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.
Re: Total War Central II (Semi-freeform nation games)
well, i have decided to try running another total war game with the onset of summer and more free time. it will be another stereotypical fantasy setting more than likely but with a few additional elements present...namely the addition of the magical stone of magicite.
magicite is a mysterious, rare type of mineral that has been around for centuries. it is only in the last few decades or so that its uses in enhancing magical rituals and research has been known however. this rare substance is now coveted by various factions across the world seeking to use its power for a multidude of causes and has given rise to many new powers. this race for magicite has brought about an era of total war and it is unknown which of the newly arisen nations will prevail in the race to dominance
a few other aspects i plan on using are my own version of the dungeons lost used in the river kingdoms, as well as his vip rules
so is anyone interested in playing in such a game? i will accept 1 or 2 CO-GMs depending on the amount of interest i get
__________________
"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..."
Re: Total War Central II (Semi-freeform nation games)
Seems interesting. I may go ahead and work out an unusual faction for such a game.
Could you please post a link to the VIP rules and the dungeon rules?
__________________
Status: My computer has begun freezing again. Failure ETA unknown.
In progress: Various final projects. Posting may decrease in frequency.
Re: Total War Central II (Semi-freeform nation games)
Thank you.
I've got a few faction ideas, now. I'll post them when I've written them.
__________________
Status: My computer has begun freezing again. Failure ETA unknown.
In progress: Various final projects. Posting may decrease in frequency.
Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by oblivion6
i am not sure that lost ever really went public with the dungeon rules but i have an idea of how i would work it so no big deal
i will need to go through the old centrals thread for the TW wiki that contans the vip rules
I didn't post my dungeon system because I think it needed a little adjustment. But I can tell you the rough basics of how it worked.
1. Dungeons are loot factories that occasionally cause people to waste resources. But the loot is so awesome and useful...
2. People start interacting with dungeons by assigning adventurers and VIPs to go into them and start rockin' it redbox style.
3. Each dungeon had a theme, that was rolled randomly upon first entry into the dungeon.. VIPs that seemed useful to that particular theme double their adventuring rating while in the dungeon. (ie Arcane Sites give mages double stat, Holy and Unholy sites give clerics double stat, monster lairs give fighters double stat, etc.)
4. Once adventurers are in a dungeon, check to see what floor they're on. Each floor has a higher DC than the last. Add up the total adventurers and any boosts gained from VIPs, roll appropriate dice for the resolution system you're using, and compare it the floor DC.
5. If the adventurers meet or beat the DC or roll an auto-success, then they clear that floor! Roll on the loot table. The loot table gets better the further down you go. (Floors 1-5, minor loot. Floors 6-10, better loot, and so on.)
6. If the adventurers fail or roll an auto-fail, then check the numerical margin of error between their number rolled and the DC of the floor. If the number is low, they hit an insurmountable obstacle and must leave the dungeon. If the number is middlin' or high, roll for adventurer casualties, roll a survival check or two for the VIP, AND they must flee the dungeon.
7. After the check is done, roll for dungeon events. The chance of a dungeon event happening goes up as the party completes floors during their run. Dungeon events can be good, bad, or weird. They're the only way to get certain pieces of loot, but the consequences for bad events can be DIRE.
8. After all the rolling is done, unless the player put in conditions to withdraw the party early, go back to step 4, and repeat as necessary.
9. After the adventurers leave the dungeon, floors that are cleared do NOT reset. Thus, the size of the dungeon is diminished the more it is explored.
10. The last floor of a dungeon is special. It is indicated with a DUNGEON EVENT, and is always based on the theme of the dungeon. The challenge rating on this one is HIGH, but characters and items that are suited to the challenge will offer big circumstantial bonuses. The reward for completing a dungeon challenge is a custom-made artifact, AND a roll on the highest loot table.
So, yeah. One page of charts, four pages for the loot tables, and boom, instant dungeon system.
People seemed to like it, and once I got into the rhythm of check DC/roll for resolution, roll for loot, roll for events, it was pretty easy to resolve...
__________________
Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!
Re: Total War Central II (Semi-freeform nation games)
okay, i think i have pretty much all of the important details figured out, so aside from a few minor details it is ready. if anyone is interested i will set up a recruitment thread
__________________
"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..."
Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by oblivion6
well, i have decided to try running another total war game with the onset of summer and more free time. it will be another stereotypical fantasy setting more than likely but with a few additional elements present...namely the addition of the magical stone of magicite.
magicite is a mysterious, rare type of mineral that has been around for centuries. it is only in the last few decades or so that its uses in enhancing magical rituals and research has been known however. this rare substance is now coveted by various factions across the world seeking to use its power for a multidude of causes and has given rise to many new powers. this race for magicite has brought about an era of total war and it is unknown which of the newly arisen nations will prevail in the race to dominance
a few other aspects i plan on using are my own version of the dungeons lost used in the river kingdoms, as well as his vip rules
so is anyone interested in playing in such a game? i will accept 1 or 2 CO-GMs depending on the amount of interest i get
here is the recruitment thread if anyone is interested in my game
Re: Total War Central II (Semi-freeform nation games)
TW Games Bonanza!
To the Cloning Vats! I hope they won't try to kill and replace me this time... Granted, that's what I did with original Thelonius.
__________________
Magical Emperor Monkey. You have my vote.
I learned two things about Montgomery that day... ...The first was that his men would follow him off a cliff. The second was that he would lead them there.
Re: Total War Central II (Semi-freeform nation games)
I'll be leaving on a month long interrail trip soon. Now, I will be able to post every now and then, but processing EOTs will be impossible. So I need someone to GM TW Age of Ether during the time I'm away, as I really don't want to put the game on hold for a month. Now, a month might sound a long time, but it really is only 1 or 2 EOTs if we move the game to a biweekly schedule for the duration of my trip.
Any volunteers?
__________________
Quote:
Originally Posted by bigstipidfighte
Pahvi, if this is serious, you are a god among men.
Last edited by Pahvimato : 06-28-2012 at 04:56 AM.
Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by Pahvimato
I'll be leaving on a month long interrail trip soon. Now, I will be able to post every now and then, but processing EOTs will be impossible. So I need someone to GM TW Age of Ether during the time I'm away, as I really don't want to put the game on hold for a month. Now, a month might sound a long time, but it really is only 1 or 2 EOTs if we move the game to a biweekly schedule for the duration of my trip.
Any volunteers?
If only there was no conflict of intrest.... Please, someone DM. Even have a EoT ready.
__________________
98% of the internet has a Myspace. If you're one of the 2% who isn't an emo whiner, show solidarity by putting this in your sig.
Re: Total War Central II (Semi-freeform nation games)
::Sighs:: I'm nuts. I must be nuts. But I've got an idea here, and it just might be worth running TWO games of TW to get both of my ideas out there...
Comments welcome. Please critique.
TOTAL WAR: DEADLANDS
THE PITCH
Spoiler
"Been about ten year now, since Cali-forney-ay shook and rattled and fell into th' sea.
Things ain't never been the same, since. Look over the cliffs an' you can see th' remains of Ol' Megiddo down in th' surf of th' beach. Twisty trails'll take ya down thar, if yer brave. New town's a little further back from the edge, at least. But one good quake and it'd join the old one in a heartbeat..."
"It's like that all through th' territory. Th' coast is inland now, far inland. And ye can see veins of min'rals and metals, in th' twisted pillars that line th' cliffs o' the shore. We calls them pillars the Maze... Tons o' little gulches, plateus, an' dead ends. Great minin'. Great bushwackin' turf."
"Gold? Aye, there's summat. But that's not whar th' real money is... Nah, the real money's in Ghost rock."
"Y'know th' stuff. Like coal, but with white seams... Burns nigh on ferever. Wails when it does, like th' damned howlin' down below. I ain't a relijjus man, but sometimes I sees screamin' faces in ghost rock steam an' I wonder..."
"But it's worth moren' its weight in gold! An' everyone wants it. Th' North an' South want it... Their war been goin' on for thirteen years now, an' the war machines that might could end it one way or t'other can only run on ghost rock."
"Th' railroads want it. Ghost rock trains can run nigh on ferever, an' ghost rock smelted steel's lots stronger n' lighter than reg'lar steel."
"Hell, even the Mexi-cales wants it! Word is Santa Anna's sent him a fleet up inta th' Maze, tryin' ta claim th' whole coast back fer Mexico!"
"Bout the only folks who want the ghost rock left where it is are them injuns. They say it's evil. Might be they're right. Don't make no matter much, since it's worth so damn much..."
"This ain't even countin' th' local pirates, bandits, claimjumpers, an' ne'er-do-wells. Lone inventors, wanderin' gunhands, catspaws, spies, an' what have ya."
"Course, ever time someone heads out inta th' Maze or th' wilds, they take their lives in their own hands. Rumor is that strange and deadly critters are out there, things man ain't never laid eyes on before. Things that love th' taste of blood. People disappear round this place sometimes, that's fer sure. Who's to say what got'em?
"So yeah. Welcome to Megiddo, stranger. This here town ain't teck-nicklley under any nation's jury's diction. Jus' a village made of salvaged wood up on th' cliffs above th' Maze. We got Shan Fan way up North, an' Lost Angels way down South, but ain't neither of 'em claims us."
"That might change. Last week, Lucky Lopez done hit th' biggest Ghost Rock vein I ever done heard of in all my dadblame life. What's worse, is th' fact that he done got liquored up and blabbed it through three saloons."
"Lucky? He warshed up on' the beach full of bullet holes. Undertaker buried him, said he was doubled his weight in lead. Sheriff's callin' it suicide, on account'a he blabbed about his strike in front'a a full town of greedy claimjumpers."
"His claim? Out there somewheres. But only god'er the divvil knows where."
"But I seen a hell of a lot a' new faces lately, an I reckon that there's Innerestin' times comin' fer Megiddo..."
Basic Concept
Spoiler
So, about 16 years ago, a new RPG company called Pinnacle put out a game called Deadlands. It's about an alternate-world weird west, where the nights are full of horrors, the civil war's still going on, native american shamans got their mojo back, steampunk inventions work thanks to a "miracle" mineral called ghost rock, and the world's in pretty sorry shape overall.
Deadlands later had its own CCG, called Doomtown. Doomtown's central idea was about a struggle for control of a ghost-rock rich mining town over on the edge of what's left of California.
It struck me that this would be a pretty good conversion for Total War!
CONCEPT: Players control factions vying for control of Megiddo, and the ghost-rock flow out of the law-impaired boomtown.
POSSIBLE FACTIONS: The Sheriff's posse, Bandit Gangs, Celestial Tongs (Chinese gangs), Indian tribes, Railroad companies, Wealthy families, USA/CSA agents, Mad Scientist associations, etc...
NOTE: You may not play a faction that's dominated by the supernatural. Most supernatural things in this setting are BAD. The ones that aren't are DANGEROUS to use. As such, your faction might have a vampire or werewolf who's struggling against their nature, or a huckster or three who can utilize Hoyle's card-magic, or an indian tribe with a powerful shaman but you can NOT have a faction full of werewolves, or a league of vampires, or a secret society where everyone's a hermetic mage, or whatever.
You must be able to present a human face to the town. If you cannot, then this ain't the game for you, pardner.
STATS:
Spoiler
Cleverness: Cleverness is yer ability to bluff, sneak, an' drygulch hombres. It's good fer gettin' things done on th' sly. Cleverness is needed to spy, pull capers, and do sneaky stuff. The suit for Cleverness-related shenanigans is SPADES.
Grit: Grit is a measure of th' fight in ya. Good for sendin' folks ta boot hill, or gettin' lots of work done. Grit is needed to fight, and to build stuff. The suit for Grit-related stuff is CLUBS.
Know-how: Know-how is a measure o' book learnin'. It deals with learnin' different things, and decipherin' puzzles, devices, and weird evil books. The suit fer Know-how is DIAMONDS.
Sand: When all's said and done, Sand's a measure of yer conviction, faith, or willpower. Sand comes in handy when resistin' the effects of cleverness, or pushin' yer limits to do somethin' difficult. It's also useful fer not wettin' yer drawers when critters come howlin' out of th' night to eat yer face... The suit fer sand-related bizness is HEARTS.
SPECIAL STATS
Spoiler
The two stats below aren't like the core four. They can't be grown as usual, but must be raised through in-game actions. Additionally, your faction must start with 3 points divided between both of these stats... You can't be deep into the occult AND maintain a good name at the start of the game. It's one or the other.
Hoodoo: This is yer supernatural OOMPH. It covers everything from Native American shamanism, to dark rituals handed down by secret orders, to vampiric powers granted by yer faction's undead leader, to some of the more physics-bending effects of mad science. Hoodoo is powerful, and can be thrown into just about any action, but it has a chance of backlashing and doing horrible things whenever it is used. Nothing is without price!
Respectibility: This is yer reputation, and represents what the people of town think of yer folks! Low Respectability means that yer basically outsiders, or actin' suspicious and good folk shun ya. High respectability means that yer basically considered part o' the town, or thought to be proper god-fearin' folks.
OTHER QUIRKS:
Spoiler
Adventuring
Conflict resolved by cards, rather than dice. (Though that's on the backend, so no biggie.)
Multiple victory conditions
Random Events
Stat maximums capped by territory controlled
Traits
VIPS
SETTING UNIQUE STUFF
Spoiler
Fear Level: In Deadlands, fear is a raw force that can reshape the very landscape, and taint even the most innocent of things, twisting them into something wicked. The more supernatural critters are sighted and supernatural powers are flaunted, the more the citizens of the town shudder in dread, and the worse things get. Fear level ranges from 1-10. The higher the fear level, the more powerful hoodoo becomes, but the higher the chance of backlash. It also effects the number and lethality of critters encountered, and certain fear levels may just kick off plot events. (Heh, heh, heh...) If the fear level climbs to 10, then Megiddo becomes a DEADLAND. This is game over, and bad end for most factions. MOST factions.
Headquarters: Every faction has a building or area in town (or on the outskirts of town) where they can go to hang their hat. It's their base of operations, their arsenal, and the center of their influence, all rolled into one. In a sense, the HQ are VIPs, and grant bonuses to certain actions...
Please don't describe your factions here. Let's not clutter the thread again! Just tell me if you'd be interested, and what improvements or changes you'd recommend. Also, all questions are welcome!
__________________
Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!
Last edited by Lost Demiurge : 07-02-2012 at 12:51 PM.
Re: Total War Central II (Semi-freeform nation games)
Sounds interesting. Running two games is always fun*. But if the notion ever strikes you to run three games suppress it with all your might. Running three games just leads to TW overload. Just write the idea down for when another game is done. I've got about ten on my list.
Re: Total War Central II (Semi-freeform nation games)
Oh, oh. I have perfect faction for it! PERFECT! I am in!
__________________ Disclaimer: I spewed all of this out off the top of my head and make no claim whatsoever that any of it is accurate or even grammatically correct.
Re: Total War Central II (Semi-freeform nation games)
Hoodoo is the the 2 Joker cards in the deck, and respectability is that card that comes with each deck covered in tiny words that nobody reads. I think it's like, rules, or company information.
__________________
My last breath... ...is also my mintiest...
Re: Total War Central II (Semi-freeform nation games)
Hm. After much thought, we'll throw in one more special trait, and up the points to 5.
Feared! - The more feared y'are, the more people hesitate ta do violence against ya. A low Feared rating means that yer seen as peaceable sorts, not that dangerous. A high feared rating? People think yer deadlier than a ball of rattlesnakes hopped up on Tequila!
This ought to cover factions like bandit groups, who are by NO means respectable, but don't normally have anything for Hoodoo.
__________________
Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!
Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by Grimsage Matt
Just wondering, Lost, what will your take on a Lich be for the Deadlands game?
Sorry, dude. The few liches in the campaign that do fit with a western genre are old, evil to the point of non-playability, more powerful than what fits the scope of what we've got here, and are busy deciding the fate of nations.
You're welcome to play a straight up harrowed and his posse, though. Dead men and women are not uncommon, and they can pass for live folk if they're not too far decayed, or can disguise themselves effectively.
__________________
Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!
Re: Total War Central II (Semi-freeform nation games)
I'm a young lich. Just finished my transformation. Besides, Lich was just the closest thing I was thing of.
But say, the Ghost Rock, has some simmilarites to a D&D thing called soulstone.... But anycase, Undead with Ghost Rock Core. Or, the settings Lich. Using the Hodoo rituals they learned, combined with a evil energy source, they have attained immortalily.
He's not really a Lich, he just has some simmilarties to one.
__________________
98% of the internet has a Myspace. If you're one of the 2% who isn't an emo whiner, show solidarity by putting this in your sig.
Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by Grimsage Matt
I'm a young lich. Just finished my transformation. Besides, Lich was just the closest thing I was thing of.
But say, the Ghost Rock, has some simmilarites to a D&D thing called soulstone.... But anycase, Undead with Ghost Rock Core. Or, the settings Lich. Using the Hodoo rituals they learned, combined with a evil energy source, they have attained immortalily.
He's not really a Lich, he just has some simmilarties to one.
How about agents working for a lich far, far away? Cultists?
__________________
Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!