Finding Players (Recruitment)Look for players for chatroom, play-by-post, or even real-life games here. Threads will expire after 3 months, so be sure to move important information to your OOC thread.
Total War Wiki
Hint: Its open to everyone if you want to add more stuff to it. Like rules or EoT examples.
Game Description
Spoiler
Total War is a game of strategy. The Players play as factions vying for control of the world/galaxy. They fight wars, secretly assassinate each others leader, vie for control of the populace, and build vast empires.
Along the way they will have the opportunity to forge alliances, and break them, create powerful spells, and amazing technologies and design the specifics of their faction down to the smallest detail.
Game Rules
Spoiler
The basic premise is simple. Each player plays as a nation, corporation, faction of other important body in the world.
Every nation has a set of stats which determine their capabilities. The exact set depends on the setting and the Gm. A modern game might have these stats:
Military
Morale
Economy
Research
Espionage
World Opinion
The game is played in turns. A turn usually lasts one to two weeks. During each turn the players and non-player factions talk, make treaties, discuss agreements, hold conferences, and generally role-play their faction.
At the end of the turn every faction submits a report to their GM detailing their actions for that turn. Their actions might allow them to increase their stats, lower an enemies stat or any other number of fun things.
When the reports have all been sorted through the next turn begins. A game normally lasts twenty turns, but can continue longer, depending on the goals of the players.
Re: Total War Central II (Semi-freeform nation games)
heres the OOC thread for my TW. if need be i can put up an actual recruitment thread but i hope to get enough interest from this thread to not need one
Re: Total War Central II (Semi-freeform nation games)
This isn't a city: THIS IS A REPOST! (For interest, if none, then no big deal!)
all, I've never run a Total War game before, but I figured I'd ask here and see if there'd be anyone willing to help me flesh out a concept I've had (and have been mulling over) for some time. I'd see it as a situation of the player nations having their own policies... and the ability to embark on "Gambits" or "Arcs" that can give them stat boosts either in the short term or long term.
I was thinking of having the setting be high magic/magitech. The concept that comes to mind is that while magic (which is a varied force: The basic concepts, such as evocation, conjuration, enchantment, etc, exist. In addition to this, nations may have more developed styles of magic that they utilize) is rather common in the world, the industrialization of it has only occurred recently. The primary reason for this is that magical enchantment relies on the caster investing large amounts of magical energy into a given item, usually a measure of their own soul to ensure a lasting 'bind' in any major magic item.
However, this has since changed with the discovery of "Ether". A crystal with similar composition and makeup to quartz, but one that is magically charged. This inherent magical charge allows for it to not only be used as a fuel source, but also as a power source from which an enchanter, artificer, conjurer, or any other kind of mage can draw power. The magic contained in Ether is non-specific, mana in its rawest form. In addition to this, recent innovations have allowed for cities to tap upon the natural power of the world- a spin upon classic druidism known as "Geomancy", wherein the leylines that run about the planet are tapped into and drawn of their power.
I have a world map available here. As far as premade factions go, I have a few in mind, but the most pertinent of them would be two major groups that the players can align themselves with: The Black Court, and the Magus Council.
The Magus Council is widely seen as the "Central" authority in the world, though they remain highly self-interested and seclusive. The Council is, supposedly, composed of the ten most powerful mages in the continent and the surrounding territories. The power of the ten Magus Council members is rumored to, independently, be an army unto itself. When compounded with their extensive holdings in Ether extraction and processing, however, they are also afforded both a great deal of wealth and a large base of authority. They maintain good relations with the Dwarves, Gnomes, Elves, and publicly maintain 'authority' over all regions. However, they rarely- if ever- exercise that authority, instead preferring to maintain a very tight security over their joint harvesting operations in Vanticras with the Dwarves. They maintain a policy of strict neutrality with all powers, and will only intercede in matters that can cause "Untold harm if left unchecked". Generally, this refers to Black Court-inspired incursions. They have also publicly banned the practice of necromancy and Abyssal magic, sending agents to eliminate practicioners of those dark arts- notably, the ten members of the Magus Council employ a network of officials known as Judges, special agents that answer only to the Council... and their own interests, on occasion. They do not have a physical capital or actual national holdings, but they maintain a number of offices.
The Black Court is the opposite end of the Magus Council. The exact numbers of members vary, as do suggestions of their individual power, but it is suspected that most of them are grand masters or superior in their crafts. The Black Court does not hold the extensive Ether resources of the Magus Council, but instead possesses a much more extensive knowledge of forbidden magics, as well as acceptance of "Outcast" races and nations. Their talent for subterfuge grants them a certain potency in comparison to the raw power of the Magus Council, and the presence of demonic entities can be a fairly certain sign that the Court has had a hand in matters.
As a final note... technologically, the setting is just starting to reach the industrial era. Airships are just starting to find prominence alongside railways, and the first cartridge firearms (operated via powdered Ether tightly packed into casings, serving as both primer and charge) are being churned out. Technology, especially technology incorporating magic and Ether, is taking leaps and bounds however.
So the question arises... Where will you lead your nation in the Age of Ether?
Oh, and the other question of who's interested in this concept, and if anyone would be interested in a (potential) Co-GM position to help me get the hang of this, depending on interest?
A far as stats are concerned, there will be the standard array of Military, Economy, Technology, Espionage, Morale, and Reputation. In addition to this, there will be the Magic stat. This stat will determine not the level of magical technology, but rather the raw magical talent that exists in your nation. Somewhat linked to the Tech stat, but raw Magic pertains more to individual potency and arcane lore than the ability to apply and utilize Ether and its byproducts.
For reference:
Tech would be the stat applied if you wanted to develop a new engine for airships.
Magic would be the stat applied if you wanted to develop a new ritual spell for transmuting iron into steel on a large scale.
As far as stats are concerned, I can either write the stats myself off descriptions, or have players make their own.
Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by Gunther
This isn't a city: THIS IS A REPOST! (For interest, if none, then no big deal!)
all, I've never run a Total War game before, but I figured I'd ask here and see if there'd be anyone willing to help me flesh out a concept I've had (and have been mulling over) for some time. I'd see it as a situation of the player nations having their own policies... and the ability to embark on "Gambits" or "Arcs" that can give them stat boosts either in the short term or long term.
I was thinking of having the setting be high magic/magitech. The concept that comes to mind is that while magic (which is a varied force: The basic concepts, such as evocation, conjuration, enchantment, etc, exist. In addition to this, nations may have more developed styles of magic that they utilize) is rather common in the world, the industrialization of it has only occurred recently. The primary reason for this is that magical enchantment relies on the caster investing large amounts of magical energy into a given item, usually a measure of their own soul to ensure a lasting 'bind' in any major magic item.
However, this has since changed with the discovery of "Ether". A crystal with similar composition and makeup to quartz, but one that is magically charged. This inherent magical charge allows for it to not only be used as a fuel source, but also as a power source from which an enchanter, artificer, conjurer, or any other kind of mage can draw power. The magic contained in Ether is non-specific, mana in its rawest form. In addition to this, recent innovations have allowed for cities to tap upon the natural power of the world- a spin upon classic druidism known as "Geomancy", wherein the leylines that run about the planet are tapped into and drawn of their power.
I have a world map available here. As far as premade factions go, I have a few in mind, but the most pertinent of them would be two major groups that the players can align themselves with: The Black Court, and the Magus Council.
The Magus Council is widely seen as the "Central" authority in the world, though they remain highly self-interested and seclusive. The Council is, supposedly, composed of the ten most powerful mages in the continent and the surrounding territories. The power of the ten Magus Council members is rumored to, independently, be an army unto itself. When compounded with their extensive holdings in Ether extraction and processing, however, they are also afforded both a great deal of wealth and a large base of authority. They maintain good relations with the Dwarves, Gnomes, Elves, and publicly maintain 'authority' over all regions. However, they rarely- if ever- exercise that authority, instead preferring to maintain a very tight security over their joint harvesting operations in Vanticras with the Dwarves. They maintain a policy of strict neutrality with all powers, and will only intercede in matters that can cause "Untold harm if left unchecked". Generally, this refers to Black Court-inspired incursions. They have also publicly banned the practice of necromancy and Abyssal magic, sending agents to eliminate practicioners of those dark arts- notably, the ten members of the Magus Council employ a network of officials known as Judges, special agents that answer only to the Council... and their own interests, on occasion. They do not have a physical capital or actual national holdings, but they maintain a number of offices.
The Black Court is the opposite end of the Magus Council. The exact numbers of members vary, as do suggestions of their individual power, but it is suspected that most of them are grand masters or superior in their crafts. The Black Court does not hold the extensive Ether resources of the Magus Council, but instead possesses a much more extensive knowledge of forbidden magics, as well as acceptance of "Outcast" races and nations. Their talent for subterfuge grants them a certain potency in comparison to the raw power of the Magus Council, and the presence of demonic entities can be a fairly certain sign that the Court has had a hand in matters.
As a final note... technologically, the setting is just starting to reach the industrial era. Airships are just starting to find prominence alongside railways, and the first cartridge firearms (operated via powdered Ether tightly packed into casings, serving as both primer and charge) are being churned out. Technology, especially technology incorporating magic and Ether, is taking leaps and bounds however.
So the question arises... Where will you lead your nation in the Age of Ether?
Oh, and the other question of who's interested in this concept, and if anyone would be interested in a (potential) Co-GM position to help me get the hang of this, depending on interest?
A far as stats are concerned, there will be the standard array of Military, Economy, Technology, Espionage, Morale, and Reputation. In addition to this, there will be the Magic stat. This stat will determine not the level of magical technology, but rather the raw magical talent that exists in your nation. Somewhat linked to the Tech stat, but raw Magic pertains more to individual potency and arcane lore than the ability to apply and utilize Ether and its byproducts.
For reference:
Tech would be the stat applied if you wanted to develop a new engine for airships.
Magic would be the stat applied if you wanted to develop a new ritual spell for transmuting iron into steel on a large scale.
As far as stats are concerned, I can either write the stats myself off descriptions, or have players make their own.
I see myself as interested in this.
__________________
Many, many thanks to azuyomi244 for the avatar.
Re: Total War Central II (Semi-freeform nation games)
As a couple of you already know, I will be heading out to tour Europe this sunday for 3-4 weeks. While internet access is pretty much ubiquitous, I'll have less time to physically spend on it.
So, I'll be trying to keep up with all of my games and obligations, of course. But I might not be able to answer quite so often, my EoTs might be late for a day or two sometimes and so on. I apologize for the inconvenience and will endeavour to alleviate these problems as much as I am able.
__________________
Trophies:
Spoiler
Trophies.
Quotes:
Spoiler
Quote:
Originally Posted by lamech
Trusting Murska worked out great!
Quote:
Originally Posted by happyturtle
A Murska without lies is like a day without sunshine.
Here's the thread link. Could you please add it to Recruiting Games, oh mighty holder of the thread of game statuses? :D (Also, looking for players/Co-GM if possible)
Re: Total War Central II (Semi-freeform nation games)
I just wanted to peek in and say hello!
__________________
Quote:
She's Shona Han. Disappearing for a hundred years just means she's had a hundred years to plan. Trying to find out what happened to her is just going to draw her attention.
Quote:
Then it's a good thing Greystone can KICK REASON TO THE CURB AND GO BEYOND THE IMPOSSIBLE!
Re: Total War Central II (Semi-freeform nation games)
Not actually that unlikely. It is May, which means we are around finals time for most colleges. Which is going to be the busiest time for a lot of people in these games.
Re: Total War Central II (Semi-freeform nation games)
Damn law school finals killing all my free time. *makes grumbling noises as the devil takes a bit more of his soul for going to law school.*
__________________
Quote:
Originally Posted by Sayn
You know, I'm beginning to realize that when I chose to go from being a player to being the GM, I essentially went from being a mere leader of some nation to being God. And it feels good.
Quote:
Originally Posted by Jade_Tarem
It's been said that a good backstory is like a skirt - it should be long enough to cover everything that needs to be covered, but short enough that it can keep someone's interest. This... is basically the train of a wedding dress.
Re: Total War Central II (Semi-freeform nation games)
I'm in finals mode myself, but i'll have more free time soon, and i've been thinking of how to spend some of it.
I've been reading up about the Indian independence movement, the partition of India and Pakistan, the war over Kashmir, and other events in that time period recently. The idea of different factions working to create a new state (or states) from an occupied territory really intrigues me, and I think it would be a lot of fun to explore some of those ideas and conflicts in a TW game. Does the basic setup of "work to gain independence from an occupying power, then desperately try to hold things together and/or find yourself fighting former allies to decide the direction of the new country" sound cool to anyone else? I'd be interested in either a fantasy or more mundane setting.
Re: Total War Central II (Semi-freeform nation games)
Tw after the end times has been delclared dead by grimsage Matt.
__________________
Are you hot?
17 charisma.
Wanna have sex?
Totally!
I seduce him! I mean her... YES I could totally seduce any homophobe with that roll!! -The Gamers: Dorkness Rising
Re: Total War Central II (Semi-freeform nation games)
It's only been about two weeks. I'm pretty sure someone mentioned it earlier. Not that it matters now
__________________
Are you hot?
17 charisma.
Wanna have sex?
Totally!
I seduce him! I mean her... YES I could totally seduce any homophobe with that roll!! -The Gamers: Dorkness Rising
Re: Total War Central II (Semi-freeform nation games)
so i was thinking of this over the last few days and i was curious to see if anyone else would be interested in such a thing
basically the setting i have in mind is ancient greece and the other powers of the aegean sea. i would run the major greek city states and other major countries such as athens and sparta as npcs but other than that you would be limited by pretty much only your imagination(within reason, of course)
would anyone be interested in such a game?
__________________
"let our mercy, as deep as the feitas, and our auhority, as powerful as the sun, be revealed to the entire world!"
"Damn! I gotta say, you just let down every man in Falena..."
-suikoden V
Last edited by oblivion6 : 05-10-2012 at 05:39 PM.
Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by oblivion6
so i was thinking of this over the last few days and i was curious to see if anyone else would be interested in such a thing
basically the setting i have in mind is ancient greece and the other powers of the aegean sea. i would run the major greek city states and other major countries such as athens and sparta as npcs but other than that you would be limited by pretty much only your imagination(within reason, of course)
would anyone be interested in such a game?
Personally I'm not too interested in ancient historical settings. But I will point out that if you're reserving all the greek city states as NPCs, well that kind of cuts out most of the major players for player use.