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The Archives => The Dragon's Den (Archived) => Topic started by: Raelifin on July 07, 2008, 01:30:35 AM

Title: Arbiter
Post by: Raelifin on July 07, 2008, 01:30:35 AM
For a few days I've been thinking about the medium of the web-forum for game design. Most of the forum games we see here are light-hearted and, frankly, not real games (in the sense that they can't be won or lost). So I set out to create a game that meets the following criteria:


The result, was a game called Arbiter, which I have not tested AT ALL. This thread is to gather feedback to tighten up anything which I have overlooked.

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[ic Concept]The idea behind Arbiter is that the archmage of a fantastic university has recently died, leaving the leading high wizards to battle for the vacant position. The university however is no normal institution but is, in fact, alive in a manner of speaking. To keep the school stable, a high wizard must enter the innermost sanctum and meditate with the life force. This wizard is called the Arbiter, and he or she can see all that happens, has happened and some of what will happen. Each week, a new Arbiter is chosen by the university.[/ic]
[ic Core Rules]Arbiter is a turn-based strategy game designed for 5+ players (not quite sure yet what the right number is). Each player controls a high wizard in the school who can cast spells. Each turn represents one week at the university, and on any given turn one player will be Arbiter. During a turn, players secretly tell the Arbiter what actions they take for that week, and after a set period of time, or after all players have stated their actions, the Arbiter posts the results of the week and a new Arbiter takes over.[/ic]
[ic Winning]All players start out as 1st level wizards (not related to D&D at all). The primary way to become archmage (and win) is to reach 10th level. A player moves up one level through a number of paths, which vary from researching ancient secrets to killing other wizards. In the rare event that only two wizards remain, the wizard with the highest level wins.[/ic]
[ic Turn Basics]Turn order is as follows:

Discussion is the main phase during a turn, and has a fixed time-limit (I suggest 48 hours). During the discussion phase, wizards talk amongst themselves freely, making alliances and trying to sway their fellow sorcerers. Any time before the time limit, each wizard must send a private message to the Arbiter, detailing their actions in the week to come. After the time limit, or after all wizards have sent in their actions, the Arbiter figures out how the week goes down and posts the results. Each turn, as part of the results, a new Arbiter is chosen.

At the beginning of a turn, certain effects can occur (called events), which are stated in the same post as the results. After events occur, all wizards other than the new arbiter gain 50 mana, which serves as currency with which to perform actions during a turn.[/ic]
[ic The Arbiter]As part of their action, all players bid mana on becoming the next Arbiter. Whomever bids highest in their private message becomes the Arbiter for the next turn, everyone else gets to keep the mana that they bid. In case of a tie, the current Arbiter chooses. All bids are secret, even after the next Arbiter is chosen.

The old arbiter then privately sends all secret information to the new Arbiter and steps down.

An Arbiter cannot lie, they cannot participate in any discussion, nor can they share any classified information with other players (unless a rule says they can, like if the player uses a divination spell). After they stop being Arbiter, however, a player can say whatever they want and share any or all of the secrets they learned. It's important to note, however, that an ex-Arbiter can lie about any or all of their supposed "secrets."

After all actions are sent in, an Arbiter may also "foresee" a single event (see Events), which typically occurs at the start of the next turn, but can occasionally take a few turns to occur.[/ic]
[ic Actions]When a player sends in their actions to the Arbiter, they include their bid (if any) as well as any spells or commands.

Spells are the actions of your character. Spells have a single effect, though many can create items, beasts or enchantments which continue to work for multiple turns.

If you have a minion under your control, you may also command it to perform an action (and only one action per turn). Minions cannot be commanded on the turn they enter play.

[blockquote Example Spell]Forge * Mana Ring
Magic Item
Cost: 30 mana
Speed: 1
You gain a magical ring which increases the mana you gain each turn by +5. The effects of multiple rings do not stack[/blockquote]

[blockquote Example Minion]Summon * Sprite
Weak Faerie Minion
Cost: 10 mana
Speed: 5
Augments: Shadow (+40 mana)
You summon a tiny faerie with a mischievous sense of humor and the following abilities:

Snatch (Command)
Stealthy Attack
Speed: 7
Roll: On a 3 or better, the sprite takes a single, named, item from another wizard and gives it to its owner. The sprite is revealed.
A sprite can only snatch if it is not defending.[/blockquote]

As can be seen in the examples, all actions have a speed. Actions with the highest speed resolve first. In the case of speed-ties, the Arbiter choses what happens first.[/ic]
[ic Beasts and Places]Some spells create items, which are though to be carried by your wizard, while others create features. When a feature is crafted, the wizard states where the feature exists. For example, if I were to cast Forge * Healing Fountain, I could say that it exists in the "Secluded Courtyard."

Minions, in addition to having a few specific commands, all have the ability to defend and assault. By default, minions are thought to be wandering about on their own, or following their master. One can command a minion to defend a specific location (usually containing a feature), and they will continue to do so until you command them to return. Minions can also be commanded to assault a specific location. If the targeted location contains a feature and has no defenders, the wizard who sent the minion gains control of all features present. Assault and defense actions have a speed equal to the speed of the minion's summon spell.[/ic]
[ic Secrets]Arbiter is a game that revolves around secrets. Many things can be shadowed, and are not posted by the Arbiter during the resolution phase. For instance, if I summoned a shadowed sprite, the Arbiter would not let the other wizards know that I had a sprite under my control. Being shadowed has no innate duration. Something that is revealed ceases to be shadowed. Features and defending minions which are assaulted by revealed minions become revealed, minions who are become revealed if they assault a location with a revealed minion or feature. (The only case where an assault does not reveal, is if all parties are shadowed. In such a case, the Arbiter privately informs each party as to the results of the conflict).

While the Arbiter cannot normally lie, Illusion spells can force the Arbiter to post fiction.[/ic]
[ic Spells]All spells look follow this general template:
[blockquote Spell Template]Domain * Spell
Descriptors
Cost: X mana
Speed: X
Augments: ??? (+X mana)

Effects. If the spell produces a minion, include the following commands:

Action (Command)
Descriptors
Speed: X
Effects.[/blockquote]

Augments are optional effects which can be added to a spell for a certain cost.
If an action says "Roll:" then it means a single 6-sided die.
[/ic]
Title: Arbiter
Post by: Raelifin on July 07, 2008, 01:30:45 AM
[blockquote Spell Template]Domain * Spell
Descriptors
Cost: X mana
Speed: X
Augments: ??? (+X mana)

Effects. If the spell produces a minion, include the following commands:

Action (Command)
Descriptors
Speed: X
Effects.[/blockquote]

[ic Augments]Blitz: This spell's speed goes up by 10.
Shadow: The effects of this spell are shadowed, including minions, items and features.
Slow: This spell's speed is 0.[/ic]
Spells
[ic Forge]Forge spells craft items and features.

Forge * Mana Ring
Magic Item
Cost: 15 mana
Speed: 1
You gain a magical ring which increases the mana you gain each turn by +5. The effects of multiple rings do not stack.

Forge * Cosmic Chain
Magic Item
Cost: 20 mana
Speed: 1
Augments: Shadow (+25 mana)
You craft a magic chain which is tied to the heart of the university. During any turn after the chain was forged, you may destroy it to automatically become the next Arbiter. If two wizards break their chains on a turn, the one which bid highest becomes Arbiter (old Arbiter breaks tied bids). On the turn where the chain is broken, all mana spent on bidding is consumed, even for those who do not become Arbiter.

Forge * Healing Fountain
Magic Water Feature
Cost: 25 mana
Speed: 0
You create a magical fountain which can heal even the most serious wounds. The first non-Undead minion that dies during your turn comes back to life in a non-defending state. Unless the fountain is shadowed, the minion is revealed.

Forge * Summoning Circle
Magic Summoning Feature
Cost: 10 mana
Speed: 0
Augments: Shadow (+5 mana), Blitz (+10 mana)
You scribe a summoning circle which reduces the mana cost of all Summon spells by 5, and increases their speed by 2. The effects of extra circles do not stack.

Forge * Tome of Power
Book Feature
Cost: 40 mana
Speed: 0
Augments: Shadow (+40 mana)
At the beginning of each turn, as an event, you go up one level. If a Fire minion assaults the location of the Tome, destroy the Tome.

[/ic]
[ic Summon]Summon spells create beasts to do your bidding.

Summon * Goblin
Small Weak Minion
Cost: 7 mana
Speed: 3

You summon a pathetic gremlin with the following abilities:

Fangs (Passive Ability)
Physical Melee Attack
When assaulting a defended location, Roll: On a 6 or better, kill one fierce enemy, or if no fierce enemies are present, kill one weak enemy.

Claws (Passive Ability)
Physical Melee Counterattack
When a location defended by the Goblin is assaulted, Roll: On a 5 or better, kill one weak enemy.

Summon * Sprite
Small Weak Faerie Minion
Cost: 10 mana
Speed: 5
Augments: Shadow (+40 mana)

You summon a tiny faerie with a mischievous sense of humor and the following ability:

Snatch (Command)
Stealthy Attack
Speed: 7
Roll: On a 3 or better, the sprite takes a single, named, item from another wizard and gives it to its owner. The sprite is revealed.
A sprite can only snatch if it is not defending.

Summon * Hellhound
Fierce Evil Fire Minion
Cost: 20 mana
Speed: 4

You summon a canine terror from beyond with the following abilities:

Track (Command)
Speed: 1
Reveal all minions of a named type that a target wizard controls.
A hellhound can only track if it is not defending.

Hellfire (Passive Ability)
Fire Attack
When assaulting a defended location, Roll: On a 5 or better, kill one fierce enemy, or if no fierce enemies are present, kill one weak enemy.

Summon * Golem
Mighty Earth Minion
Cost: 40 mana
Speed: 1

You summon a rock golem with the following ability:

Pulverize (Passive Ability)
Physical Melee Counterattack
When a location defended by the Golem is assaulted, kill one enemy.

Summon * Specter
Incorporeal Undead Minion
Cost: 30 mana
Speed: 5
Augments: Shadow (+15 mana)

You summon a shimmering spirit with the following ability:

Possess (Passive Ability)
Evil Magical Attack
When assaulting a defended location, Roll: On a 2 or better, one enemy switches sides and becomes controlled by the Specter's controller. The possessed creature is now treated as though it were assaulting the location, and the Specter is killed.

Incorporeal (Passive Ability)
Specter is immune to all physical abilities.

[/ic]
[ic Shadow]Shadow spells are designed to conceal, mislead and generally confuse.

Shadow * Illusion of Energy
Cost: 15 mana
Speed: 1
This spell is shadowed. Next turn, target wizard's available mana is posted as a number of your choosing. If the wizard tries to spend more mana than they have, each spell beyond the limit fails (mana set aside for bidding counts as "spent" during a turn for this purpose).

Shadow * Illusion of Power
Cost: 15 mana
Speed: 1
This spell is shadowed. Next turn, target wizard's circle is posted to be either one higher or one lower than actual (your choice). The effects of this spell stack.

Shadow * Cloak of Darkness
Cost: 20 mana
Speed: 1
Target minion you control becomes shadowed.

[/ic]
[ic Divination]Divination spells reveal that which has been hidden by shadow.[/ic]
[ic Evoke]Evocations destroy that which can be seen.[/ic]
[ic Ward]Wards protect and heal.[/ic]
[ic Scribe]Scribe spells create runes which have very powerful effects, but often require cooperation or sacrifice.

Scribe * Rune of Death
Evil Rune
Cost: 20 mana
Speed: 2
Augments: Blitz (+15 mana)
Another wizard of your choosing gains a Rune of Death upon their skin. Keep note that the rune belongs to you. If at the beginning of a turn a wizard possesses three Runes of Death, the wizard dies and all other wizards go up one level for each rune which they owned. You may not Scribe more than one Rune of Death per turn.

Scribe * Mark of Iron
Earth Rune
Cost: 0 mana
Speed: 15
When you scribe the Mark of Iron, go down one level (you may not scribe the mark at level 1). Remove all Runes of Death. For the remainder of the turn, you are immune to all effects from Evil spells and all attacks against you or your minions automatically fail. You cannot cast any spells or make any commands for the remainder of the turn.

Scribe * Symbol of Justice
Holy Rune
Cost: 30 mana
Speed: 10
You scribe a Symbol of Justice upon the university which lasts indefinitely. It causes the effect of a Rune of Death to be reversed; when a wizard dies, each other wizard instead loses one level for each rune they owned.

[/ic]
[ic Arcane]Any misc. spells go here.

Arcane * Gift
Cost: 5 mana
Speed: 5
Augments: Slow (+5 mana)
Target wizard gains control of an item which you control.

Arcane * Stream
Cost: X mana
Speed: 0
You may spend any number of mana on this spell. Target wizard gains however much mana you spent.

[/ic]
Title: Arbiter
Post by: Raelifin on July 07, 2008, 11:45:47 AM
Reserved