Post by Bluehaven on Aug 16, 2007 3:38:09 GMT -5
Game Mechanics
- A general treatise on the flow of gameplay -
Table of Contents
I. Regions
a.) Geography
b.) Movement and Travel
II. Values
a.) Creature Value and Hunting (CV)
b. ) Danger Value Danger Value (DV)
c. ) Treasure Value and Treasure Hunting (TV)
III. Settlements
a.) Population
b. Taxes
c.) Structures
(More coming soon)
I. - Regions -
- A general treatise on the flow of gameplay -
Table of Contents
I. Regions
a.) Geography
b.) Movement and Travel
II. Values
a.) Creature Value and Hunting (CV)
b. ) Danger Value Danger Value (DV)
c. ) Treasure Value and Treasure Hunting (TV)
III. Settlements
a.) Population
b. Taxes
c.) Structures
(More coming soon)
I. - Regions -
a.) Geography - Regions are the six sections of a continent. While regions have actual names, they can basically be seen as:
North
/......|......\
West -- Central -- East
\......|....../
South
/......|......\
West -- Central -- East
\......|....../
South
As seen above the green lines indicate routes between each region. With only a few exceptions, these are the routes that must be taken when traveling. This does however depend on the specific continent's diagram, as not all eight routes exist on all continents.
Amongst other things, a region may define:
- Climate and terrain.
- Flora and fauna.
- The native population and limits.
- Culture of settlements and ruins.
- The growth rate of Values ( See Section II.).
b.) Movement - The rules for movement through and within regions are:
- One may move freely within a region or between the cities and dungeons in a region provided there are no opposing forces or obstacles.
- When moving between regions, one must wait one turn (24 hours) after entering "The Wilderness" of the destination before moving freely again *UNLESS* there is no occupying force present.
- Traveling through occupied territory requires you to wait until that force acts. NPCs are controlled by the Gamemaster. If NPCs or players do not act within one turn (24 hours) you may assume to pass/escape unnoticed.
- Mounts grant immunity to the MAJORITY of CV Encounters (attack by wild animals).
- Caravans and Seafaring Vessels also grant immunity from CV Encounters, and are generally safer means of travel than by foot alone.
- Travel between Continents (either by sea or air) takes one turn (24 hours).
- Players may do as they like in Wildernesses and Ruins with very few restrictions.
II. - Values -
a.) Creature Value (CV) - CV is a fraction that represents the population of wild animals in a region. Once a week (Friday 11:59 PM Pacific Time) the CV of an area increases by its set amount. At a CV of 10/10, the area is considered to be rampant with beasts.
When CV becomes greater than 7/10 , there is a chance that NPC Creatures will appear and stalk the vicinity. If measures to contain their numbers are not taken, they may take to attacking settlements on occassion.
*Note: Only agressive creatures will attack. Large groups (20 or more people) will greatly deter CV encounters.
<O> Hunting <O>
Players and company will post their attempts to track a mark (NPC or player) in "The Wilderness" of a region. If successful, the targetted creature (or bandits/rival party) will be encountered and combat may ensue. The victorious party will loot the defeated and obtain (NPC drops are decided by the Gamemaster).
* Note: A hunt does not have to result in bloodshed. Targets can be captured ( if animals, tamed) or negotiated with.
b.) Danger Value (DV) - DV is a fraction that represents the level of "shady" activity in a region. Each week (Friday 11:59 PMPacific Time) the DV of an area increases by a set amount. At 10/10, the area is considered overrun by bandits.
When the DV is greater than 7/10, marauders can appear and prepare ambush for unwary wayfarers, especially passing caravans. If countermeasures are not taken, brigands may muster up the courage to pillage, plunder, and even take small nearby settlements.
c.) Treasure Value (TV) - TV is a fraction that represents the treasure to be had in the ruins and wilds of a region. Each week (Friday 11:59 PM Pacific Time) the TV of an area increases by a set amount. Loot will be priced by the Gamemaster and can then be exchanged at settlements for gold.
Greater loot will fetch taller stacks of gold but might require horseback, a wagon, or even a full caravan (a tempting target for bandits) to transport them. When mounting an expedition, preparation for securing your loot is essential.
<O> Treasure Hunting <O>
Players seeking riches may post their expedition in "The Wilderness" of a region. Hunting for treasure takes one turn (24 hours) and will always yield results so long as the TV is greater than 0/10.
III. - Settlements -
Settlemnts are the citiesand villages, tribes and encampments where the various denizens of the world dwell. Each week (Friday 11:59 PM Pacific Time) a settlement will produce taxes, undergo population growth, and pay off the upkeep dues of any present structures.
a.) Population - The populaces of a settlement are divided into present races. Each week (Friday 11:59 PM Pacific Time) an individual population grows by 10%.
b.) Taxes - Taxes are collected once a week (Friday 11:59 PM Pacific Time). Normal settlements produce 500 gold per citizen. Capitols produce 700 gold per citizen.
*Note: Military units do not produce revenue.
c.) Structures - These enable special features within a settlement, which may be anything from a tavern with job boards to machineyards for the construction of artillery. Most structures are built within cities themselves and commonly cost large sums of gold to purchase.