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Balance of Good and Evil
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<blockquote data-quote="Fieari" data-source="post: 1638496" data-attributes="member: 16221"><p>Funny you should mention that. I am writting something similar as a proof of concept for some game engine design things I'm doing right now... capture territory by playing through levels, and in a manner reminiscent of Go, surrounding other territories captures land. Makes choosing which level to go to next very very interesting indeed.</p><p></p><p>Err, that was completely off topic though. At any rate, the die rolling thing doesn't seem all that interesting to me personally, but that may be just because I'm a huge fan of strategic game theory, and like to see games that have depth, if if they're games inside of games, like this thing you're describing here. Hallowed or Unhallowed would work quite well, but you could extend it slightly. </p><p></p><p>Hallowed/Unhallowed ground supports a certain amount of area around it where the people are either good or evil. Make up a ratio of ground<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />opulation that makes sense for your world. Now then, any given population center might be fought over for control. Once hallowed ground is dedicated to a certain section of the population, that dedication cannot be change (although NEW ground can be founded). So if Good and Evil are competing over a single city, that city is in doubt until something "epic" happens to bring it fully from one side to another. The sort of things the PCs could work with, or the villianous NPCs. </p><p></p><p>The side that loses doesn't exactly lose the hallowed/unhallowed ground, as that ground is still in effect so far as the spell effect as described in the PHB is concerned, but for controlling territory, it is now worthless. The people that ground is trying to work for are not held under its sway anymore.</p><p></p><p>This calls for some tactically interesting choices at all times for both sides. At any given moment, we could be doing any of the following:</p><p></p><p>1) Hallowing/Unhallowing more ground (costly) to gain new territory.</p><p></p><p>2) Hallowing/Unhallowing ground in the vicinity of the enemy to wrest control from the enemy (very risky, but very rewarding, see Sun Tzu's thoughts on the value of your supplies and the value of your enemy's supplies)</p><p></p><p>3) Try to attack the hallowed/unhallowed ground of the enemy directly, to reverse polarity. (Tactically preferable to #2 in terms of risk/reward {same reward, less risk}, but if the hallowed/unhallowed ground is hidden from the enemy well enough, this option may as well not be available in most cases)</p><p></p><p></p><p>Also, for zones in doubt, inceasing the size of the hallowed/unhallowed ground can increase your chances of controll of that area, but this is the equivelent of upping the ante, because the other side can do likewise... and whichever side wins has just lost a considerable amount of hallowed/unhallowed ground, as well as time, as well as resources. The more effort you put into a specific location, the more you lose if you lose. When is a good time to cut your losses and run?</p><p></p><p>And plotwise, this can be a way of spontaneously making things harder on your PCs if they're flying through a particular mission too easily. Just say the enemy is upping the ante a bit. The players might respond in kind, or they may keep trying to plug on through, hoping to make the other side lose more for less cost (ground dedicated to weakening the other side's hold is dedicated to the same set of people that a previous set of ground was dedicated to, and so if you win, the new ground can't be rededicated and you've still lost potential territory, in a way). And of course, this tactic can be used by either side, so if the players want and have the ability, they can.</p><p></p><p>And, as Nifft already mentioned, you have fey as wildcards... they'll through wrenches into the works for sure.</p></blockquote><p></p>
[QUOTE="Fieari, post: 1638496, member: 16221"] Funny you should mention that. I am writting something similar as a proof of concept for some game engine design things I'm doing right now... capture territory by playing through levels, and in a manner reminiscent of Go, surrounding other territories captures land. Makes choosing which level to go to next very very interesting indeed. Err, that was completely off topic though. At any rate, the die rolling thing doesn't seem all that interesting to me personally, but that may be just because I'm a huge fan of strategic game theory, and like to see games that have depth, if if they're games inside of games, like this thing you're describing here. Hallowed or Unhallowed would work quite well, but you could extend it slightly. Hallowed/Unhallowed ground supports a certain amount of area around it where the people are either good or evil. Make up a ratio of ground:population that makes sense for your world. Now then, any given population center might be fought over for control. Once hallowed ground is dedicated to a certain section of the population, that dedication cannot be change (although NEW ground can be founded). So if Good and Evil are competing over a single city, that city is in doubt until something "epic" happens to bring it fully from one side to another. The sort of things the PCs could work with, or the villianous NPCs. The side that loses doesn't exactly lose the hallowed/unhallowed ground, as that ground is still in effect so far as the spell effect as described in the PHB is concerned, but for controlling territory, it is now worthless. The people that ground is trying to work for are not held under its sway anymore. This calls for some tactically interesting choices at all times for both sides. At any given moment, we could be doing any of the following: 1) Hallowing/Unhallowing more ground (costly) to gain new territory. 2) Hallowing/Unhallowing ground in the vicinity of the enemy to wrest control from the enemy (very risky, but very rewarding, see Sun Tzu's thoughts on the value of your supplies and the value of your enemy's supplies) 3) Try to attack the hallowed/unhallowed ground of the enemy directly, to reverse polarity. (Tactically preferable to #2 in terms of risk/reward {same reward, less risk}, but if the hallowed/unhallowed ground is hidden from the enemy well enough, this option may as well not be available in most cases) Also, for zones in doubt, inceasing the size of the hallowed/unhallowed ground can increase your chances of controll of that area, but this is the equivelent of upping the ante, because the other side can do likewise... and whichever side wins has just lost a considerable amount of hallowed/unhallowed ground, as well as time, as well as resources. The more effort you put into a specific location, the more you lose if you lose. When is a good time to cut your losses and run? And plotwise, this can be a way of spontaneously making things harder on your PCs if they're flying through a particular mission too easily. Just say the enemy is upping the ante a bit. The players might respond in kind, or they may keep trying to plug on through, hoping to make the other side lose more for less cost (ground dedicated to weakening the other side's hold is dedicated to the same set of people that a previous set of ground was dedicated to, and so if you win, the new ground can't be rededicated and you've still lost potential territory, in a way). And of course, this tactic can be used by either side, so if the players want and have the ability, they can. And, as Nifft already mentioned, you have fey as wildcards... they'll through wrenches into the works for sure. [/QUOTE]
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