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Underdeep Expansion Development (Long-Term)

Started by Steerpike, March 03, 2013, 08:26:22 PM

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LD

The North is my preference. Beyond the promise of the long-forgotten ruins, I am not interested in the South. The East is okay.

Xathan

Quote from: Light Dragon
...the promise of the long-forgotten ruins...

I'd love to see some kind of "plane of shadow" or "mirror world" expansion, where no new factions are introduced, but instead the map is a mirror image of the current one and in the place of various capital cities, major battle sites, or major dungeons there are ruins that correspond to the race that inhabits it in the real world. Partially because the promise of treasure in ruins really interests me, and because it would open up a whole new set of caverns for relatively little work for you, Steerpike. :) And the scramble to get to "your" ruins though portals that don't even remotely correspond to their location in the real world would really encourage people to fight. I could even see the ruins of capitol cities being inhabited by opposite versions of various faction leaders.

Speaking of which, I'd like for one region to open up inhabited by mainly good forces that are working together and really, really find us disgusting. ;) (Well, except for the Dwarves, Dwerim, and Nocae)
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Appendix I: Open Game License Version 1.0a
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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.
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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]

Llum

I can't say I really prefer any direction over any other. I like some of the concepts and dislike some of the others. I agree pretty heavily with Polycarps statement that if the new areas are based off a "side" of the map I'm basically out for North and West but have easy access to South an "East".

Quote from: Steerpike
The Northdeep

This expansion would extend the map northwards.  The Underdeep in this region would consist partially of ice caverns.  Rules for cold weather and snow would be added in.  The following Factions would be added:

Frost Giants: A melee-heavy faction with bonuses for cold weather, Surface-only units (mammoths!), and ice magic (freezing enemies in place).  Almost all units would be Large and very high in Health, and the Giants would also have some non-Giant allies (Ice Trolls and White Dragons, for example).

Deep Gnomes: A mercantile faction with many resource-producing commerce structures, the ability to go into debt or defer Upkeep costs, and trade structures to boost trading range.  They would also get extra bonuses from crystals and have special merchant units which, if garrisoned in allied cities, produce additional Gold.

Vampire Lords: An Undead faction with variant units, with a Vampire general.  Various Vampire-related abilities would be explored (shapeshifting, spawn-creation, blood-magic, charm abilities, etc).  During certain times of the year polar night would allow Vampires to travel on the Surface with impunity, while at other times the midnight sun would render the Surface totally uninhabitable by Vampires.

Wild Dwarves: Tattooed, primitive Dwarves who don't use mines or grow food but hunt and forage very efficiently, with specialized units for both.  They would be semi-nomadic, with fully moveable dungeons, and would have skilled infiltrators and magic users.  They would also have herds of cave-cattle that they could shepherd around.

Eye Tyrants: Beholders – a monster faction, with extremely low numbers of highly powerful units.  Eye Tyrants would have an extremely wide selection of spells and unique abilities, and almost all of their units would be able to fly.  All of their units would be extremely expensive.  Their Xenophobia would make forging alliances difficult, but would allow them to select new targets for their genocidal tendencies, temporarily giving them bonuses against creatures of that type.

Most of these sound really cool except the gnomes, but that's because I'm skeptical on how mercantile this game can get. I'm a little curious about a Large-sized based race and on the balance of more expensive stronger units. Wild Dwarves seem pretty similar to Orcs, just friendly. Also the Vampire mechanic with the seasonal sunlight is just badass.

Quote from: Steerpike
The Southdeep

This expansion would extend the map southwards into jungle and desert terrain on the Surface.  There would be a lot of ruins in the Underdeep (tomb complexes, forgotten cities, etc).  Rules for sandstorms and hot weather would be added, as well as the following Factions:

Ophidians: Essentially Yuan-ti (snake-people).  This faction would have a lot of poisonous units, of course, including units with specialized poisons to paralyze or otherwise debilitate enemies.  They would be theocratic, and would possess the ability to enact certain Rites, powerful mega-spells with weeks-long casting times and major effects, like creating incurable plagues or destroying all of a city's food supply.

Tomb Priests: Mummies and their minions.  They would be an Undead faction with variant units and an emphasis on various sorts of curses and diseases.  Their dungeons would be exceptionally well-trapped.  Their magic would include the ability to summon sandstorms and the like.  Undead Sphinxes would be a high-tier unit, and they would also have various scorpion and scarab-based units.  Their Dungeons would all be Cursed rather than Haunted (anyone attacking suffers from the Curse spell while assaulting the dungeon).

Icthyoids: Essentially Deep Ones, with some Kuo-Toa influences.  They would be an aquatic Faction like the Watchers with an emphasis on metamorphosis and turning units into other units (various mutations etc), and also a somewhat "druidic," primal nature.  Their elite units would be Krakens and the like.  They would continue to mine the Lovecraftian vein that the Ceremorphs, Fungoids, and Watchers tap into.

Myrmidons: Ant-people/Formians – a hive-race.  They would only require Food, not Gold or Metal, but would have to forage for it (Forager would be a unit type, with a special ability to boost their foraging capabilities) rather than cultivating it.  Their buildings would require Labour (produced by Drones) rather than Gold/Food/Metal/Bodies.  They'd specialize in very cheap swarms of units, and would all have the Vermin type.

Mouldfolk: A Fungoid variant faction based on Vegepygmies – diminutive, tribal creatures based around a huge mould, a kind of powerful but immobile and non-sentient uber-unit (kind of like a Ceremorph Overbrain).  They would have many variant plant-based units (phantom fungi, thorn-dogs, shambling mounds) as well as shamanistic spellcasters; in general they would have slightly shorter lifespans and lower health but higher speed and more ranged attacks than regular Fungoids.  Instead of founding new Dungeons traditionally, their central mould would bud into a new mould which could then be moved to a new location and settle.

Myrmidons probably have the coolest concept I've seen. I like the idea of Rites, weeks long casting mega spells. The Icthyoids really do not appeal to me at all, the aquatic nature seems very very limiting, especially with how little water there is in some regions (the LD for example).

Quote from: Steerpike
The Eastdeep

AKA "Underdeep Oriental Adventures."  Using the conceit of either a long trans-oceanic tunnel, long-range teleportation circles, specialized ships, or all of the above, this expansion would add a new section of the Underdeep on a different continent to the far east of the current one.  The following Factions would be added:

Hungry Ghosts: A phantasmal Undead faction based around ghosts and spirits.  They would have rules for possession and incorporeality, and many illusion and curse spells.  Their units would be extremely difficult to permanently kill, returning again and again from beyond the grave unless properly exorcised – this would be mechanically represented by a "Manifestation Time," at which point the spirits would coalesce after being destroyed.

Oathsworn Goblins: This variant Goblin faction would be very honourable and ritualistic, with units like Hobgoblin Samurai, Goblin Ninjas, Goblin Rocketeers, and Goblin Warrior-Monks. These Goblins would be unable to break their word once it was given, and could swear certain Oaths (similar to Dwarven boasts) that would give them particular powers.

Ogre Magi: A melee-heavy race with many Large (Ogre, or "Oni") units, summoned creatures, and a very powerful general.  Shapechanging, regeneration, invisibility, and the like would be amongst their abilities.  In addition they would possess an additional resource, Luck, which could be generated through the construction of shrines and used to buff troops or perform certain spells.

Naga: A faction of powerful monsters, very few in number (like Eye Tyrants above), Naga would be more eel-like, distant relatives (and possibly ancient enemies) of the Watchers.  They'd have a very wide range of spells, and would have various aquatic servants like Kappas and Dragon-Turtles.  They would also have the ability to telepathically spy on other people's messages a certain number of times per week, and to implant telepathic suggestions in the minds of enemies.

Ratlings: A race of rat-people.  This faction would be a horde-like race somewhat similar to Kobolds, with an emphasis on disease.  They would have an economy based partially on scavenging, gaining bonuses when they delve into ruins and scrounging Gold and Metal from the corpses of the slain.  They would also be shrewd merchants, with some special mercantile powers.

The Manifestation Time mechanic sounds super cool, but otherwise this is probably my least favorite of the three directions.

Steerpike

Some really excellent thoughts Llum, thanks!

A few comments-on-your-comments:

QuoteMost of these sound really cool except the gnomes, but that's because I'm skeptical on how mercantile this game can get.
This is fair enough.  Mechanics I'm picturing in particular for them are gold-producing merchant units (which might also generate money if garrisoned in the dungeons of other players), a market where food and metal can be converted into gold (or vice versa), banks allowing the player to go into debt to fund big purchases, an economy built around commerce-structures (like Hall of Trade) rather than mines, breaking building payments up over the course of weeks, and stuff like that.

QuoteWild Dwarves seem pretty similar to Orcs, just friendly.
This is true to an extent, although I think they'd actually play pretty differently - Orcs are so raid dependent, whereas Wild Dwarves would be tied to their herds and to foraging/hunting.  So their economy, at least, would probably feel different.

QuoteThe Icthyoids really do not appeal to me at all, the aquatic nature seems very very limiting, especially with how little water there is in some regions (the LD for example).
I would probably make the Southdeep more watery.  They wouldn't be fully aquatic though - they'd be amphibious, though if they didn't make it back to water after a certain period they'd start to lose health.

Glad you like the Myrmidons!

Humabout

From a purely insterst-oriented perspective, Northdeep sounds the most intriguing, but it's also the must useless to my me at present.  I'd never interact with it, and frankly be annoyed that other people suddenly get lots of expansion while i'm still cornered.  Southdeep would be best from a faction-location perspective to me.  I don't know how you'd deal with either issue.  I can say that if I get wiped out, I'd like to start over as frost giants, though.
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

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zcynthr

My interest is piqued in the order of East, South, North.

<3 Oni.

Rhamnousia

I really like the Eastdeep, because at least in my personal backstory for the Watchers, Cruel Form of Truth is just the uppermost tip of the ruins of their now-submerged empire, so the ideas of a) trans-oceanic travel and b) another ancient race to either war against or ally with excites the hell out of me. The Southdeep also seems pretty cool, especially if there're more waterways to explore and expand into. Northdeep doesn't have as much to offer to my current situation, though the Deep Gnomes are pretty interesting.

Ghostman

Quote from: Xathan
I'd like for one region to open up inhabited by mainly good forces that are working together and really, really find us disgusting. ;)
Isn't that what the surface is?
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Xathan

Quote from: Ghostman
Quote from: Xathan
I'd like for one region to open up inhabited by mainly good forces that are working together and really, really find us disgusting. ;)
Isn't that what the surface is?

True; I should add "and their disgust immensely outweighs their fear, so they're more prone to attacking us." :P
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Quote from: Sparkletwist
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Proud Receiver of a Golden Dorito
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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.
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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]

Humabout

A unifying force could be interesting.  In that case, i really hope it's th north!  That's really far from me!  :p
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

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Xathan

One thing I want to add as far as thoughts (until I ponder to think some more); Go with whichever you'd be most comfortable with adding and have the most solid ideas for. That'll  make for the best gaming experience, IMO.
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.
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[/spoiler]

Raelifin

I'd like to cast my vote for incremental updates and changes. One of the advantages of a pbp game like this is the ability to roll out new rules and areas incrementally with lots of warning. For instance, want to implement ore instead of metal? Make it happen in X weeks! Want to add some north areas and factions? Roll it out slowly over the course of a couple months! Mystery and adventure are what make games like this fun! </2cp>

Steerpike

Fair enough.  Although I don't want to tamper with anything "fundamental" (like changing metal into ore, much as that idea appeals to me) I will stick to an incremental update system and surprise you guys in terms of major expansions.

LD

#29
Because you asked:

[ic]The Wild Wild Westdeep

Shotgun-totin' Squirrelfolk and the Rodent Alliance

Tricksy Foxfolk of the Nine Tails and other Spirit creatures

The Great Beefalhorde, which must keep moving and grazing

Marsupivolk, with pouches... Include the KangerJumps with pouches full of poison, the voracious TasDevils, deadly Dingos, and more mysterious beasts

Large Bearfolk who move very slow but who thrive in colder climes.[/ic]

I am also fine with the metal-->ore conversion system and subsequent requirement of an extra building if we have a few weeks to prepare (3-4 weeks). I think some minor incremental shifts in rules is okay if we have 3-4 weeks to prepare for each shift; any shorter and peoples' grand plans and outlays of money can get interfered with.