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Re: Total War Central II (Semi-freeform nation games)
Heya, Sithis! I'd gladly play in Shadow World again...
Probably not the Cthulhu cult, though. Fun as it was to have Nyarlathotep as a VIP, if we go for a smaller scale he'd be a bit overkill. Hm, maybe a group of oneiromancers...
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Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by Ragnar Lodbroke
I like your discwordly view of trolls, Grim.
True to that spirit, I'm actually thinking of playing as a witch coven.
We also do construction and lawnscaping. And we have a small catering side, and a fight club with gambling. And because we're canadian, we're hoping to hire wolverine
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Re: Total War Central II (Semi-freeform nation games)
Playing an equivalent of the Knights of the Blackened Denarius would be fun. I'd probably change them a bit since we're not in the Dresden Files universe, but the sort of fallen-angel-ultimate-evil-corruption thing they had going on would be fun to play.
EDIT: I see TsukikoJ has already called the corrupt angel angle. I might go with the Illuminati or another megacorp, if that's the case.
Re: Total War Central II (Semi-freeform nation games)
I'm seeing lots of cool faction ideas. Almost makes me want to make an OOC thread so that people can keep all their talking in there. But since we're at LEAST a week out from even starting recruiting, probably better not.
I think I'm going to be using the idea TsukikoJ mentioned, and have all the action taking place in a single, fictional city, located in some indeterminate place on the east coast of the United States. (So basically, as TsukikoJ said, Gotham City. Sans Batman. And with more things going bump in the night.)
Other things that I've been pondering:
We will have VIPs, using more-or-less Lost Demiurge's VIP system. It's very nice.
There will probably be about 10 or so NPC groups in the city.
There will be traits again. However, unlike last time, it's going to be 2 traits per faction, instead of giving 3 traits to supernatural factions and 2 to mortal factions and craziness and stuff.
Illumination and Limelight will return. Only this time, I actually have a decent idea how they'll work mechanically. (In all honesty, I had no idea going into the last game how those were actually going to work.)
Since all action is taking place in a single city, obviously the major cities thing is OUT. Unfortunately, that means the exploration aspect is out. I kind of want something to replace that, and I'm taking suggestions.
Also, the stats will probably be pretty much the same as in the last game, and work mostly the same way.
Strength: Your military and manpower stat.
Subtlety: You stealth stat. Lets you hide your other stats, mask your actions, investigate others, and read other's messages. Given the nature of the game, it will probably be the most powerful stat. Open to suggestions on how to mitigate this.
Wealth: MONEY
Knowledge: Technological or Magical knowledge. Your research stat.
Loyalty: How Loyalty to you your people are. Can be easily used to augment any other action, and protects your messages.
Influence: Reputation, how much you're able to get NPC factions to listen to you.
And, that's most of the solid ideas I have so far.
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Re: Total War Central II (Semi-freeform nation games)
Rough Outline of "Rosengren Inc" your friendly local trolls. Only got the stats, but eh, it's start.
Spoiler
Strength; High. They're trolls. They also do construction work, and have *some* heavy weapons stashed away.
Wealth; High. They're diverse. They have a contruction company, a small catering buiness and run a few small clubs. But the bulk of their money comes from their not so legal ventures. They provide extra security, are hired goons and smuggle heavy weaponry from time to time.
Subtlety; Average. They have some glamours, and they blend in. They also don't tend to do anything magical.
Loyalty; Average. They're your average dudes. They stick together to for better employment ops. And mess with one of em? Meet burning betty.
Knowledge; Low. They're trolls, so their not the brightest. However, they have a good working knowledge in applied construction and heavy weaponry.
Influence; Low(Not dump stat). They are more or less respectable members of the community, but they're a bit rough and tumble. They don't have enough direct infulence to get their buds out of the slammer, but they have some deals in place.
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Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by Murska
I plan on my wolves being the arbiters and the justice of the magical side of the city, with high Influence and weak Wealth and Knowledge.
So, you're basically going to be playing a bunch of watchdogs then?
Quote:
Originally Posted by Ragnar Lodbroke
Sounds great, Sithis. Just a question; how would magic work?
Since I'm going to make a pretty magical faction ("A curse on all your Houses!" kind of thing), It would be cool to know how to handle it.
Would I need Strength for offensive magic? or Knowledge?
Because magic in this setting is so fluid, and can be used for just about ANYTHING, there is really no single stat that is "Magic."
Straight up offensive magic (that is, blowing stuff up) would generally fall under strength.
You mention the "A CURSE ON ALL YOUR HOUSES" type thing. That would actually most likely fall under Knowledge, since you're presumably coming up with some kind of spell or ritual to do BAD THINGS to your enemies without just throwing a fireball into their face.
I can also see Subtlety (using glamors and illusions) in Influence (unnatural charisma) as being fluffed as magic. Wealth is harder, since that's actually a quantifiable THING rather than a concept.
Well, that kind of ended up being a bit ramble-y. Hopefully, I answered your question in there somewhere...
How, exactly, stats can be used are one of the things I"m actually going to be ponder. Generally, you can use any stat to do anything if you can think of a good reason for how it would work. And while that's nice and allows lots of creativity, it also tends to make stats largely interchangeable. It's probably been used before, but perhaps stats being used for something other than what they're meant for (Say, using Strength long with Wealth as part of a building project to represent manpower being used) would only give half of it's score? (In the above example, using ++++ Strength would add ++ to the project, along with whatever wealth you're using.) Thoughts?
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