Forum changes: Editing of posts has been turned off until further notice.
Started by Kuma, October 09, 2002, 01:01:11 AM
Quote from: Mike HolmesThere was also another game available online called (IIRC) Evoluton (or Evolve?). In that game you started out with very few rules about populace, etc, and then made up rules each turn as the game progressed.
QuoteWhat I'd like to see is a game where not only economic factors were considered, but all manner of political factors. Still your game may be a model for what I'm looking for, or be adjustable to fit.
Quote from: KumaIf you have a link for the game, I'd appreciate it.
Quote from: KumaI'm working on a more narrative version of this system which uses "Eternal Verities" for actions. (Player: The Tuatara pursue Beauty this turn by investing their energies into massive hanging gardens in the city of Kadesh.) If you have a link for the game, I'd appreciate it. At one crazy interval when I was researching like a madman, I was thinking of tinkering with cellular automata in paper RPGs.
Quote from: NevermetNow I'm even more curious, though I'm a little hazy on how this is narrative. When I read this part of your post I thought of the explicit allocation of resources on things like monuments, etc... which is something that a lot of societies (if not virtually all) do.Could you explain further? I'm interested either way, i'm just desiring detail :)
Quote from: contracycleHow do we retain close personal identification while simultaneously keeping an eye on large-scale factors? Do we require ALL players to be engaged in the large economic activities?How do we prevent play breaking down into a group of 1-on-1 microgames?
QuoteEssentially, can we develop an idea of what actual play would look like for which a mechanic may be deisgned? What does everyone think would work as a mode of actual play - what interactions would you expect to see at the table?