Dewin
Overlord
Posts: 776
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Post by Dewin on Sept 9, 2022 21:43:11 GMT
It has been over two decades since the Sundering. Most of our planet is still clouded by the ash from the great impacts that changed our world. Even to this day, nobody can still say for certain what lured the fateful meteorites that caused so much pain.
You however should not concern yourself with such high thoughts. As per today, you have been newly assigned as sub-commander for our colony of Forlorn hope. Where and why you have come here doesn't matter. All that is matter is results.
As you know, we only recently discovered this new land, previously covered in magnetic storms and dust. Somehow it's nonexistence before the Sundering is the least of our worries. Damn island is cold, desolate hellhole covered in God forsaken creatures and worse. Only reason why anyone even bothers with it is the fact that it contains some of the highest concentrations of untapped post-Sundering ores in the planet.
That is not a good thing. But, surely that is nothing that you can't handle?Right, second try. Tl:dr: there was a meteorite storm two decades ago that shot gunned the planet with rocks containing strange and unusual material. One of these rocks ended up becoming spooky island on the middle of not!pacific and you are going there. You are either hired, assigned or voluntold to become one of deputy commanders for the sole surviving colony city on the island. Weather is terrible, your lifeline gets regularly cut of by acts of god and both the local wildlife and soil want to either kill, mutate or do worse to you. Tech level is roughly around early WW2 with some steam/dieselpunk changes due to post sundering ores allowing non-conventional tech to be practical. There will some magic stuff later on but you won't get those at start. You generally are limited to infantry and light vehicles due to problems with shipments, so if you want good stuff you basically will have to build it yourself from ground up. I'm leaving the rest of the planet vague intentionally so people can add their own stuff if they want. You are basically isolated so it doesn't really matter. One important note is that players are expected to essentially work as separate arms of single entity i.e the colony. So no open PvP or intentionally going out of your way to fuck other people over without reason. If it gets too hostile, your captain will be kicked out and replaced. ----------------- As this is nation game, the game follows fairly standard design. Everyone gets fixed number of orders that are sent to the GM via one PM per turn and resolved at the end of turn. Chances of these orders succeeding will be determined by your faction sheet and it's traits. Depending on the order, I will assign required target number and then roll a dice to see if you can meet it. Each point/X in relevant trait will effect what kind of dice is rolled. I'm currently thinking of having D6 per X and D3 per x. You get certain amount of Xs to assign at chargen that need to spread among your sheet. At least one X is needed per trait. Considering that there are 8 traits, I'm considering either 14, 16 or 18 point starts. Traits will effect other traits and having lopsided traits will cause events that will need to be resolved. This isn't to say that specialisation is terrible, it simply will cause additional issues. Most of these should generally be self-explanatory, but two of them are somewhat special. Military groups are your foot soldiers and scouts. Once you have allocated the points to military, you then will have to spread them into specific groups. E.g Patrol 4 1/1 Way these work is that establishing a unit costs one X and creates 1/1 unit. You can then reinforce it via additional Xs to either increase it's size (first number) or its equipment (latter). First letter will add extra dice to the order rolls while equipment adds flat positive modifier. So, Patrol 4 with its 1/1 would be D6+1 while Blue company with 3/3 would be 3D6+3. Keep in mind that having smaller units alongside heavier, combat elements is generally useful thing to have. Established parts of the colony will generally have unlisted garrison troops from main command so you don't need to worry about garrisoning your homefront. Anything outside of the established colony is different matter entirely. Each group can do just one order per turn and using a group cost one order. This is to stop people from sneaking in multiple orders as one order. For sake of bookkeeping, any units that don't get issued specific orders are assumed to be working as garrison/military fire brigade during that period. Second one is manpower. Rather than being used in order roll math, manpower is used to expand your capacity on other traits as consumable resource. This is basically is representation of you dispatching new workers into said field. It will be paired with other relevant trait for the order dice check. Military groups: - - - Manpower reserve: Construction capacity: Industrial capacity: Infrastructure: Food production: Leadership: Research: Game probably will not start in fair while so no character sheets for now.
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Post by Darko on Sept 12, 2022 5:47:24 GMT
So essentially it's a gold rush in a world that's crippled by the Sundering and we're the grunts sent in to make sure it all goes smoothly.
The no PvP thing for a nations is definitely interesting, but I do wonder how much room for individual goals/ambitions there would be in this game? If we all have a set goal of simply survive and prosper for as long as possible, it does feel like the game will be very reactionary if there isn't as much freedom to make choices outside of that predetermined objective. It's not necessarily a bad thing, I'm just curious how much freedom (or lack of) there would be in this game. It could be a lot of fun or could end up feeling a little restrictive, depending on what people might like to do.
I get the impression the key sort of excitement or intrigue will come from a bunch of essentially independent but allied military units responding to any threats but not necessarily coordinating or supporting each other completely depending on what each player thinks is best to focus on, plus non-combat logistical stuff behind the scenes that could impact things further. It's definitely an interesting angle for a nations game as I mentioned, with more of a focus on micro decisions rather than macro decisions i.e. what individual combat units are doing rather than the sweeping politics of an entire country - at least that's how it sounds. I'm wondering then if building on that there's going to be a heavy emphasis on tactics and strategy as the main driving point of the game in terms of orders? Since the premise appears to be defend the island and in order to do that ensure your army has good logistical support to keep it functioning, I can definitely see people being interested in that and enjoying it especially with the vaguely WW2 angle, but yeah a lot of fun of nations games also comes from the level of freedom you have as a player (within context) and cleverly manoeuvring their way out of issues or coming up with crazy ideas - so I think it'll be a balancing act between the unique PvE player allied dynamics and also allowing room for weird and wild stuff to happen.
If I'm reading into any of it wrong do correct me, just putting out my initial thoughts and response to the idea.
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Dewin
Overlord
Posts: 776
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Post by Dewin on Sept 12, 2022 10:33:37 GMT
So essentially it's a gold rush in a world that's crippled by the Sundering and we're the grunts sent in to make sure it all goes smoothly. I would probably frame it as oil rush since the homefront cannot survive without there being reliable supply of the stuff. Pretty much all of Sundering impact regions tend to be double edged and this one is somehow one of the most stable ones. To be honest, primary reason for the PvP ban and everyone being in the same faction is more of less a countermeasure against the usual military rat race that most Nation games tend to devolve into. It also allows me as GM to just focus on one region rather than trying to manage separate regions. It also means that I won't have to worry about making PvP system. I probably will give player(s) exclusive rewards to their faction if they manage to get things done, so there would be rewards for competing against other players. As for freedom, I'm going to be fairly tolerant for PC actions within reason. Players do occasionally have required tasks on either colony or player level that need to completed or bad things happen, but outside of that, its fairly free estate. Players do control entire district within the colony so the players will have room to play around even if they aren't full state. I probably wasn't clear enough with the lore, but the colony is closer to confederation of several different factions and groups rather than strict centrally lead state with the core thing being that nobody has enough strength to really stand alone here. Well, the main focus was intended to be around city building and survival with somewhat limited military actions on the side. You don't really have proper field armies to fight full-scale war so your options are rather limited. You basically are supposed to keep the colony running while also doing your best to expand and recce inland while also running your army as armed fire brigade of sorts. Without going too far into planned event plotline, lets just say that military really isn't the largest threat on the island. Politics are a thing still with leadership trait being the relevant one for that. You just have to deal with internal politics rather than external ones for change. The military group was intended to force people to be more conservative on how they use their army since they are now limited resource with names rather than faceless pool. It also gets rid of the army power level thing that tends to annoy me. Honestly, I'm probably not going to run any kind of complex tactic system for this time. Considering that everyone probably will be running around with 2-3 groups and it would get just too large workload per turn for it to be worth it.
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Post by Darko on Sept 12, 2022 17:09:59 GMT
Thanks for clarifying, I'm definitely interested!
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Dewin
Overlord
Posts: 776
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Post by Dewin on Oct 4, 2022 15:46:40 GMT
So, update on this.
Current version of the stat bar is this: You have four colour groups that you will assign stats for. You can either assign those stats either to the main trait for general modifier or to the sub-trait where you would get non-RNG modifier for actions for that field at the cost of that stat not effecting others outside of that field. The sub-trait cannot be higher than the primary trait.
Exception being the army that simply pools its relevant sub-traits when called.
Way turn orders work is that each point in traits is 1D6 dice and one point in sub-traits is either fixed modifier or 1D3. One order always cost minimum of D6 and the maximum dice that can be dedicated to turn order is the same as the trait number. So, E.g Military 4X could either make one 4d6 order, two 2d6 orders or four 1d6 orders per turn.
There will be a hard limit on max orders per turn. Currently thinking of either 6+2 or 8+2, with the extra 2 being exclusively Purple orders.
Manpower is the same for everyone at the start and is basically used to grow other traits. Technology will be a list of things that gives people modifier if they have something relevant. Magic is very limited resource that you don't start with. Its pretty rough currently, but way I'm planning for it to work, is that it gives flat 6 per magic stat when invoked. Downside is that it will have a drawback that grows per stat and it's rating is consumed when used.
Military Morale: Quantity: Quality:
Industry Construction capacity: Industrial capacity: Engineer corps:
Resources Mining: Food production: Infrastructure:
People Internal Politics: Free manpower: Order:
Special Foreign politics: Research: Magic:
Technology:
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Dewin
Overlord
Posts: 776
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Post by Dewin on Oct 4, 2022 17:19:55 GMT
As for the starting lore, I have three scenarios planned: 1: Forlorn destiny You arrive to only lighthouse still a lit on this cursed land. What greets you is a masses of desperate people cowering in ramshackle hutts, people who you later learn are the last thing remaining of the colony that you were supposed to arrive to due to something called the Surge.
With only one colony left standing, it is up to you and your fellow officers to re-organise what is left before you are driven to the sea by the island.Everyone is on the same colony, colony has surplus of people but morale is shit, you basically have no spare industry and there is major looming threat in horizon. At least there are other expeditions to work with you. 2: Pale light. Basically the same as first, but this time everyone arrives to their designated colonies as they have weathered the storm in this version. You still have slums from refugees from minor colonies but nothing as major as in the first one. You don't really have surplus industrial capacity or personnel when you arrive and with the situation being less shaky at glance, you will have to worry about your homeland demanding results with much harsher terms. On other hand, no other players in your city. 3. Long night You don't arrive to the island after the surge, you are already in command when it hits. Hell is here and it has your business card. Try to not to get driven to the sea. Oh yeah, the island map. It's the same island as in Downfall. black island aren't a option, they just are too much of a pain to remove..
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Dewin
Overlord
Posts: 776
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Post by Dewin on Dec 1, 2022 22:02:12 GMT
Right, so.
I have been thinking about this, and honestly it kind of doesn't work. Between the time period, magic and other stuff, it kind of has its problems.
Since this is plan B from failed Downfall, I ended up thinking of plan C.
So, rather than it being dieselpunk-magetech WW2 game or post-disaster future colony game this would be somewhat different.
This time, the setting would be star system that was middle of being colonised before a disaster more or less wiped out the major powers present. Players would have command over a moon or roughly similar scale orbital habitat with them having survived the surge for one reason or another. Main goal for the game would be to survive and be ready when the scheduled colony ship passes thought the system and evacuate that way because the system cannot support itself due to devastation on the long run.
This way, I could remove to of my biggest problems, primarily the map and hard numbers. You don't have the equipment or manpower to hold any major locations on the long run so, I don't have to edit the map with moving borders and the scale would allow me to muddy the waters enough when it comes to numbers (Outside of space ships).
Probably will squash the stats into simple categories rather than having sub-groups for sake of streamlining as well.
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Post by Darko on Dec 2, 2022 15:36:48 GMT
Right, so. I have been thinking about this, and honestly it kind of doesn't work. Between the time period, magic and other stuff, it kind of has its problems. Since this is plan B from failed Downfall, I ended up thinking of plan C. So, rather than it being dieselpunk-magetech WW2 game or post-disaster future colony game this would be somewhat different. This time, the setting would be star system that was middle of being colonised before a disaster more or less wiped out the major powers present. Players would have command over a moon or roughly similar scale orbital habitat with them having survived the surge for one reason or another. Main goal for the game would be to survive and be ready when the scheduled colony ship passes thought the system and evacuate that way because the system cannot support itself due to devastation on the long run. This way, I could remove to of my biggest problems, primarily the map and hard numbers. You don't have the equipment or manpower to hold any major locations on the long run so, I don't have to edit the map with moving borders and the scale would allow me to muddy the waters enough when it comes to numbers (Outside of space ships). Probably will squash the stats into simple categories rather than having sub-groups for sake of streamlining as well. I like this idea, plus to be fair just having a good description of the various areas should give plenty of context anyway. The new frontier element with a catastrophy/survival backdrop is still there from the original game idea, just with a lot more possibilities than only being on a single island. I say go for it! Also with limited resources and presumably space ships only being very few in number, puts a lot of emphasis on making smart decisions with what we have available and increases the consequences of making mistakes.
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Dewin
Overlord
Posts: 776
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Post by Dewin on Jan 30, 2023 18:45:49 GMT
Right, so.
Still working on this. The space plan didn't really work out that well in testing so, that's not happening.
I'm probably just going to have to bite a bullet and figure out some kind of grid map system out for planet side game that isn't as excessive as the old one.
So, we are at Plan D.
Current plan is that the game takes place in balkanised corpse of former superpower that more or less shattered when their super mage god-emperor died alongside their enforcers after they bit off too much. As the empire was built around said god-emperor and groupies being able to butcher anyone opposing them and good chunk of the empire being freshly subjugated vassals, it didn't go too well for loyalist when the news came.
Players would control one of the successor states, either core or vassal, with main goal of surviving and solidifying themselves as actual nation before the political state of the region becomes fixed again either via external superpowers moving in, other successor states eating enough of their neighbours to become great powers themselves or everyone dying from various causes.
Setting would still roughly be the same as in OP, just with less frostpunk and more Arknights due to you being actual nations rather than lone colony.
As for stats, I'm probably just going to use fairly basic roll under d100 system with one X being 10 and x being 5. I'm thinking of giving starting count of 50 X, but that might change.
Example sheet would be something like this:
Player: GM Leadership: Forge master Koenig Faction name: Airnomo mining district Nation Type: Imperial colony Special: Heavy foundries (+IC, +NC)
Bio: Imperial colony established to harvest rich ore veins found in recently liquefied vassal state. While its now found freedom has found it lacking harsh quotas from their overlords, it has caused significant shock to its economy, and its population of penal miners have started to get newfound ideas about the future even after their wardens tossed their magisters into their famous foundries before they could fulfil the mad emperors death orders.
With the reliable connection to home severed, the Airnomo has sombrely come to terms that they are now alone, even as the storms and the savages are screaming at them from the frontier wastes ever louder.
Military type: Regulars Military size: XXXXX (50) Industrial capacity: XXXXX|XXXXX (50/50) Natural resources: XXXXXX (60) Agriculture XXXX (40) Infrastructure: XXXX (40) Population: XXXXXXX (70) Economy: XXX (30) Leadership: XXX (30) Technology: XXX (30) Unrest: XXXXX (50)
No stat can be below 1 or past 10 with exception to IC total.
Most of the stats shouldn't need explanation but couple probably do:
Nations Type: Basically what kind of successor state you are. Most of them are suddenly independent imperial core state, cut off imperial colony or now freed vassal states. It mostly determines of NPC states react to you diplomatically.
Special: I'm allowing one special item per nation to make them somewhat unique. These can be pretty much anything from institutions to special building complexes to even people. You just have to sell it to GM before approval.
Only thing that is outright banned at start is super beat sticks mages. Pretty much all of them very called to fight with the god emperor and are either dead or missing by the time game starts.
Military type is free choice between Irregulars, Levies, Regulars, Guards and Elites. It is assumed that your nation probably would have mix of them in practice, but for the sheet you will have to pick one that describes them the best. Irregulars are basically armed mob. They are cheap to raise and upkeep, but you pretty much get what you pay for, which isn't much. Biggest benefit is that they count their army size as double what it actually is when it comes to deployment. Levies are trained conscripts. Not as good as career soldiers but they still can do the job when used properly while still staying on budget. Depends on leadership and unrests to stay functional. Regulars are professional soldiers. These are basically standard option for states. They have no downsides or upsides. Guards are premium. Expensive professionals who get the job done. Depends on leadership and economy to stay effective. Elites are the fighting elite. Your state has somehow manage to still keep some of the empires finest at their disposal. They are as effective as they are fanatical. They count their army size as halved for deployments.
Military size is how many units can you field. Its abstracted so there is no definite number of units. Maximum number of military operations you can have per turn is determined by the tens of this field. Keep in mind that policing as well as recon count as military operation. You can place multible X per one operation to reinforce so they don't need to be independent ops.
Industrial capacity is halved stats. The first part is how much of your output is dedicated to providing to your population while the second half is for projects. Too low civilian production will start to effect your population and will cause unrest checks while keeping too high free production running will effect your leadership. So, its a balancing act.
Unrest unlike other stats, is basically save and isn't used as part of sent orders. It defines how strong your society is against unrest and its roll is called upon if something drastic happens. Unrest is effected by economy, leadership and civilian IC counts and having high or low will give modifier for its roll.
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