• Welcome to The Campaign Builder's Guild.
 

–⊙– Mnemosyne: Discussion & Interest –⊙–

Started by Humabout, March 19, 2013, 11:06:43 PM

Previous topic - Next topic

Rhamnousia

Is there a Mobility option on that spreadsheet? Because if so, I'm not seeing it.

Raelifin

QuoteFog of War:  Should players get a clear view of the entire map at all times or only "see" a certain radius around their positions?

Definitely have limited sight. Information asymmetry is such a huge component of military strategy.

Humabout

#47
Superbright:  I didn't include mobility options because you have to have "mobility" to have that type of speed.  The middle column has variables pertaining to getting around.  The first three (pave road speed, dirt road speed, and off-road speed) all pertain to Land Mobility.  Water Speed and Air Speed are self-explanatory, and Strike Range is how far out from its position a unit can support others - this would be the parenthetical speed.  Weather and Terrain Effects determine if the element is impeded at all by inclement weather or difficult terrain.  Together, those should be able to represent any type of mobility.  I should also mention that it's already set up to accept multiple mobility types, as well (Land and Sea; Land and Air; Sea and Air; or Land, Sea and Air).

Raelifin:  That's sort of my feeling, but I wanted some feedback first.  In UD everyone can see everyone else's movements, unless they have infiltrating units.  No one has balked at that, so I figured it was worth bringing up.  And thanks for responding!  I know you've got a ton on your plate right now with City of the Chosen beginning tomorrow.

{EDIT}Also, Superbright, if you want to get prices for Support TS, you can enter TS numbers in parentheses as well as normally.  It's just a formatting trick in Excel, though; it's just a negatve number, so feel free to use minus signs, too.  The sheet will yell at you when you enter the wrong kind of data.
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

Rhamnousia

I'd be in favor of making permanent settlements visible, possibly if they exceed a certain population size: it'd be easier to hide a bunch of smaller, spread-out villages but they'd be less efficient than one densely-populated metropolis.

Humabout

I'm not sure I want brand new settlements to be isntantly visible.  It might work better if settlement location knowledge spread through rumors and such.  I'm just imaging someone trying to start a new settlement and it getting bombed out immediately because it's instantly visible.
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

Raelifin

I saw this picture and I thought of Mnemosyne. The amount of water might be too much, but I thought I'd share. ^_^

Humabout

Man that's awesome!  That actually fits the luria perfectly.  They live in the drying corpses of the ancient oceans.  Thanks man!
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

Humabout

#52
Update:  Working on luria elements.  The Luria will be a mix of the Bugs from STarship Troopers, Tyranids, squishy aspects of HL xen creatures, and the Zerg - all with less insectile flare.  Other inspirational sources would be appreciated!

Also, I think the best way to handle information about new settlements being founded is to simply spread rumors of their existence through weekly updates rather than giving exact coordinates.  That'll alert people to factions spreading without providing the necessary info for instanuke them without a bit of recon.  I figure such rumors will give a general location for new settlements without specific coordinates on a map.  How do you think that'll pan out?
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

Raelifin

I'll probably play Luria if I decide that I have enough time to play.
You misspelled "tail" twice in the opening.

Humabout

Thanks for catching that! Also, glad to hear there's a thought of playing!  I'd love to have you in the game, should it work out that way.  As a potential maybe possibly luria player, I'd love to get your thoughts as they develop.  They have the most exotic mechanics right now (i'm intending to implement Creep for them), and I'm sure I'll overlook something or make a weird ruling somewhere.
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

Humabout

Update:  Luria Elements are complete and entered!

Things to do:

  • Work on buildings for everyone.  Preferences would be appreciated!
  • Work out psychic powers.  These will be utility powers and predominately revolve around scrying and secure communications, I suspect.  Suggestions would be greatly appreciated!
  • Make Maps!  I'm really happy I'm approaching this point at last!
  • Gather players and get started!
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

Xathan

How long do you plan on turns being? That will be a major factor if I can join - this looks cool, but really complex mechanically, and it'll be hard enough with 2 pBp games.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Steerpike

Luria are definitely my favorites so far.  I like their "creep" mechanic especially (I like that you come out and just use the word creep), and the idea of plasma-vomiting vegetable horrors is pretty sweet.

As for structures, it might help to know what kind of functions you want structures to serve.  Housing, food, and recruitment are obvious.  What else do structures do?  Do they play a big role in defence?  Upgrades?  Other mechanics?

Humabout

Structures will provide upgrades, allow players to design their own units (for the more industrious/control-freakish among us), and boost Defense Bonus to a degree (basically a settlement automatically provides DB +3, and you'll be able to boost that as high as +10 through upgrades), and I'm toying with buildings that are basically immobile, non-transportable elements that contribute to TS during sieges or might be used offensively by more creative players.

As for blatantly stealing creep and calling it that, yeah.  I was lost for a better word and probably don't have to explain it as much like this.  Also, I'm toying with more decentralized construction capacity utilizing the creep, although I'm wondering just how to price it.  I'll probably low-ball it by accident, but that's what patches are for.  As of now, I'm considering doing it as a decentralized recruitment mechanic where the player just buys Construction Capacity (in gooier terms), and that can be applied anywhere creep exists and is connected to that Construction Capacity.  Frankly, that's where it trips me up.  I want to make sure that if a patch of creep gets cut off from the bulk of creep, neither creep can influence the other.  It needs to be a disadvantage as much as an advantage.

Are you considering joining the game at all?  Have you any ideas or suggestions for other factions?
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

Steerpike

While I wish I could join, Underdeep already occupies a lot of my time (probably too much...  :-/).

I like the existing factions - they all feel like they fill a good niche, each very distinctive and unique.  An insectoid race might be fun, but there might be too much overlap with the Luria...

Many Sword and Planet works feature transplanted Humans (John Carter, Esau Cairn, Jonathan Dark, Elwin Ransom, John Crichton, etc).  This might not fit your vision, but what about a faction of humans who've crash-landed on Mnemosyne and now have to adapt to a harsh new world?  Maybe they got sucked through a worm-hole, were testing a new variety of engine that went horribly wrong, got transported by a capricious space-wizard/energy-being, or whatever.  They could be organized around their downed space-craft which they're salvaging for materials (or maybe they're trying to repair it and go home).