Serpenteye
First Post
Edena_of_Neith said:Edena_of_Neith here. Greetings to all my old friends and to the new people too. Glad to meet you!
Almost 3 years ago, I ran the 3rd IR. It went from early January to late March of 2001.
We carried the 3rd IR to a point in the storyline where I felt I could stop.
But, I want everyone to know just what it meant, to run the 3rd IR, with it's 25 players and rules complexity - and this, the 5th, IR has a large number of players and some rules complexity, so there is a rough analogy, and what applied there may well apply here too.
I had to work 8 to 12 hours a day, every day, for 3 months straight - working day and night - to conduct the 3rd IR. That's hardly a boast: many people were greatly dissatisfied with the pace of the IR (it was too slow.)
I collapsed under the pressure and workload on Turn 5, then recovered, and the IR recovered ... miraculously. I guess it really recovered because most of my players really wanted it to, wanted the fun to continue, and refused to let my mistakes kill it.
The single biggest thing that caused pressure on me was a deluge of e-mails. A literal deluge.
I had 25 people simultaneously:
- Sending in plans for the tech arms race, magical arms race, troop build-up and movement, alliances, special plans for special inventions, special plans for how those inventions would be used, and so on.
- A lot of questions concerning the rules. This includes people asking me to resolve a rule where I had already e-mailed them with the resolution, and in a few cases people accusing me of ignoring their question when I had already e-mailed them with a resolution (I did miss a lot of questions, though, and this angered players justifiably.)
- A lot of grand plans. By grand, I mean plans on the order of creating new races, colonizing other worlds, taking over another power by wildly nefarious means, and some rather incredible magical and technological inventions that were all too plausible in the environment (for example, someone figured out how, using low level spells and basic materials, to blow up the planet! If that sounds like a joke, think again: I had to arbitrate that.)
The deluge of e-mails, coming day and night, was in addition to everything happening on-screen. A double whammy.
By freak circumstances, I had the time to spend, back then. I had the 8 to 12 hours a day, every day. And I was obsessed: obsessed with making the IR work, keeping it going, and making it great (I may not have succeeded in making it great, but I tried.)
You succeeded Edena, you succeeded at doing the impossible. I can honestly say (and I know that this sounds weird) that the 3rd IR has had a real impact on my life. I will try to do as much, pretentious as that may sound, but it will be easier for me because I have learned from you. I have learned from your successes and from your failures. And, as importantly, it does seem like I'm going to get a the support from a lot of our intelligent and dedicated players.
But yes, I have learned. I know what happens when the DM pushes himself too hard, trying to make everybody happy all the time when doing so is impossible. I know what happens when the DM burns out, lashes out, and still thinks of everybody else before he thinks about his own needs. And I know, so very, very well, that I'm not half the DM you are Edena.
I'll try to take it easy, handle the game with good humour and a certain degree of detachment and self-irony. I'll put in the hours, but I'll spread it out, split it up into smaller parts that are easier to handle to allow both myself and the players the time we need. I will try to make the game flow naturally in a way that both the rules and common sence indicates. I will try to use my meager skill in handling the English language in a way that should be adequate. (Although I know that my writing is sloppy and full of gramatical errors and misspellings.) But, honestly, I'm afraid that I will be unequal to the task.
Edena is a brilliant writer and story-teller. His writing can be both bone-chillingly terrifying and hilariously funny. He is passionate, compassionate, committed 100% to everything that I've seen him do. He is a man who gives of himself even when it does him actual bodily harm.
I am a selfish nihilistic little man, and I do this not primarily for any of your sakes but for my own. Your enjoyment means a lot to me because I do not enjoy failing, so I will carry this trough to the end and try to be as brilliant as I possibly can, but I will not kill myself over this. I am lying to you even now, for I do not truly know myself, but I will tell myself this lie and try to be calm in the face of whatever may come.
Edena_of_Neith said:Now ...
Serpenteye is brighter than I am.
Serpenteye has a stronger work ethic than I do (he can accomplish far more, per hour of work, than I can.)
Serpenteye has access to better computer programs than I do.
And Serpenteye has the help of Guilt Puppy, in making the map (a CRUCIAL development, without which I don't know how we'd do this at all. Without Maudlin, the 3rd IR wouldn't have worked at all, much less been as good as it was for many people.)
But ...
Serpenteye has limits: physical, psychological, timewise, and otherwise.
If those limits are overthrown, we will have a burned out Gamemaster.
A burned out Gamemaster means the 5th IR is over.
Finis the fun. Finis the IR.
We don't want that to happen.
I will go out on a limb here, and say the following:
We must coddle Serpenteye along. That's not meant to be condescending in any way, but is the literal truth. We must help him, must be patient with him, must NOT attack him or accuse him of ignoring us, and otherwise give him every bit of slack possible.
Even if we do that, Serpenteye will still face overwhelming pressure.
We MUST NOT deluge Serpenteye with e-mails!!! We must limit e-mails as much as we can: trust me when I say that he will still have a LOT of e-mails to deal with, even if we exercise great restraint!
Anyone who can help with maps (THANK YOU, GUILT PUPPY) needs to work with Serpenteye and help him as a surrogate.
We players must not be lazy. We must proactively read the rules, understand the rules (and accept the consequences on ourselves if we do not understand, rather than blame Serpenteye), and act on them.
Those players who have not claimed factions, should claim them, and aggressively develop them.
Players should try to be self-reliant as much as possible. Don't lean on the Gamemaster any more than is possible. We must do it ourselves.
If that sounds unreasonable, imagine being a gamemaster where everyone wants every single little question about their power answered in triplicate, then has more questions from the answers, and is constantly hitting the gamemaster with e-mails and online comments, and ... we have a burned out gamemaster.
We players are the bearers of the IR. That has ALWAYS BEEN TRUE of the IRs. We, not the gamemaster, carry the game. The gamemaster simply arbitrates, going along with our insanity!
If we rely on the gamemaster to make all the calls, to play the game for us, he will be whelmed. Remember that Serpenteye has his hands full with rules and unclaimed powers as it is: he has no time to play our game for us too!
We must do this in the spirit of fun. The SECRET of a successful IR (take it from the IR's creator, folks) is that it is slightly tongue-in-cheek. It is not dead serious, and neither is it totally frivolous, but somewhere in between.
In a scenario where you have a faction seriously trying to take over the world in a strategic game, yet the possibility exists of someone blowing up the world with some crazy invention (or, in the case of the 1st IR, turning all the evil races good, turning the sky green, letting pure Chaos hit Realmspace, and other things of this sort), there has to be a kind of ... compromise ... between seriousness and frivolity.
If you go all serious, you will take the frivolous elements of the IR as ridiculous, and we lose players, and that disheartens everyone. Not to mention, Serpenteye will be accused of being a ridiculous gamemaster (I know, for it happened to me, folks.) This will not make Serpenteye feel very good, will it?
And if Serpenteye is not feeling good, and is not having fun himself, you have a burned out gamemaster, and why not? Why should he run the game when people are attacking him, or not having fun themselves, or quitting en mass?
If you go completely frivolous, this won't work either. Serpenteye (and I, in the 3rd IR) developed rules, and the rules were meant to be used. A guideline by which to hang all the impossible inventions, dreams, and plots upon.
Learn the rules, respect the rules, and use the rules to win! That is what Serpenteye did himself in the 3rd IR as a player, and he was winning because of it!
And when Serpenteye sees that players are working hard to win, using his rules, he will take that as a sign people are truly interesting in his game, truly respect his game, like his game, and want to stay the course. That will mean more fun for him, and more inspiration for him.
Did you know that when the players are having fun, it generates fun for the gamemaster?
And when the gamemaster is having fun, he is generally a better gamemaster, and runs a better (read: funner) game?
And that this becomes a self-perpetuating cycle, and feeds on itself?
I am presuming that all of you know this. And the cycle can feed on itself until the players are all but maniacal in their efforts to play and win! (I should know. I watched the 1st IR explode like a rocket. It was astounding. I had never expected a casual question to turn into a major game!)
Try to have fun, try to help others have fun, try to help Serpenteye have fun, and that will be reciprocated! If it looks too frivolous (or absurd, or over the top) let it go: it's only an IR. If it looks too serious, let it go and loosen up: the strain on you will kill your power as surely as the enemy will!
Now, I may have offended people with this post, but that was not my intent.
I may have told you a LOT of things you ALREADY know. I appreciate that: I am just trying to relate what I learned from the 3 IRs I ran.
I am informed that the 4th IR, the Rokugan IR, died due to burn-out.
We don't want that to happen to us!
And it won't happen if we are having fun, and we are trying to have fun and help others have fun, and cutting slack for others, and maintainng the compromise between the frivolous and the serious.
That does not mean that everyone is going to be happy with the 5th IR.
Some players will simply find the situation unfun and/or intolerable. And they will quit.
This is inevitable.
But, if we work at this, most of us will stay the course, and we will make this an IR for the record books.
And THAT will be remembered, and cherished in our memories, and the legacy of the IR will be one of fun, friendship, and perhaps a desire to start a 6th IR!
I CARE about this 5th IR. I cared enough to post this. If we care about the IR, and we work hard to make it work, and we compromise between seriousness and frivolity, and we fight to aid Serpenteye against burn-out ... this could be an IR that goes down in legend.
Yours in True Sincerity and in Humbleness
Edena_of_Neith
You flatter me Edena, for I do not believe that I am more intelligent than you are. But if I have learned one thing in this life it is that intelligence counts for very little. What matters is how it's being used, and by helping me with all the big and small details of this IR you are making me effectively more intelligent, enabling me to put my thoughts to work where I'm needed.
The IR is about the players, you are absolutely right about that Edena. But the ultimate responsibility for it is mine. You are free to try anything, do anything, and it is your actions that determine the outcome of the game. I am free to turn you down, to be as fair or unfair as I have to be to make the game work. I am flawed. I am human. I will make mistakes, and so will you.
I cannot do this without you. If I do I'm just a sad little man sitting home alone and playing with himself (the pun is intentional, and in very bad taste. ).
Creamsteak said:For the purposes of the IR I would define technology as anything derived from technology or plans brought to Oerth by the Demons. That seems both finite, clear, and pretty accurate for the IR.
Second, you didn't answer my earlier second question: Would there be any benefit to researching BOTH magic AND psionics?
Yes... That's reasonable, and would allow for spells that targeted such fiendish influences.
No. Magic and Psionics ultimately spring from the same source, the fundamental energy of the Multiverse. They take different paths and different expressions, but are not that dissimilar. High Magic taps into magic and Psionics from a primal and powerful level where the two energies are pretty much indistinguishable from each others.
Druidic magic springs from Life, a more evolved (and different) aspect of the primal energies that lie at the core of existance. And Divine Magic springs from a very highly evolved and complex source, the faith of the minds of sentient beings.
All you need to know, for all practical purposes, is: No, they are the same.
James Heard said:I picked out three jigsaw pieces off map precisely because I saw the whole invade a single part and die situation already. Another note related though: The Marchwards I talked about are the rulers of the "Kingdoms of the Marches" shown on the map here http://members.aol.com/cathbhadhx/tsroerth.gif that I was using as my basis for pickin' and choosin'.
The Mare Mysticum Alliance
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Very good.
The Forsaken One said:So, up to date again having read all of it I'll post a description of my faction in the next few days. I'm kinda ill (like when haven't I been for the last 5 years but now just a tad worse then normal) and my study is killing me and I still have a D&D game to run tomorrow so it might take a few days to get it all together and with decent descriptions and stuff.
So please bare with me here hehe. Looks good btw, everything and all that Just one thing I'd like to contribute as advice to Serp:
Keep the players on a short leash on several levels. People will attempt the weirdest, boldest and most severely power increasing plans and plots from the start. Don't give in to that, giving too much power too fast will destroy the game like what happened in the Rokugan IR.
Keep the power increase kinda low, no super plans and stuff happening and allowing in the first couple of rounds. Alot of people will enjoy playing with the map as it is. Like as in the RISK game and all that. Most people will enjoy battleing it out with normal armys over borders, without having to think about nukes, airstrikes and magical catastrophes. Not even mensioning Spelljamming and teleporting armys that appear all over the world in an instant (or the 6 seconds it takes to cast the teleport spell in question) that destroy your most intrecate defense plans for your borders and the pleasure you get from natural borders and obstacles like mountains and stuff.
Let the first few turns be simple, not too complicated with everyones plans comming to fruition too soon. This is what destroyed the Rokugan IR and what caused the reset for the 3rd IR in the first place (yes if you remember, the 3rd IR was reset after the 3rd turn orso when I abused the system and had like 8 people summoning my devils which resulted in my amount of PL exploding and ruining everything for everyone, my bad.).
Everyone will enjoy the classic battlefields and that kinda stuff, the weird magic and tech stuff will come later. People will grow into it over the course of a couple of turns.
Hope I said something usefull to increase game enjoyment for everyone
You've read my mind Forsaken One. Now, go wash yourself, young man .
Hope you get better soon.
Thomas Hobbes said:...
I would ask about the second point- could I, for example, negotiate with an Infiltrator faction to infiltrate territory X and pass on the info for me; in exchange, I'll pay for the insertion cost, or such-and-such many regular PL's. If I get this right, since regular PL that aren't converted to armies can represent any number of things, including money, this is a reasonable system.
Oh, yes. You can pass information around freely. You can even send each other gifts of money or volunteers, or demand wealth or territory in exchange for your assistance. That's all fine, but magic and technological infrastructure are not that easily transferable.
Thomas Hobbes said:One thing I did want to add, and didn't have time for, was that I think it would be cool (and, perhaps more to the point, balanced) to allow people to cast high-level spells over multiple factions if they both have the capability. For example, both Celene and the Mare Mysticum (a purely hypthoetical alliance, I assure you) have access to 10th-level spells and X and Y number of Epic PLs. Alone, they could cast a certain number of 10th-level spells per turn; together, their mages wreak untold devastation!
Very often in fiction, paticularly in the history of a world (random thought: after we wrap this up, run an RPG game set in post-IR greyhawk, if there is one), there's a line about "The mages of Elves and priests of men combined their power to..." etc., etc. and it would be great if we could throw that sort of thing in here.
That's perfectly all right. As long as both factions have the ability to cast spells they can do so together. But you will find that the spell-progression in my rules do not usually reward such cooperation, except in the circumstance where one or both of the factions do not have enough PL to cast a spell of a spell-level they have researched.
Actually planning to use this as a strategy requires you to put a lot of trust in your fellow players, for if they would betray you you would suddenly find yourself in a great deal of trouble. Can you really trust anyone that much, when their suggestion of such a cooperation might well be a trap to make you into their helpless victim? Even people who present themselves as Good may harbour Evil in their heart, just waiting to be unleashed on the unsuspecting. There can be alliances, and counter-alliances, double and triple agents. Who can you really trust...? (Muahaha)
Thomas Hobbes said:To return to something you said earlier, perhaps small mage-centric factions like the Circle of Eight should have a Researcher trait, to go along with the small rogue-centric Infiltrators, allowing them to get more bang for their epic PL buck. This would allow them to compete with their larger neighbors in a way similar to the way Infiltrator does. This may or may not be required, depending on how you "stat out" the territories and forces they control.
I've considered that. The problem is that those factions might manage to make themselves quite powerful by skillful play, and that every IC they captured would be twize as powerful for them as it would be for any other faction. It would encourage, or if the circumstances are pressing even force, other factions of similar alignment and apparent goals to clear the way for that Researcher faction, by directly or indirectly donating power to them. Donating wealth, handing over conquered provinces, defending them from attackers enabling them to put everything they have into research... The ways are many, and I cannot ban them all or I may as well make you all into my personal NPCs.
A similar thing happened in the 3rd IR. Oerth was under threat from Vecna and the goodly factions in the Alliance of Oerth needed to get 10th level magic as quickly as possible to counter that threat. So they looked to their most powerful ally, Forrester of the Torillian Commonwealth, and directly gave of their own power to give him 10th level magic. Forrester defeated Vecna and the horrors he had unleashed and then he was pulled in (mostly against his will because everyone still needed him so) into becoming the judge, jury and executioner of the IR. The Evil factions (including my own) looked on in hatred and disgust, and the Good factions became increasingly frustrated with their own situation in the shadow of Forrester and the fact that they themselves had enabled him to reduce them to a lesser degree of relevance. Few people, not including Forrester himself, were very happy with the situation.
(That's my interpretation of the situation and everybody's posts about it. My perspective is not the only one, or the most correct one. And I intend no offense to anyone, because nobody was truly to blame, the situation simply got rather difficult.)
I know that you are perfectly capable of finding ways around the intent of my rules, there's not one stupid person among us, but allowing that trait would make it too easy for you. The consequences, which you'll see if you translate my example into your own situation in this IR, would be negative for the game.
Thomas Hobbes said:Some thinking aloud: Your output is Industry and the number of PPs you generate, basically. So what is trade with other countries? The scale actually seems large enough for business to matter a little (hey, each turn is a quarter!), but on the other hand, not matter that much. Probably best to keep it abstract. Although it occurs to me that one way to represent trade is to voluntarily trade some control of a territory. So the Kevelond League gets 1 point of a territory of the Baklunish league and Baklun gets 1 point of a territory. There's no real benefit to either side, but it makes the co-dependent and might be a good sign of trust, a gesture of goodwill, a strengthening of bonds, etc., etc. It may or may not be worth doing in any case. Any other thoughts on the matter?
You can hand over territory to each others, but your population would probably resent being traded around like cattle. Recently conquered populations might not care, or if they care that won't make much difference.
Most countries trade with each others on a capitalistic level, between individuals. It is abstracted and reflected in the general productivity of your provinces. Under normal, peaceful, conditions it will be assumed that there is a certain level of internal and international trade. In times of war, or other times of chrisis, trade will be affected and recessions may occurr under any circumstance. The IC of your provinces will perhaps fluctuate a little, but that's minor and need not really cause any serious concern. Ignore it if you want, I'll probably forget about it. (No big deal. It's only brought up because you asked about it )
Thomas Hobbes said:Edena- Thanks for the historical and first-hand view of trying to run this thing. I like to think I would have been careful and polite before, but I must admit I never actually thought real hard about the out of game logisitics of the IR. Thanks again to Serpenteye, doghead, William Ronald, Edena, and everyone else who takes some time to pitch in.
And thank you too for helping.
Thomas Hobbes said:As an aside, I'm assuming anyone who made their e-mails available to be contacted about the IR doesn't object to having them up; as I eventually figured out from others on this board, the logic runs that there are programs scanning messageboards and other likely places for e-mail addresses and adding them to spam lists, and they can be fooled by changing the usual [username]@[domain].com format. So by all means, feel free to post the e-mail addresses in this list I compiled, but on this messageboard I've picked up the habit of [dot]ing my .s and [at]ing my @s.
Edit:
Something to add about e-mails, other messageboards, and assorted private communication: these boards, with the spoiler (which creates blacked-out text) and sblock tags (which creates a hideable/revealble section like I've been using for the e-mail list to save scrolling) can also be used. So if I wanted to send a secret message to Iuz, I could do this:
...
The disadvantage of this is that, while no one can see what I've written to Iuz (assuming we're all good boys and girls and don't peek), they can see that I have communicated with Iuz. I also consider having stuff on the boards a virtue, so historians without access to individual e-mail accounts can reconstruct things post-apocalypse.
I should ask, Serpenteye, 'cause I've been wondering: do you want to see our inter-player communication? You have to read it, which is more work, but it might save you from being blindsided. The main reason I mention it, really, is that spying on someone generally include knowing whom they diplomacize with; I think it would be cool if Infiltrators got forwarded the occasional e-mail. I had assumed you would want to, and my plan was to e-mail the player in question and then post the correspondence under [sblock] tags with a "GM's eyes only" note. It ends up on the board, and the GM knows what I said, but no one but he and the recipient knows who the recipient is.
This might be a good way to do all GM-player secret communication, since it means Serpenteye doesn't get deluged with e-mails.
It would be best if everything but the most secret of plans eventually found their way to the IR-threads, for the sake of making it a good read, but you don't have to post your semi-IC conversations and negotiations on the board.
I only really need to be told what you have agreed to and with whom and only if you believe you need me to know. If I don't know something I'll do nothing about it and if that's what you want that's what you'll get.
Not that I will blab about your plans to anyone or in the thread itself, of course, by my brain can only hold so much information.
Generally I'd have to say your PCs are powerful and cunning enough to find ways to talk to each others without spies finding out about it (unless you want them to find out about it, or are being sloppy). But as soon as you put anything into motion as soon as it goes from talk to action you will have to tell me, or it simply will not happen.
Zelda Themelin said:That could be fun. I don't have much experience with those factions of Oerth that are left. (well few I am, but they are the minor ones).
Heavenly empire oriental theme is pretty cool, but also something that would need a bit more information to on for me. I am not really informed about oriental mythos.
Some of those off-map factions might be cool too, not much is know so we'd need to ask Serpentseye what he has determined about them, and how much is up to players.
I like Lyrn myself, must be the name. Can be claim that one?
If we play good faction I presume we get our ass handled to us very soon.
Never know though, these things are unpredictable.
Well, unless you want sometthing more "on-map" I'd like to claim following:
The Celestial Imperium (Major faction) (Off-map to the west) (Neutral)
Lyrn (Major faction) (Off-map, WAY to the west) (Unknown)
Ishtarland (major faction) (Off-map, westward) (Unknown)
(it's just shot in the dark, they just happen to be western. problem is that they are all major factions, not sure if that's too much)
That's too much for anyone, sorry. No player will get a claim that powerful granted. You can pick one and Airwhale can pick one, but that way you'd still be two separate factions. You could cooperate with each others but you couldn't share everything.
Feel free to make up anything you want about your faction (within reason). That goes for all players, because 20 years have passed since the current official time in Greyhawk. A lot could have happened since then. (But please keep the really outrageous stuff to the IR itself. )
Edena_of_Neith said:Serpenteye, it is necessary to create an SN on Nothingland to PM me there.
Once you have created an SN, just find a thread of mine there (there is one in the Traditional Games forum, and it is about this 5th IR) and click on my SN. Then you will see the option of PMing me.
Until you do that, I cannot communicate privately with you.
I would like to privately communicate with you as soon as possible.
I am still working on getting an e-mail. Effort ongoing.
I am struggling to understand the rules on page 13. The rules are not clear to me on a number of points (but this reflects on ME, not you ... and the obligation is on me to understand, obviously.)
I will do my best to learn the rules, and to ask the minimum number of questions.
I'm still going to totally mess up on Turn 1, I'm guessing.
I feel like I did when I played my first game of D&D back in 1977, and it was all fun and new and exciting (and terrifying, too) and I didn't really know what I was doing at all!
Serpenteye, I am staggered at what you have taken on. And how calmly you are taking the initial pressure and set-up. It is nothing short of astounding, and you have my genuine kudos.
And Guilt Puppy, I am staggered by that map. Gods, that have been a lot of work to set up. And setting up still. I'm rather humbled. The amount you and others are putting into this: I'm just staggered. All I can say again is: kudos to you.
I will do what I can to convince someone to play the Kevellond League (and Lortmil League and Ulek States if possible) and the Nyrond-Urnst Confederation. And Greyhawk. I think it is very important that someone play those countries. I really do.
And if I cannot do so ... well (and LISTEN UP, FOLKS) I am guessing that you, Serpenteye, will play those powers VERY AGGRESSIVELY (read: some of us are going to get SQUASHED) starting on Turn 1.
Why?
Because if ... I ... were running those greatly threatened Powers, I would play aggressive! The best defense is a good offense, and those powers are certainly on the defense!
So, guys, think about it: either we get someone to play them who may or may not play them quietly and carefully ... or Serpenteye plays them, and he uses them to NUKE us on Turn 1. Which would you prefer, folks?
And if you don't believe Serpenteye would do just that, think again. I ran the 3rd IR, and he was one of the most aggressive players in the game. He and Mr. Draco made the Union of Oerth into the great power it was.
In other words, SOMEONE NEEDS TO PLAY THE KEVELLOND LEAGUE, LORTMIL LEAGUE, ULEK STATES, AND THE NYROND-URNST CONFEDERATION. BEFORE SERPENTEYE GETS HIS GREEDY HANDS ON THEM!!!
Just a thought there ...
Now, I've got to go back and read the rules on page 13 again. (and again, and again, until I understand them. I won't totally understand them, and I will learn my mistakes soon enough, in the actual game! And that's ok, and how it should be. Or, at least, how it always is, with a new game! (sheepish look))
Heh, . Thanks for reminding me about Nothingland, it had totally slipped my mind. Feel free to ask if there's anything in the rules that's unclear to you. If I've espressed myself oddly I need to know so that I can simplify and make it more understandable.
Thanks for the compliment.
But not all rulers are as aware of the world as you players are. Some of them are conservative or confused, overly proud or overly cautious, and won't truly understand what's going on, what's changed and how.
Other NPCs know just as much as you do. They know exactly how the world works and they are ambitious and powerful enough to act on that knowlege. They are the ones to look out for. Some of them will be obvious threaths, and others will bide their time...
Edena_of_Neith said:Take a look at this map: http://members.aol.com/cathbhadhx/tsroerth.gif
As you can see, both the Empire of Lyrn and the Celestial Imperium are HUGE empires, each the size of the entire Flanaess!
I believe both are Major Factions. Powerful Factions.
And I'm guessing ... guessing! ... that Serpenteye will only allow you to choose one of them, because they are such Major Factions.
He may or may not allow one of you to also have smaller Ishtarland. I don't know. (Note the nearby lesser but still large nations of Enllaves (the Tribes of), the Red Kingdom, the Tharquish Empire and the Tarquis Dominions ... I don't know if any of these are claimed, or what their power level is.)
All I can say is this:
I would feel whelmed just playing one Major Faction (I am playing one Major Faction: the Drow of the Flanaess, and I AM feeling whelmed, since I'm still studying the rules on page 13 with great frustration.)
I wouldn't dream of claiming 2 or more Factions. I don't think my nervous system could handle it. I mean: yes, I once ran the 3rd IR. But since then it seems ... well, let's just say I admit to being a newbie all over in this 5th IR, and do not presume to know anything until it is knocked through my thick skull!
I most certainly wouldn't attempt to claim 3 Factions. I'd have a nervous breakdown. The rules on page 13 clearly indicate it would be a paperwork nightmare.
So, Zelda, I'd claim Lyrn and the Celestial Imperium and Ishtarland at my peril. I wouldn't do it. I couldn't do it! Maybe you can do it (anyone who can speak and type fluent Finnish AND fluent English is a lot brighter than Yours Truly, and I mean that), and Serpenteye will let you, but I sure couldn't do it in your shoes!
- - -
Airwhale ...
If there is a western faction you'd like, you could divy up the western nations with Zelda.
Do not believe that being far to the west makes you safe! That is not true!
Out of sight is NOT out of mind. Anyone can look at the map above and see where your country is! And they WILL.
We will not sit around and let you develop 10th level magic and nukes while we do nothing. No way! It isn't going to be that easy for you!
Quite right... But you can only share one Major power.
James Heard said:General Power Level Concern: I agree with Forsaken One, I think a more...sedate pace and power level might be in order in this IR (based solely on my reading of the 3rd IR) - I'd much rather have a game where we each spent long turns trying to get our plans in motion and achieve our ends rather than a nukefest of some sort. Disorderly factions having to spend power to move and being resistant to outside influence sounds fun.
That's my preference as well.
Keep in mind that Epic PLs will be quite limited for most factions from the start and that it takes time to upgrade enough Regular PLs to make a difference. Your Epic and Elite PLs will be your most valuable asset, and using them frivolously is taking a dangerous risk. They can be killed by a lucky blow from a Regular army, and there's no raising the dead for anyone in the beginning of the game. Without them as a mobile reserve your faction will be very vulnerable. Perhaps most fighting is best left to the relatively expandable Militias and Regulars?
10th level magic is expensive, and noone will have enough resources to get it within the first few turns.
James Heard said:Researcher trait: I think that might be a bit too scary, seeing how (as I understand it) certain nations will already be getting bonuses to their magic of various flavors thanks to the Arcane or Clerical (or did I misread/misremember?) traits. Stacking something like that would be obscene, though I think that there should be corresponding (but rare, who on Oerth has it besides Murlynd?) trait for technology.
(You misremembered. It's a lot to keep track on, huh? )
Researching technology or magic are the mains way to increase your power in the IR. Infiltration, by contrast, is only really viable as the main source of power for a handful of factions. It's relatively expensive for normal factions, but it enables a traditional DnD niche to be filled by giving the trait to a few underground organizations.
James Heard said:Now, I've got to reread the rules too. Because it's all Greek to me, and I barely speak Frat.
Can I clarify in any way?
Regardless, I think that once you see the rules in play most of you will catch on pretty quick. Turn 1 will be a test-run for all of us. (A test-run of deadly serious chaotic fun, but a test-run nevertheless. )
Zelda Themelin said:That aside. Oriental-esque is not really my thing.
Since I am considering joining forces with Airwhale, it might still be interesting to have more than one land between two players. Not that they have to be both major. Just kind of being more safe than sorry. Other players might chime in and grab all that's left.
...
And Edena, hehe, my English is far from good.
Any one of the Major nations of the west will make you two quite powerful.
If you want to play two factions and be closely allied you can do that, but I don't want you to be too strong from the start.
The nations in the inlands will be mostly desert or dry plains, because there's such a long distance to the sea, but they make up for it in size.
...
And your English is good enough. As good or better than my own.
Thomas Hobbes said:I think I've got a pretty good handle on the rules, for the most part (this is not surprising, as I seem to have a strange ability to learn game systems really quickly. Which is why I gotta ask: How come I'm no good at math, memorizing dates, or languages? ). If it's OK with serpenteye, I (or anyone else who thinks they understand) could field questions; the worst that happens is that we get it wrong and Serpenteye has to answer anyway, and if we're right or even mostly right it'll save him some work.
In that spirit, Creamsteak, I'll answer your question:
Great. Thanks. And your answer is correct, so yes; You can be my rules-answer-guy. (As can anyone else who's pretty sure their answer is right, discussion is a great help to facilitate understanding.)
Thomas Hobbes said:The one thing I'm a little fuzzy on is nature of PL's. I think there are some slight gaps in the rules that need to be filled in, but it's easily enough done.
If I've got it right:
At the beginning of a turn, we get a certain number of PP's, as determined by how developed our territories are and how much control we have over them, as capped by our tech level and the population. Also at the beginning of the turn, we earmark things for certain uses, those being:
Military: You can use PPs to convert your population into Regular units.
Industrialization: You can use PPs to increase production in your territories.
Tech: You can use PPs to increase your tech level.
Quite right.
Thomas Hobbes said:Once this is done, the turn proper commences. This is where things start to get fuzzy. You talk about "spending" PL's of various levels (you spend PL's to infiltrate a faction, Regular PLs to create Elite PLs, Elite PLs to create Epic PLs, and epic PLs to research magic). But these PL's refer to people. In terms of magic, as you've explained, this makes sense: the people in question are killed or seriously injured in the researching. But what about when upgrading military units? Does it really kill off, or cause the disbandment of, the other 9 units of 2-6 level people to get the one unit of 7-16 level people? That's one hell of a training regimen . What about infiltration? Do you sacrifice regular military units in order to send spies in?
PLs make sense when they mean something other than military units, but the only point in the process that you've listed to turn PPs into PLs is when you recruit some of your populace to become professional soldiers. Really, it seems to me not so much a point of confusion about how the rules work as noticing that you seem to have forgotten a passage. You even wrote later:
... (This is hard...)
Ehh, true. The prospect of killing off tens of thousands of your soldiers to train a handful of them into Epics would be unpalatable to most factions. Even if PL also represents your wealth and equipment most of it will always be in the form of the mortal flesh of your soldiers.
I wrote the rule with the intention that your production should not be immediately convertable into high-level individuals. One million tons of grain does not an archmage make, though it can feed and pay an army. And I wanted there to be a delay for mechanical reasons too, to make the factions more different from each others and to make it less attractive to max-out industrialization and then put everything at once into getting Epic PLs and 10th level spells. Hmm, what to do, what to do?
Let's say that the training regimen is very demanding. The only way to learn new skills and abilities in DnD is to gain experience points. The main way of gaining experience points, as it is presented in the DnD rules, is killing things... (and the reasoning breaks down... It would lead to the position that Epic PLs could only be given to armies that had survived hundreds of battles against an enemy of 1/4 of their strength... Absurd, and a nightmare of paperwork.)
Sorry.
I do not know how to explain this in a logical way, nor do I know how to change the rules so that they would make sense. I'm afraid the only way the rules would make sense from every possible perspective is that they were made ten times as complicated.
Let's say that a lot of the soldiers flunk-out of Elite-school, those who survive it) turn to drinking and become useless bums. Eh no...
I've got it! Eureka! It's expensive, very very expensive, to train Elite and Epic soldiers or breed and raise Elite and Epic monsters. So expensive, in fact, that you cannot afford to maintain your army in its current strength (having an army is expensive, though this is also abstracted). You cannot afford to pay or feed all your soldiers or to maintain their weapons and supply them with ammunition, clothing, toothbrushes, wenches, spirits and so on. So some of them will have to be sent home. But since you've still spent a lot of money to keep them in the army you don't get any PPts back when you send them home.
You can only train people who already have the basic required skills, thus only Regulars or Elites respectively, and you have to train a lot of people to get a small number of graduates. And yes, the training regimen is very demanding and a lot of those who enter it are killed or physically and mentally crippled.
It's not perfect, but the best I could do on a not-so-short notice. *whew!*
I do realize that it's unpalatable, especially for the Goodly factions (who we happen to need a lot more of :\) , but you don't have to role-play it that way...
And yes, it costs people, as well as money, to Infiltrate your enemies. Espionage is a deadly business.
Thomas Hobbes said:I wrote the first part of this post before I went back and read this one of yours. So the wording above may be a little off, but I think the idea it may bear returning to. As is, PLs represent People as well as Resources, which means it's a little wonky to "spend" them at a rate of 10-to-1 in order to get better people or spies. I'm trying to think of a way to tweak this (although you may disagree about the need to tweak it) that's elegant. Would it be too complex to be able to "stockpile," converting PP into the "magic items and hard cash" form of PL without throwing population into the mix?
Or perhaps that's what you do every time you create a PL (which is to say, you create some form of useful material wealth) and making regular armies is in fact the process of combining a PL and some population (whatever it is, magic item or gold, it's sold and the money used to make weapons). Of course, when the population is destroyed (i.e, killed in battle) the PL is lost because the equipment is destroyed too. I think I like this best.
The way things would work under this system:
Replace the "military" step of the before-the-turn actions with the "stockpile" step. PPs are converted into PLs as usual. People have a certain amount of PL hanging around as a matter of course. Still at the beginning of the turn, you earmark some of your PL to be wed to some of your population to create military units. Like before when you could spend PP to get regular PLs, you can only do this at the beginning of your turn. Any other PLs you keep.
If you disband a military unit, the PL remains. To convert a low-level military unit to a higher-level military unit, you spend unwed PL's. You would spend 9 PLs to turn a Regular "unit" (which replaces PL when referring to armies) into an Elite unit (for a total cost of 10) and you would spend 90 PLs to turn an elite unit into an Epic unit (totalling 100 PL). This represents spending money on training as much as anything else, which is why you can't just disband an epic unit and get the PLs back (at least until you research a spell to turn their XP into GP ). Infiltration requires a similar expenditure of loose PLs.
Magic costs loose PLs for research costs, and should require the presence of Epic units (you need to have 1 epic unit for each 100 PL you want to spend in a turn), and maybe a lesser expenditure thereof. For example, say expenditure is 90% PL, 10% Epic unit. Reaching the 10th level mark still costs 5000 PLs worth of effort, but that's 4,000 PL spent and 10 Epic units sacrificed to accidents.
I should have read this part first. It's actually quite good. It wouldn't add a lot of complication to the system to add one more step in the creation of PLs and one more variable to the research of magic. I would have to use another word for it to reduce confusion, or I could just widen my definition of Power Points.
Now I feel like an idiot. But that's a good thing, indicative of the quality of our players. Kudos.
(I'm not being sarcastic here, though I realize I may seem that way because I'm tired, have a head-ache and don't feel too bright right now. You have made a real and constructive contribution to this game Thomas, and I'm grateful for that.)
Thomas Hobbes said:On another note:
Edena, all the e-mails on my list (which is, I assume, where you got yours) were posted on this thread when asked for contact. I assume you've got permission to repost them on the same thread- or at least, I hope so, 'cause I sure did.
You, any and all of you, have my permission to post your own E-mails to this thread, or repost the personal E-mail that someone else has posted on this thread.