Leewei
2016-03-09, 12:13 PM
I've run an original system (Concillium) a few times now. I'm looking to overhaul the rules and take another go at it.
Forum-based games have some definite challenges. First off, communicating rules to players in a concise yet fun fashion.
This set of rules is a work in progress. As the thread progresses, expect changes to occur.
The object of the game is to spend as many rounds as Arch Magus as possible. Generally, this is done by bribing the other players, or defeating them in a Contest during a Concillium.
Arch Magus: Chosen leader of the Magi.
City: A community in which a Magus lives. Cities possess their own Traits, and may produce Traits for the ruling Magus. Cities also produce Recruits.
Concillium: A periodic meeting of Magi to select their leader. Selection may be democratic, by duel, or by any other agreed-upon criteria.
Magus (pl. Magi): Player character.
Minion: Useful individuals to which a Magus may assign tasks.
Recruit: A potential Minion.
Trait: A (generally positive) attribute of a Magus, Minion, City, or so on. See Contests.
Games often involve conflict with uncertain resolution. Contests are this game's mechanism to determine the winner.
Unopposed Contests involve one coin toss, plus an additional coin toss per Trait that the Magus spends to aid the effort. If any of the coin tosses come up "heads", the Contest is won. A Magus has four or more coin tosses wins automatically.
Opposed Contests work in a similar fashion, but each competitor counts and compares their "heads" totals. If a tie occurs, a final, tie-breaker coin toss is made for the attacker, with "heads" indicating a win, and "tails" indicating a loss.
In forums, a coin toss is simulated by rolling 1d2-1 per coin, with a "1" indicating "heads".
Secondly, maintaining a cadence that keeps the players engaged, and works as well as possible if a player goes inactive or withdraws.
Lastly, the game must strike a balance between cooperation and competition.
My intention for the next round is to keep the system as simple as possible, and to give each player his/her own team (with the ability to summon or recruit, promote, and deploy minions).
I am looking for feedback on a number of things:
What sorts of challenges have you seen when running forum-based games?
What strikes you as working really well in this sort of game?
How many players are ideal?
How often should turns take place?
Any other comments or ideas?
Forum-based games have some definite challenges. First off, communicating rules to players in a concise yet fun fashion.
This set of rules is a work in progress. As the thread progresses, expect changes to occur.
The object of the game is to spend as many rounds as Arch Magus as possible. Generally, this is done by bribing the other players, or defeating them in a Contest during a Concillium.
Arch Magus: Chosen leader of the Magi.
City: A community in which a Magus lives. Cities possess their own Traits, and may produce Traits for the ruling Magus. Cities also produce Recruits.
Concillium: A periodic meeting of Magi to select their leader. Selection may be democratic, by duel, or by any other agreed-upon criteria.
Magus (pl. Magi): Player character.
Minion: Useful individuals to which a Magus may assign tasks.
Recruit: A potential Minion.
Trait: A (generally positive) attribute of a Magus, Minion, City, or so on. See Contests.
Games often involve conflict with uncertain resolution. Contests are this game's mechanism to determine the winner.
Unopposed Contests involve one coin toss, plus an additional coin toss per Trait that the Magus spends to aid the effort. If any of the coin tosses come up "heads", the Contest is won. A Magus has four or more coin tosses wins automatically.
Opposed Contests work in a similar fashion, but each competitor counts and compares their "heads" totals. If a tie occurs, a final, tie-breaker coin toss is made for the attacker, with "heads" indicating a win, and "tails" indicating a loss.
In forums, a coin toss is simulated by rolling 1d2-1 per coin, with a "1" indicating "heads".
Secondly, maintaining a cadence that keeps the players engaged, and works as well as possible if a player goes inactive or withdraws.
Lastly, the game must strike a balance between cooperation and competition.
My intention for the next round is to keep the system as simple as possible, and to give each player his/her own team (with the ability to summon or recruit, promote, and deploy minions).
I am looking for feedback on a number of things:
What sorts of challenges have you seen when running forum-based games?
What strikes you as working really well in this sort of game?
How many players are ideal?
How often should turns take place?
Any other comments or ideas?