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City of the Chosen: Discussion

Started by Raelifin, March 19, 2013, 03:04:58 PM

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Humabout

This looks fascinating!  I'll have to read the whole thread after work!  :DD
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Raelifin

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

Rhamnousia

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.

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. 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.

Xathan

This sounds awesome: put me in as wanting to play as more details come to light. :P
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Raelifin

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.


Raelifin

No, you will. I'm not sure what I said that implied otherwise.

LD

#23
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.

Rhamnousia

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.

Humabout

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.
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Raelifin

#26
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.

Humabout

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.
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LD

>>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.

Raelifin

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!)