by any means, and I hope you'll have more time to play in future turns. :)
QuoteI know you didn't actually post RP stuff, Xathan.
I'll try to get something up for next turn. I've been having trouble getting into John's headspace...I kinda figured 1920's stereotype would be easy to write, but not so much. :(
To all, but Xathan included: Would it help if I included dialog prompts from NPCs? I'm not against people who don't want to roleplay much, but I think there's a lot of potential to flesh out the characters and their relationships...
it should help indeed (interactions with NPCs could even open new events with that particular NPC, right?)
It's my intention to provide NPC specific events regardless of whether I do roleplaying prompts. (And I have, for those with allies.) The major question is how much actual posting I do in the RP thread.
That would help me a ton, to be honest.
Okay! I'm definitely going to be doing RP prompts and dialogs. It'll have to wait until at least Wedneday, though, as I'm still writing the update.
Update will probably be up on Tuesday.
Oh, man, both UD and CotC on the same day? I'm going to be hitting F5 SO HARD tomorrow.
This week, if my players could please take note of and post here:
* Approximately how long did it take you to do assignments?
* What was the longest/most demanding part? (My guess is reading.)
* What was your favorite part? (Just generally)
* Approximately how long did it take you to do any roleplaying/fiction writing? (And perhaps: Do you consider yourself to be an especially fast/slow writer)
I'll be opening the game to new players this month and I'd like to be able to let people know approximately how much they'd be dealing with. All optional, of course. I just think it'd be nice. ^_^
I'll also be extracting some choice events and adding them to the rules thread along with a more detailed explanation of the way challenges work.
*I take 1-2 hours making my assignments, some times I waste more time trying to feel like the character in order to decide
*Reading indeed, and then trying to figure out the others decisions and possibilities
*reading :)
*I take almost 30 mins to an hour to write something
Quote from: Raelifin
* Approximately how long did it take you to do assignments?
In past weeks, it's been about half an hour. It's really hard this week, though, because one decision (you can guess which one) is really causing me consternation to figure out. :P
Quote* What was the longest/most demanding part? (My guess is reading.)
Actually, it's making decisions. It's really interesting; you always know in a game that making decision A will mean you won't have options B-F, but in this game you actually SEE what your options are and have it, and potential consequences, spelled out for you. I like it, but it's the hardest part.
Quote* What was your favorite part? (Just generally)
Reading: I like the surprise every week!
Quote* Approximately how long did it take you to do any roleplaying/fiction writing? (And perhaps: Do you consider yourself to be an especially fast/slow writer)
When I get going, I'm a fast writer. I'm very, very slow to get moving, however. I will be getting something up for this week; the holdup isn't laziness, it's making up my mind on my very first choice of Events. :P
QuoteI'll also be extracting some choice events and adding them to the rules thread along with a more detailed explanation of the way challenges work.
I'm looking forward to this!
Superbright is swamped with finals and illness. To better facilitate her involvement in the game I have extended the assignment deadline to the 10th. I'll be working on the update during this time, so it's not as much of a delay as it seems. Thank you to everyone who posted orders already. :D
I just realized why I love this game so much; it's like a strange, more detailed, and more varied collaborative choose-your-own-adventure book. I look forward to the updates less because "I need to figure out what to do next" and more "I want to read the next chapter!"
Just thought I'd share. :)
Yay! That's exactly what I was going for! I've always been a fan of choose-your-own adventures, and I actually write Interactive Fiction (https://en.wikipedia.org/wiki/Interactive_fiction) as a hobby. I hope to build up some strategic depth as more of the landscape and dynamics of the city get revealed, but I remember pitching it to a friend early on as "an ouija board adventure, where everyone has their hand on the game but nobody knows exactly where it'll go".
Thanks for the feedback! (Which I always encourage even if it's less generous.)
Some gameplay notes about the coming turn and future turns:
1. Instead of saying "+X Element in the Whatever domain" I'll often be shortening it to "+X Element in Whatever".
2. There will be an explicit concept of "controlled territory". A more in-depth explanation of this will be in the Events thread when it updates.
3. On the occasion that an event of the same name shows up twice in one turn (at different timeslots) I sometimes won't bother to explicitly specify that you can't assign a character to the same event twice. Unless otherwise noted, a character can only be assigned to an event of a single name once per turn. (Different characters can sometimes be assigned to the same event at different timeslots, depending on the event.) If this confuses you, it's pretty much as simple as "A person can't do the same event twice. Use common sense."
4. I'm making the domains explicit, for the sake of clarity. While not necessarily exhaustive, here's the standard list:
* Combat - Anything related to fighting or physically competing.
* Melee Combat - Brawling, sword-fighting, wrestling, etc.
* Ranged Combat - Archery and gunfighting.
* Strength - Tests of raw power
* Endurance - Doing strenuous things for long periods of time
* Healing - Recovering from injury, sickness, or preventing death
* Willpower - Resisting psychic attacks or otherwise resisting temptation
* Skill - A catch-all category that involves stealth, observation, reasoning, slight-of-hand, knowledge, and luck
* Machines - A sub-category of skill that involves manipulating machines and devices
* Construction - A sub-category of skill that involves building, planning, and engineering
* Political - Anything related to social manipulation or rallying people to follow you
* Social - Charisma and ability to successfully navigate non-partisan conversations
QuoteI've always been a fan of choose-your-own adventures, and I actually write Interactive Fiction as a hobby.
My first forays into any kind of gaming were the Fighting Fantasy game-books, and my GM style has been influenced the "If this, then this" quasi-algorithmic logic of those books on some level. Do you have anything out there that's downloadable?
Alas, I do not. I've always gotten about 60-70% of the way through a project before my steam ran out. (I promise not to let that happen with City!) I'm actually tempted to finish my most recent game, which is set on a martial colony from the perspective of an android, but all my creative energy is going elsewhere at the moment. D:
Need more hours in the day!
I got asked about event elements, and I thought I'd answer here, since I think it's relevant to everyone.
The element of an event has no mechanical significance. If an event is "Frost" or "Iron" that is a description of the event, but doesn't carry any information about the event other than to frame it in terms of the elements that govern the world.
Blood events are about impulsive decisions, passionate attempts, and often about violent attacks.
Iron events are about disasters, avoiding harm, and preventing things from going awry.
Dust events are about subtle things that require a proactive hand.
Smoke events are about mysteries, lies, or stealth.
Frost events are about long-term growth, consolidating power, or political backstabbing.
Again, these are loose categories and descriptions, just like "Crisis" and "Opportunity" (which roughly describe whether an event can safely be neglected), they hold no actual effect in the gameplay.
Rael, amazing job with the narrative, I'm getting more and more attached to this game as I keep reading it!
Embarrassing side-note: I just realized your name is BasnetI and not Basnetl. :O
Thanks for the kind words. ^_^
The Chosen Revealed Thus Far:
Player | Name | Primary Element | Age | Time Period | Homeland | Gender | Primary Ethnicity/Culture | Social Personality |
Superbright | Layla al-Zakiyya | Dust | 19-20 | late 700s | Baghdad | Female | Arab-Persian | Introvert? |
HippopotamusDundee | Saitoro | Dust | ~26 | mid 1500s | Japan | Male | Japanese | Introvert |
TheMeanestGuest | Juliet | Blood | 27 | late 2000s | Western North America | Female | Canadian-American Caucasian | Introvert? |
- | Riccara Vaillancourt | Frost | 22 | early 2000s | Maine, USA | Female | American Caucasian | Extrovert |
BasnetI | Bastien "Mcgregor" | Frost | 20 | late 1900s | United Kingdom | Male | British | Extrovert? |
- | Jens Faber | Frost | 27 | Far future | Norway | Male | Scandinavian | Introvert? |
- | Hong Gyeong-su | Iron | 46 | early 900s | Korea | Male | Korean | Ambivert |
- | Oryx | Blood | 16 | Distant Past | Egypt | Male | African | Introvert |
- | Mary | Dust | 33 | mid 1900s | India | Female | Indian (Gond) | Introvert |
- | Vitus | Smoke | ? | early 100s | Rome | Male | Roman | Introvert |
Xathan | John Dante | Iron | 24 | early 1900s | America | Male | American Caucasian | Extrovert? |
- | The Medicine Man | Smoke | 50s? | ? | Western North America | Male | Native American | Extrovert |
- | Olga Surikov | Iron | 27 | early 1900s | Soviet Union | Female | Eastern-European | Extrovert |
- | Jéssica | Blood | 23 | early 1900s | Brazil | Female | African-Brazilian | Extrovert |
- | Emily White | Iron | 47 | early-mid 2000s | Australia | Female | Chinese | Introvert |
Light Dragon | Vic Fellowes | Smoke | 30s? | late 1800s | Mississippi, USA | Male | American Caucasian (French?) | Extrovert |
- | Jarji | Iron | 40s? | mid-late 300s | Georgia/Iberia/Kartli | Male | Eastern-European | Introvert |
- | Park Yoon-Ji | Smoke | 28 | late 1900s | South Korea | Female | Korean | Introvert |
- | Estrella Salazar | Iron | 31 | early 1800s | New Mexico | Female | Mexican | Introvert |
- | Lucie de Toulouse | Blood | 5 | late 1000s | France | Female | French | Extrovert |
- | Mu Qi | Dust | 24 | early 200s | China | Male | Chinese | Extrovert |
- | Chan Feng | Iron | 24 | early 2000s | China | Male | Chinese | Introvert |
- | Mark/Thaba | Dust | 36 | mid 1900s | South Africa | Male | Caucasian-influenced African | Extrovert |
- | "Un Sacerdote" | Smoke | ~30 | mid 1600s | Spain | Male | Spanish | Introvert |
- | Mya | Blood | 38 | late 1500s | Burma | Female | Bamar | Extrovert |
- | Naz | Frost | 18 | late 400s BC | Turkey | Female | Persian | Extrovert |
- | Mohandas Sharma | Frost | 35 | mid-late 2000s | Indonesia | Male | Japanese/Indian/Indonesian | Extrovert |
- | Henry McCormack | Blood | 41 | mid 1900s | Missouri, USA | Male | Irish American | Extrovert |
- | Athena Transcendent | Frost | 59 | mid-late 2000s | Earth | Female | Semi-American Transhuman | Extrovert |
Elements by character count:
Blood: 6
Iron: 7
Dust: 5
Smoke: 5
Frost: 6
13 Women, 16 Men.
12 Introverts, 16 Extroverts, 1 Ambivert.
Median age: ~27
Do any of my players specifically want to avoid reading a bigoted character use a particularly nasty racial slur that starts with the letter N? I have one in the mental pipeline and I just realized that it may be really unpleasant to read that sort of hate speech, even in the contexts of a fantasy.
Is Juliet from 2008 or 2080? Her background refers to some conglomerations that don't exist in the present.
Also, re your list of characters. I like the list; could you maybe please put the decade for people we know the decades for in the Time Period?
Also, for clarity: I appreciate the ? next to French; Vic probably isn't French... more to be revealed in the storytelling thread. He does speak some French, and he's decent, but it isn't great French and he doesn't have a huge vocabulary. As for age... He's probably in his thirties as far as anyone knows. Whether he'll tell anyone is a mystery. That's Smoke for ya'...
Juliet was born in 2067.
The scientist in me doesn't like mixing different numbers of significant digits, and some characters have more specificity than others. I'll compromise and say "early/mid/late XX00s".
Quote from: Raelifin
Do any of my players specifically want to avoid reading a bigoted character use a particularly nasty racial slur that starts with the letter N? I have one in the mental pipeline and I just realized that it may be really unpleasant to read that sort of hate speech, even in the contexts of a fantasy.
I've actually struggled with language with John - he SHOULD be, at the very least, using the less offensive but still derogatory term, or referring to people as "boy", or other offensive language for other people - it's tricky.
That being said, I've read numerous books by modern day authors that use what can, politely, be termed "period speech." I don't have a problem with it so long as A) it makes sense B) fits the character and C) isn't gratuitous. So I've got no problems here.
Could you please include links to all the game threads in the first post of this thread; it might be helpful.
Thank you for the explanation re: Juliet.
Quote from: Light Dragon
Could you please include links to all the game threads in the first post of this thread; it might be helpful.
Added. You should also be aware that I have links to all the City threads in my signature.
As much as I'm psyched to start writing this turn's update, I've extended the deadline at the request of a player.
Please don't use this as an opportunity to put off assignments for another couple days if you're not busy. The earlier that assignments are posted the more time I get to brainstorm and write.
If anyone is still unable to find the time needed by Sunday night, please let me know.
Three cheers for BasnetI for being the first player to send events!
You can start writing events for me if you feel motivated; I'm not changing anything. (to confirm with you) :)
Good to know! I've already started with the rough drafts of all the players, actually, but confirming finality is helpful.
Progress Report: I've worked out the consequences of all Turn 6 events except for 1 artifact that I need to write.
I've written the primary fluff for Vic, Juliet, Saitoro, John, and half of Bastien's turn. The fluff this turn is pretty huge, and I admit that I might be going overboard (and having fun while doing it).
So I still have to finish Bastien's fluff (probably today), and write secondary things like room descriptions and summaries of minor points. Even if I were to work on it non-stop, I doubt that I could get all the events written in the next two days. And, alas, I have a vacation coming up. On Saturday I'm getting on the airplane and will probably be unable to seriously write until Tuesday, when I'll still be on vacation, but I'll be less busy. I'll try to get the events finished up and the turn posted by a week from now, but I don't see it happening before then.
Just wanted to keep everyone in the loop and explain why this update is going to take longer than was probably expected. If there's anything I can do for anyone, particularly to keep their interest up during the wait, lemme know. Thanks for patience. :)
oh :(.
Over the last week I've been brainstorming my next write-up. Hopefully I remember it all. Have a good time on your trip.
An idea for another character (I know you are done introducing them for the moment)- U.S. Prohibition-Era detective, very fundamentalist and anti-alcohol firebrand
Ok, blah. I apparently have less time/motivation to write when on vacation than I thought I would. I'm very close to finishing the update but I'm guessing that I won't have it done until early next week, after I get back home. >_>
AT LAST, IT HATH COME! THE UPDATE IS RISEN!
Again, I'm sorry for how long this one took. I thought I could hammer it out before I went on vacation, but I didn't manage my time right. Then on vacation I did barely any work. ^_^
Next update should be quicker. I'll probably scale down some of the fluff, I won't be on vacation, and I got someone to help me organize my notes. Let me know if you have any questions/feedback.
>>Then on vacation I did barely any work. ^_^
That sounds as it should be.
Thanks!
That's quite an update. I just got through all the text :). Very impressive.
Nice update
OMG! That Journal entry made my day
I'm glad you both like it! :D
Two days to go until deadline. The weekend has passed and only one person has posted assignments (thanks, LD). Can I get a confirmation that people will be able to make the deadline, or should I extend it?
I'll be getting mine up! Though I hate to say - again - that I won't be able to provide any stories. I really do enjoy the game though, even if I don't think I'm expressing that properly.
I've mentioned this to everyone else, but somehow it slipped my mind to PM you, Rael. I'll be in Panama from July 7th until September 1st for an internship, so I'm not sure how we should handle that with regards to Juliet.
Yay! Thanks, TMG. I'm glad you're enjoying things. :D
Two months is a long time! If you don't feel like you can manage the time/internet to do the roughly bi-weekly assignments then you can choose between:
* Having some sort of story event incapacitate Juliet indefinitely.
* Appoint another person to control Juliet.
* With any degree of specifying goals/background/plans, turn control of her over to me; I'd try to pilot her as fairly defensive/safe, but I can't guarantee she'll survive other players, of course.
I think I'll hand her over to you for the duration after my orders for this turn. If I'm able to get online to post orders, I will as able. That should work, hopefully.
In that case I will continue to write turn descriptions as usual and I'll only post assignments for her if you're too busy to do so.
Note: In this case your deadline/assignment period will be shorter than the rest, as I'll normally assign Juliet probably one or two days before the deadline.
Have a good time in Panama! And good luck with the internship!
Quote from: Raelifin
In that case I will continue to write turn descriptions as usual and I'll only post assignments for her if you're too busy to do so.
Note: In this case your deadline/assignment period will be shorter than the rest, as I'll normally assign Juliet probably one or two days before the deadline.
Somehow I totally didn't consider all the writing you'd have to do for that. I think it'd probably be best then if you controlled her almost entirely, and if you just posted brief summaries, as opposed to your usual lengthy briefings. Just so I'm not occupying your resources when I can't take much advantage of the extra effort. I'll PM you some vague guidelines for while I'm gone.
Haha. Thanks. It wouldn't really be *extra* work to do it the long way (as it'd be the same amount as if you were here more or less), but it'll be much simpler to run her like I'm running Jens. ;)
Mine'll be up - sorry for the delay.
I'll post ot tonight
Thanks. I'm working on Vic's update, so you have some time. I'm not going to wait for Xathan, tho. He seems to have disappeared from the net.
Hello all, as I'm sure you've noticed, the current update is taking a while. Some things have changed for me such that I don't wish to continue to put the energy into running City of the Chosen, and I've spent the last week basically looking within myself to make sure.
I want to let you all know that I really greatly enjoy the support and participation. I am sorry to disappoint my current players, and I hope you'll understand.
As with all of my work, I release all intellectual property rights. Feel free to use/adapt/run any of this with or without attribution.
Cheers,
- Raelifin
Ah.
The effort you expended was appreciated- it is why I joined the game.
Thank you for the fun adventure. :)
yeah, thanks Rael, i really appreciate how much detail and effort you put on this game.
thanks for the fun :)