Strife over Tlaxis (Off topic discussion)
Posted: Sun Sep 27, 2009 9:24 am
This idea was originally created by Elias Kalderon and the game was hugely succesful and all the players enjoyed it immensely. This is why I thought that the time was right to create a new game of its like.
Old AoTB players know the concept, but here's it in short for those who don't know it.
There are 6 or so players, of whom each create a unique civilization, which can range from religiously fanatic humans to spartan style angelic things of doom or watever you wish. It's all up to you, though common sense is recommended For example my civilization in AoTB was a desert people who resembled orcs, barbarians and haradrim in their ways and looks.
In this RP you have a map which is divided into areas and the more areas you control the more income you get. You can capture more areas by moving military units into the areas and spending time there.
What makes the game so good in my opinion, is that you can play whatever race you wish and because the other players are also human, you can become engaged in as much political intrigue as you wish by making alliances, breaking them, forging treaties, betray your friends or anything you damn well please
This idea was originally created by Elias Kalderon and the game was hugely succesful and all the players enjoyed it immensely.
The game is run by the game master (duh) who controls the possible NPC factions, random encounters and all the in- game fingz, but most importantly, writes and processes the turn reports that the players send to him. here's an example of the game masters turn report from AoTB:
Notes:
1) The supply line between Kharod and the Grand Army is still cut at area 20. The production of area 12 was all used to sustain the many hungry soldiers.
2) Drogor alchemists and Errech priests have discovered a process of treating Gyarid plant that could make it three times more effective. An extract of this treated Gyarid plant may even make someone stronger than he was.
The alchemists are enthusiastic about selling treated Gyarid plant at three times the price.
3) The Alliance of the Bloody Oasis between Quelaran and Drogor has been forged.
4) The single camel rider searches for Sir Tristan Sigor and learns that he has retreated to area 5. He eventually finds the enemy general and delivers the message.
5) Light Infantry 2/2/1** enters area 20. They encounter a Silesian army called the Shield of Aegis. It is a strange army that consists of infantry and clerics. Even stranger is that the clerics are from two different, rivalling sects. The army is fortifying.
One group of clerics, under command of father Alek Joslin (who spent a few months in Drogor captivity, if you remember) gathers an angry mob and chases the Drogret. The Light Infatry have little trouble evading.
Nation: Drogor
Race: Drogret
Current ruler: Karnish II
Capital: Kharod (23)
Areas in control: 12, 21, 22, 23, 24, 39, 40, 41
Total production: 8
Treasury: 8
Characters: Chieftain Garnok "Ironfist" Rookdon
Special rules:
1) Camel riders 3/2/2 can move 3 areas per turn when moving through areas that border wasteland or desert.
2) Crossbowmen 5/1/1 cost 6 points (instead of 8 )
3) Light infantry 2/2/1 and Light infantry with bows 3/1/1 are scouts.
4) Occasional production bonus due to trading.
5) Shamans 2/2/1 increase the x-factor of all friendly units in the same area.
Diplomatic stances: hostile = default
Quelaran ? allied
The Stoatoic Empire ? friendly
East Fellonia ? friendly, trade partner
Errechania ? friendly, trade partner
Units:
Ironfist's Camel Riders 7/4/2** (12)
1 Shamans 2/2/1** (12)
1 Berserkers 7/1/1 (12)
1 Light Infantry w/ bows 3/1/1*/** (12)
1 Warriors 4/2/1 (12)
1 Camel Riders 3/2/2** (12)
1 Crossbowmen 5/1/1* (12)
1 Desert beast herd 7/3/1 (12)
1 Halberdiers 2/3/1 (12)
1 Light Infantry 2/2/1** (20)
1 Halberdiers 2/3/1 (21)
1 Crossbowmen 5/1/1* (21)
1 Shamans 2/2/1** (21)
Armies:
Ironfist's Grand Army of Drogor (12)
Here you see what the turn report looks like. First there are odd happenings and actions made by your troops, possible battles, diplomatic happenings and so on. Then you see the nations summary, nation name, controlled areas, production, treasury and nation special rules, and last, the units section. The numbers after the units show their stats (attack/ defence/ movement)
My RP is a bit different from the original, as I'm going for a scifi- style RP this time. It's located on a star system, where different nations already live or have appered to of various reasons. This should make a new kind of experience for the old players if they want to join, and an interesting game for people new to this concept.
I'd be happy to give more information about the game if people are interested.
Finally, da map of da planets:
Old AoTB players know the concept, but here's it in short for those who don't know it.
There are 6 or so players, of whom each create a unique civilization, which can range from religiously fanatic humans to spartan style angelic things of doom or watever you wish. It's all up to you, though common sense is recommended For example my civilization in AoTB was a desert people who resembled orcs, barbarians and haradrim in their ways and looks.
In this RP you have a map which is divided into areas and the more areas you control the more income you get. You can capture more areas by moving military units into the areas and spending time there.
What makes the game so good in my opinion, is that you can play whatever race you wish and because the other players are also human, you can become engaged in as much political intrigue as you wish by making alliances, breaking them, forging treaties, betray your friends or anything you damn well please
This idea was originally created by Elias Kalderon and the game was hugely succesful and all the players enjoyed it immensely.
The game is run by the game master (duh) who controls the possible NPC factions, random encounters and all the in- game fingz, but most importantly, writes and processes the turn reports that the players send to him. here's an example of the game masters turn report from AoTB:
Notes:
1) The supply line between Kharod and the Grand Army is still cut at area 20. The production of area 12 was all used to sustain the many hungry soldiers.
2) Drogor alchemists and Errech priests have discovered a process of treating Gyarid plant that could make it three times more effective. An extract of this treated Gyarid plant may even make someone stronger than he was.
The alchemists are enthusiastic about selling treated Gyarid plant at three times the price.
3) The Alliance of the Bloody Oasis between Quelaran and Drogor has been forged.
4) The single camel rider searches for Sir Tristan Sigor and learns that he has retreated to area 5. He eventually finds the enemy general and delivers the message.
5) Light Infantry 2/2/1** enters area 20. They encounter a Silesian army called the Shield of Aegis. It is a strange army that consists of infantry and clerics. Even stranger is that the clerics are from two different, rivalling sects. The army is fortifying.
One group of clerics, under command of father Alek Joslin (who spent a few months in Drogor captivity, if you remember) gathers an angry mob and chases the Drogret. The Light Infatry have little trouble evading.
Nation: Drogor
Race: Drogret
Current ruler: Karnish II
Capital: Kharod (23)
Areas in control: 12, 21, 22, 23, 24, 39, 40, 41
Total production: 8
Treasury: 8
Characters: Chieftain Garnok "Ironfist" Rookdon
Special rules:
1) Camel riders 3/2/2 can move 3 areas per turn when moving through areas that border wasteland or desert.
2) Crossbowmen 5/1/1 cost 6 points (instead of 8 )
3) Light infantry 2/2/1 and Light infantry with bows 3/1/1 are scouts.
4) Occasional production bonus due to trading.
5) Shamans 2/2/1 increase the x-factor of all friendly units in the same area.
Diplomatic stances: hostile = default
Quelaran ? allied
The Stoatoic Empire ? friendly
East Fellonia ? friendly, trade partner
Errechania ? friendly, trade partner
Units:
Ironfist's Camel Riders 7/4/2** (12)
1 Shamans 2/2/1** (12)
1 Berserkers 7/1/1 (12)
1 Light Infantry w/ bows 3/1/1*/** (12)
1 Warriors 4/2/1 (12)
1 Camel Riders 3/2/2** (12)
1 Crossbowmen 5/1/1* (12)
1 Desert beast herd 7/3/1 (12)
1 Halberdiers 2/3/1 (12)
1 Light Infantry 2/2/1** (20)
1 Halberdiers 2/3/1 (21)
1 Crossbowmen 5/1/1* (21)
1 Shamans 2/2/1** (21)
Armies:
Ironfist's Grand Army of Drogor (12)
Here you see what the turn report looks like. First there are odd happenings and actions made by your troops, possible battles, diplomatic happenings and so on. Then you see the nations summary, nation name, controlled areas, production, treasury and nation special rules, and last, the units section. The numbers after the units show their stats (attack/ defence/ movement)
My RP is a bit different from the original, as I'm going for a scifi- style RP this time. It's located on a star system, where different nations already live or have appered to of various reasons. This should make a new kind of experience for the old players if they want to join, and an interesting game for people new to this concept.
I'd be happy to give more information about the game if people are interested.
Finally, da map of da planets: