Building an Empire

Building an Empire
#26
RE: Building an Empire
(06-10-2018, 02:29 AM)Demonsul Wrote: »Bear in mind that actual country signups - which will be the bulk of the players, as I'm aiming for ten total - are still a ways off.

At no point did I need you guys to make alternative scientific systems. It doesn't have to run on laws as sturdy as thermodynamics. I specifically asked for magic. Technology only existing to allow the creation of dumb and clumsy golems and nothing as neat and efficient as an engine is entirely within the realm of possibility in that regard. My computer was broken for most of today, so I've got a bit of catching up to do, but remember I'm asking you to invent magic, not science. :D
The issue is that logically inconsistent systems offend me on a deep personal level. So if you ask me to come up with rules for anything, chances are it'll be pretty comprehensive.
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#27
RE: Building an Empire
Yeah, but there can still be mysteries and unknowns! Leave something open to discover later on in the game! :D
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#28
RE: Building an Empire
(06-10-2018, 02:54 AM)Demonsul Wrote: »Yeah, but there can still be mysteries and unknowns! Leave something open to discover later on in the game! :D
That I can do!
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#29
RE: Building an Empire
Alright, just finished the WIP that was my original post! Gonna add some extra lore in here soon, too, and explain what the heck the Blood Moon and Red Tide were. Think it'll be an alright addition, provided Eldritch abominations are welcomed in this particular game!

Also, I would totally be down with the Tinker thing, but Sul suggested I age down the guild a bit, and I followed his lead - I'd definitely be down to work out interguild history, though!
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#30
RE: Building an Empire
(06-14-2018, 04:08 AM)Protoman Wrote: »Alright, just finished the WIP that was my original post! Gonna add some extra lore in here soon, too, and explain what the heck the Blood Moon and Red Tide were. Think it'll be an alright addition, provided Eldritch abominations are welcomed in this particular game!

Also, I would totally be down with the Tinker thing, but Sul suggested I age down the guild a bit, and I followed his lead - I'd definitely be down to work out interguild history, though!

Sounds good to me. Personally, I'm of the opinion that in general the Tinkers are actually rather fond of the Adventurer's Guild, largely because it's easy to find Adventurers willing to field-test new Artifacts or Infusions. Also, Tinkers still don't get on well with the nobility, which makes the mostly commoner Adventurers a nice change of pace from their usual customers.
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#31
RE: Building an Empire
(06-14-2018, 11:56 AM)The Just Writer Wrote: »
(06-14-2018, 04:08 AM)Protoman Wrote: »Alright, just finished the WIP that was my original post! Gonna add some extra lore in here soon, too, and explain what the heck the Blood Moon and Red Tide were. Think it'll be an alright addition, provided Eldritch abominations are welcomed in this particular game!

Also, I would totally be down with the Tinker thing, but Sul suggested I age down the guild a bit, and I followed his lead - I'd definitely be down to work out interguild history, though!

Sounds good to me. Personally, I'm of the opinion that in general the Tinkers are actually rather fond of the Adventurer's Guild, largely because it's easy to find Adventurers willing to field-test new Artifacts or Infusions. Also, Tinkers still don't get on well with the nobility, which makes the mostly commoner Adventurers a nice change of pace from their usual customers.

I think that'd be sick! Mind if I PM you about that stuff or hit you up over Discord to hammer out specifics?
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#32
RE: Building an Empire
Sure thing! I'd prefer Discord simply because it's faster. That said, I'll be occupied for about half an hour for breakfast, phone calls with relatives, and other such things.
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#33
RE: Building an Empire
[post about the imperial frontier incoming]
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#34
RE: Building an Empire
For those of you who have been wondering where this went, I was trying to work out the details of running this game and I couldn't think of a way to structure it with the changes I made that would have given the players the freedom that makes a good states game. I may bring back some of the elements from this in the future, but for now I'll be running a different, more traditional states game instead, albeit with a very different setting.
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#35
RE: Building an Empire
For the enemies far out there?

I'm thinking a different situation. Beyond the frontier perhaps there be Barbarians and Necromancers battling it out alongside the Frontiersmen in a 3 way war? Necromancers who learn the magic of necromancy, that perhaps also works off of shadow? "An intangible fluid known as Shadow flows through the world; if properly prodded, it can be induced to assume the form of any form of matter or energy that may exist, or it can manifest as self-aware spirits which can be put to various tasks." Necromancers are those who Artifice Shadows into dead corpses, and who ran away before the Union was forced to sign a treaty, losing what standards they had as they artificed corpses or something, and Barbarians, being the inhabitants of the frontier before, were shut out of the whole technological magical advance thing, and don't really have much magic yet, but have things like Horse Archers and brutality on their side, but aren't very united. Something like that might be a good idea.
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