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<blockquote data-quote="Man in the Funny Hat" data-source="post: 6230133" data-attributes="member: 32740"><p>Color me intrigued. I've always thought in terms of adapting a set of rules to play tabletop xcom rather than adapt xcom's setting to another genre.</p><p></p><p>Don't try to write a table of progress and make the game stick to that, let the game proceed however it will and adapt the rate of progress to the gameplay. In effect you'll be writing the rules as you go but it will be much easier to pace things the way you want them by doing so.</p><p></p><p>It doesn't have to be just one "resource" like money. Money certainly will be needed to pay wages for everyone and obtain supplies and expand operations but clerics can be "bought" by collecting religious relics or questioning shamans and witch doctors. Wizards can be only be deployed if they can use captured "magicum" (elerium). In addition to building churches and libraries of course. Personally I don't know from swordsages or beguilers but it sure sounds like the equivalent of the Psi-lab to me - only after training/testing will recruits have access to "X" class, or especially to "Y" prestige class.</p><p></p><p>Just as there isn't necessarily ONE way through Xcom's tech tree don't try to write up rules for all the steps they might take and their effects beforehand. Let the PLAYERS decide where, how, and why they will expend their resources. You just need to be able to handle things when they do. At certain points you simply update their list of potential "research" avenues, suggesting that for better this they build or do that, for getting more of something else they should build, acquire, and/or do some other thing.</p><p></p><p>"We should have more Beguilers."</p><p>"The trainer can only handle 10."</p><p>"Okay, we'll see about securing another Beguiler trainer."</p><p>"It'll cost x thousand gold to hire another one and y thousand to expand the training facilities and barracks and then it'll be another month before he produces more Beguilers, but working together the two trainers could then handle 12 each. Meanwhile the alchemists are making progress on the tanglefoot bags idea. The healing potion brewing should give you 30 by the end of the week so, about, 6 per day. They've also discovered that if they can add otter's noses to one of their formulas they might be able to make something useful."</p><p>"You mean the ones we've been finding in barrels in all the Orc chieftain's rooms and have been leaving behind?"</p><p>"Yep. Those ones. The downside is they'll need to soak them in brine first and then they spoil in 3 days so you'll need to set up an operation to generate a steady supply..."</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 6230133, member: 32740"] Color me intrigued. I've always thought in terms of adapting a set of rules to play tabletop xcom rather than adapt xcom's setting to another genre. Don't try to write a table of progress and make the game stick to that, let the game proceed however it will and adapt the rate of progress to the gameplay. In effect you'll be writing the rules as you go but it will be much easier to pace things the way you want them by doing so. It doesn't have to be just one "resource" like money. Money certainly will be needed to pay wages for everyone and obtain supplies and expand operations but clerics can be "bought" by collecting religious relics or questioning shamans and witch doctors. Wizards can be only be deployed if they can use captured "magicum" (elerium). In addition to building churches and libraries of course. Personally I don't know from swordsages or beguilers but it sure sounds like the equivalent of the Psi-lab to me - only after training/testing will recruits have access to "X" class, or especially to "Y" prestige class. Just as there isn't necessarily ONE way through Xcom's tech tree don't try to write up rules for all the steps they might take and their effects beforehand. Let the PLAYERS decide where, how, and why they will expend their resources. You just need to be able to handle things when they do. At certain points you simply update their list of potential "research" avenues, suggesting that for better this they build or do that, for getting more of something else they should build, acquire, and/or do some other thing. "We should have more Beguilers." "The trainer can only handle 10." "Okay, we'll see about securing another Beguiler trainer." "It'll cost x thousand gold to hire another one and y thousand to expand the training facilities and barracks and then it'll be another month before he produces more Beguilers, but working together the two trainers could then handle 12 each. Meanwhile the alchemists are making progress on the tanglefoot bags idea. The healing potion brewing should give you 30 by the end of the week so, about, 6 per day. They've also discovered that if they can add otter's noses to one of their formulas they might be able to make something useful." "You mean the ones we've been finding in barrels in all the Orc chieftain's rooms and have been leaving behind?" "Yep. Those ones. The downside is they'll need to soak them in brine first and then they spoil in 3 days so you'll need to set up an operation to generate a steady supply..." [/QUOTE]
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