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Could anyone give me some feedbacks on this game? :)

Started by Tubbybottom, October 09, 2007, 08:19:30 AM

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Callan S.

Hi Tubby,

Do you imagine there being an ending for this game? I mean in a groups individual campaign? From your concern with one side over powering the other, it sounds like your not interested in a campaign resolving.

If you don't imagine it ending, it might be good to look at how your base situation is static - the apparent war between the two sides needs to never change or the game ends. So if the war cannot change, what will change each session?
Philosopher Gamer
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Japo

Well that the war doesn't end within one campaign doesn't mean it's static. Think about the Thirty Years' War. Think about the Hundred Years' War, that lasted quite more than what its name implied years. In the old times war weren't so intensive, and still nowadays intense wars can last years, and open hostility can last decades.

Sorry for answering to a question directed at someone else, just trying to contribute. I guess Callan would still like to hear Tubby's answer.

Castlin

For some reason my mind broke this down into four basic power levels, each one about an order of magnitude more powerful than the last.

1. Grunt. Individually very weak (power 1).
2. Trooper. A trooper can hold his own against several grunts (power 10).
3. Tank. (power 100).
4. Dreadnought (power 1000).

If you make each group significantly better at staggered factions, they would have significantly different feels. Perhaps the wizards can summon up hoards of elementals and lesser spirits (grunts) and then they themselves can sling around fireballs and lightning (tanks). The engineers can outfit their soldiers with mecharmor and guns (troopers) and create enormous mobile battle stations (dreadnoughts).

Each side can make things of the other powers, but they are not as good at it or must spend sub-optimal resources. As you add more axises that one side is better at than the other, the game gets more distinct. Maybe the wizards happen to have good flying troopers (greater spirits), while the engineers have good flying tanks (gunships).

If you want more personal combat, take a page from Dune and invent some kind of (plot) device that doesn't allow anyone to use long range weapons safely. If I, for example, was a mage, the first thing I would do moving against an army of engineers would be to figure out some spell to stop bullets. Likewise, the engineers would try to work anti-magic materials into their armor.

What scale combat were you thinking? Armies, units, or skirmishes?