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(November 03, 2007, 04:35:43 AM)
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Audeamus: a cinematic, non-fantasy romp in ancient Rome
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Topic: Audeamus: a cinematic, non-fantasy romp in ancient Rome (Read 850 times)
Elizabeth
Member
Posts: 32
Audeamus: a cinematic, non-fantasy romp in ancient Rome
«
on:
December 20, 2007, 05:24:14 PM »
So my friend Charlotte and I are designing a game about ancient Rome, entitled Audeamus. It's going to be more cinematic than slavishly historically accurate-- think Ben Hur and Gladiator. There are a couple specific design goals we've got in mind:
Taking certain trappings/conventions of trad gaming and making them into something else.
Crafting a PvP environment with win-loss conditions.
Winning requires hard moral choices, which creates compelling stories.
The Frontier
always has inhospitable weather, too hot or too cold or too generally inclimate for Roman sensibilities. It smells of burning pitch and spilled blood. It is always far from home; every comfort feels hard-won. Brutal, cruel, and dark. The Frontier is primarily
Personal,
and mildly
Political.
*
Home<
Personal,
and mildly
Populus.
*
The Market
is filled with the sounds of tinkling bells and haggling, choked by the smell of exotic spices. There is nothing here which cannot be purchased for the right price, with the right currency. It is a press of humanity. The Market is primarily
Populus,
and mildly
Political.
*
The Arena<
Populus,
and mildly
Personal.
*
The Senate
smells of incense; every word and footstep echoes on the marble. It is pure, white, and clean, but behind nobility lurks treachery. As a result, it is just as dangerous as The Arena, and compromise is a necessary evil. The Senate is primarily
Political,
and mildly
Populus.
*
The Foreign Court
seduces every sense; exotic luxuries are always within arm's reach. It is uncomfortably warm; both the weather, and the reception the Romans receive. There are lies behind every smile, and through seduction or subversion, there is a chance you might never leave. The Foreign Court is primarily
Political,
and mildly
Personal.
Is this set stuff easy to grasp? For example, depending on what bases of power a character wanted to utilize, a prison scene could easily take place in The Arena, The Frontier, or even The Market. A prison in The Arena would involve the clank of chains and (the guards') swords, as well as a sense of mistrust. A prison in The Frontier would be a far-off cell, underground, with burning torches and slain corpses. A prison in
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Elizabeth
Member
Posts: 32
Re: Audeamus: a cinematic, non-fantasy romp in ancient Rome
«
Reply #1 on:
December 20, 2007, 05:28:07 PM »
Ack, my post got cut off somehow!
A prison in The Market would be overcrowded, with the prisoners waiting-- praying?-- to be sold into slavery.
Does this seem evocative without railroady? I'm essentially trying to create a sandbox with amorpheous borders, for characters to play in and GMs to run with.
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Paul T
Member
Posts: 369
Re: Audeamus: a cinematic, non-fantasy romp in ancient Rome
«
Reply #2 on:
December 20, 2007, 06:08:58 PM »
This is very cool!
So, the set types are more like names or categories than physical places? For instance, "The Senate" could be in any location (not just in the building where the Senate meets), so long that it is pure, white, clean, and hinting at treachery?
If I got that right, I like it very much. Looking forward to more!
Paul
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Elizabeth
Member
Posts: 32
Re: Audeamus: a cinematic, non-fantasy romp in ancient Rome
«
Reply #3 on:
December 20, 2007, 07:09:49 PM »
Paul, exactly! The set types are just supposed to evoke enough color to explain why the two bases of power are dominant in that scene. And to be a fun tool for scene framing-- okay, so Gracian has challenged me to single combat, and my strengths are Personal and Political. How do I make a scene which fits the action and has the trappings of The Frontier?
I've been trying to figure out if the trappings are ambiguous enough to fit every scene, but I suppose that's difficult to discern without playtesting, which is a ways away.
Oh, and if anyone wants to see the rest of the thoughts, they're
here
at my blog; I don't want to bog the thread down with a giant wall of text. The resolution mechanic is building giant towers of dice and then watching where they fall! (We're getting a statistician to help us with the maps for that part.)
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Phil
Member
Posts: 8
Re: Audeamus: a cinematic, non-fantasy romp in ancient Rome
«
Reply #4 on:
December 20, 2007, 08:14:09 PM »
Oh wonderful! I am a sucker for bronze age intrigue. I think the system plays well to your noted influences and reminds me of how much I loved the tv series Rome. To what degree will there be continuity of characters from one scene to the next?
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Alatha. Your new favorite fantasy world without elves.
www.alatha.com
Stryck
Guest
Re: Audeamus: a cinematic, non-fantasy romp in ancient Rome
«
Reply #5 on:
December 21, 2007, 12:25:28 PM »
Hi, I'm the aforementioned Charlotte.
The characters in Audeamus will be persistent throughout the game. You will each make a character, and play her/him through the trials and tribulations of trying to attain your goals... before the others can attain theirs.
So far, at least!
-C-
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Narf the Mouse
Member
Posts: 96
Re: Audeamus: a cinematic, non-fantasy romp in ancient Rome
«
Reply #6 on:
December 21, 2007, 04:39:43 PM »
You could do something with adding description while your stacking - Say, you could declare something, then stack a die. If the die stacks, your description stands. If the stack falls, it's a critical failure.
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