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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.

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Old 06-05-2012, 12:47 PM   Top  -  End  -  #121
Murska
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Default Re: Total War Central II (Semi-freeform nation games)

I'd play again.
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Old 06-05-2012, 12:52 PM   Top  -  End  -  #122
ArcaneStomper
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Default Re: Total War Central II (Semi-freeform nation games)

Roll Call time. Any new TW games I don't have listed or which need to have the status updated.

Shard of War is recruiting by the way. Although sadly enough I have received no new interest.

Last edited by ArcaneStomper : 06-05-2012 at 12:54 PM.
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Old 06-05-2012, 12:55 PM   Top  -  End  -  #123
Ragnar Lodbroke
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Default Re: Total War Central II (Semi-freeform nation games)

Cool idea!

I think I'd like to use a D&D-based Gnome faction.

Orsome kind of Rat-people...

Or vampires (The real kind, not the ones who shine like an 80's metal band).

Anyways, I'll think about it later :P
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Old 06-05-2012, 01:59 PM   Top  -  End  -  #124
Lost Demiurge
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Default 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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Old 06-05-2012, 02:00 PM   Top  -  End  -  #125
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Default Re: Total War Central II (Semi-freeform nation games)

Hmm... Maybe a clan of yokai from Japan....
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What Yuki said.

Also, infernals are the only cool solaroids, so, just sayin'.*

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Old 06-05-2012, 02:05 PM   Top  -  End  -  #126
Murska
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I'll be werewolves again, different style probably however.
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Old 06-05-2012, 02:09 PM   Top  -  End  -  #127
razovor
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Sounds interesting. I'll think about a potential faction.
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Old 06-05-2012, 06:17 PM   Top  -  End  -  #128
Copper8642
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Default Re: Total War Central II (Semi-freeform nation games)

Murska. Always a wolf.
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Old 06-05-2012, 07:17 PM   Top  -  End  -  #129
IcemanJRC
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Goblin street gang! I'd love to play.
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Old 06-05-2012, 07:21 PM   Top  -  End  -  #130
Turalisj
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Default Re: Total War Central II (Semi-freeform nation games)

Goblin street gang vs yokai yakuza.....
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What Yuki said.

Also, infernals are the only cool solaroids, so, just sayin'.*

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Old 06-05-2012, 07:24 PM   Top  -  End  -  #131
Grimsage Matt
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Default Re: Total War Central II (Semi-freeform nation games)

Don't forget the Troll musle! We'll work as addtional musle to who ever can pay us. And as Trolls? We don't diciminate.
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Old 06-05-2012, 07:27 PM   Top  -  End  -  #132
Turalisj
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Musle? Diciminate?
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What Yuki said.

Also, infernals are the only cool solaroids, so, just sayin'.*

*You are entitled to disagree. But to do so is wrong.
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Old 06-05-2012, 07:29 PM   Top  -  End  -  #133
ArcaneStomper
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Musle? Diciminate?
Trolls aren't very smart.

And I will of course bring back Iormungand.
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Old 06-05-2012, 07:30 PM   Top  -  End  -  #134
Grimsage Matt
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Default Re: Total War Central II (Semi-freeform nation games)

Need a spell checker.... The Trollish hired goons. We aren't picky about who or what we work for.
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Old 06-05-2012, 07:45 PM   Top  -  End  -  #135
Murska
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Murska. Always a wolf.
You said it, brother.
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Old 06-05-2012, 09:12 PM   Top  -  End  -  #136
Ragnar Lodbroke
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Default Re: Total War Central II (Semi-freeform nation games)

I like your discwordly view of trolls, Grim.

True to that spirit, I'm actually thinking of playing as a witch coven.
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Old 06-05-2012, 09:21 PM   Top  -  End  -  #137
Grimsage Matt
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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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Old 06-05-2012, 09:28 PM   Top  -  End  -  #138
Ragnar Lodbroke
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XD Sorry, I can only offer old crones with a nasty tendency to not die, candy cottages, and women dancing naked in the night to forbidden gods.
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Old 06-05-2012, 09:32 PM   Top  -  End  -  #139
Grimsage Matt
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Default Re: Total War Central II (Semi-freeform nation games)

do you have granny weatherwax? If you do..... we don't stand a chance.
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Old 06-05-2012, 09:35 PM   Top  -  End  -  #140
Ragnar Lodbroke
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Now THAT would be overkill.

If Granny ever appears, it's game over!

A woman who has no time to get hurt (So she waits 'till later) and who menaces Death is just too much.
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Old 06-05-2012, 09:53 PM   Top  -  End  -  #141
TsukikoJ
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Default Re: Total War Central II (Semi-freeform nation games)

I'll either bring back the Bertrand Coven or maybe a corrupt angel thing. I wish I had thought of goblin street gangs - that would be my favorite.
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Old 06-05-2012, 09:55 PM   Top  -  End  -  #142
Turalisj
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Default Re: Total War Central II (Semi-freeform nation games)

Vampire Mafia, go with that one.
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Quote:
Originally Posted by golentan View Post
What Yuki said.

Also, infernals are the only cool solaroids, so, just sayin'.*

*You are entitled to disagree. But to do so is wrong.
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Old 06-05-2012, 10:07 PM   Top  -  End  -  #143
Zemalac
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Default 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.
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Old 06-05-2012, 11:49 PM   Top  -  End  -  #144
Sithis
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Default 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:
  1. We will have VIPs, using more-or-less Lost Demiurge's VIP system. It's very nice.
  2. There will probably be about 10 or so NPC groups in the city.
  3. 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.
  4. 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.)
  5. 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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Old 06-06-2012, 12:31 AM   Top  -  End  -  #145
Forum Explorer
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Default Re: Total War Central II (Semi-freeform nation games)

I'd want to bring back the Remnants.
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Old 06-06-2012, 10:41 AM   Top  -  End  -  #146
Ragnar Lodbroke
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Default Re: Total War Central II (Semi-freeform nation games)

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?
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Old 06-06-2012, 10:55 AM   Top  -  End  -  #147
Grimsage Matt
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Default 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.
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Old 06-06-2012, 11:06 AM   Top  -  End  -  #148
Murska
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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.
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Old 06-06-2012, 12:23 PM   Top  -  End  -  #149
Sithis
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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 View Post
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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Old 06-06-2012, 12:31 PM   Top  -  End  -  #150
Murska
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Yeah, pretty much. I'll need to think on whether I'll go high Subtlety or high Strength. It probably depends on the other PCs.
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