Topic: Civilization roleplaying
Started by: quozl
Started on: 12/5/2002
Board: RPG Theory
On 12/5/2002 at 5:32pm, quozl wrote:
Civilization roleplaying
What games out there allow you to roleplay a kingdom, a civilization, a nation, or a planet? Has anyone tried to design such an animal? What are the limitations or obstacles in roleplaying this way?
On 12/5/2002 at 6:30pm, xiombarg wrote:
Re: Civilization roleplaying
quozl wrote: What games out there allow you to roleplay a kingdom, a civilization, a nation, or a planet? Has anyone tried to design such an animal? What are the limitations or obstacles in roleplaying this way?The main example of this I can think of off the top of my head is the Worlds supplement to Aria: Canticle of the Monomyth.
I'll also note it wouldn't be hard to do with Universalis, with the right tweaks.
On 12/5/2002 at 6:34pm, quozl wrote:
RE: Re: Civilization roleplaying
xiombarg wrote: I'll also note it wouldn't be hard to do with Universalis, with the right tweaks.
I've been looking at Universalis for this precise reason (but waiting for a PDF version before I buy). Has anyone tried this? What had to be tweaked for it to feel right or was everything perfect "out of the box"?
On 12/5/2002 at 7:28pm, Mike Holmes wrote:
RE: Re: Civilization roleplaying
quozl wrote: I've been looking at Universalis for this precise reason (but waiting for a PDF version before I buy). Has anyone tried this? What had to be tweaked for it to feel right or was everything perfect "out of the box"?
Doesn't really require all that much tweaking at all. Perhaps a tenet up front about what level to keep things at. Though, that said, I like the idea of drilling down as well.
To whit, one of the playtests was me and a couple other players playing our the future of Earth. It dealt entirely with high level observations. A corporation does this, a country responds with that, etc. Further, in most games, large organizations are, at the very least, brought into being; and they often are participants to an extent. So, yep, not a problem. In fact, from one POV, this was very much the game's original design intent (mapless play).
To date I've not heard a report on play from anyone else who's tried this (hope I'm not forgetting anyone). So I can't give you an objective case. But definitely try it.
Anyhow, have you looked at Aria yet? That's certainly another potential option.
Also, if you wanted to do it from a weird "bottom up" view, Donjon would work. :-)
Mike
On 12/5/2002 at 8:12pm, Brian Leybourne wrote:
RE: Civilization roleplaying
There's a D20 based game that does exactly this. It's a PDF game called TIMELINE, available through rpgnow.com for US$5
Basically, each player makes up a (modified) D20 character as their civilisation. Different skills represent the civilisations ability to research technologies, create works or art (and wonders, presumably), "hit points" are population size, etc etc.
I have never played it, but it certainly is an interesting thought. If someone feels like buying it from rpgnow.com then do so, and let us know what it's like. I know most forgers seem to be violently anti-D20 for some bizarre reason, but it might be OK (and for the recond, I kind of like D20 in small doses).
Anyway, Here's the sales blurb...
* Over 40 races
* Governments as "Classes"
* Technologies as "Skills"
* Wonders as "Feats"
* Lands and resources
* Mass Combat Rules
* Cataclysmic Spells
* Scalable - Play as village versus village to galaxy versus galaxy!
* Access to online computer opponents
Brian.
On 12/5/2002 at 8:12pm, Valamir wrote:
RE: Civilization roleplaying
What was that AD&D supplement called...Bloodline or Blood rights or something. IIRC you played a character who was essentially a nobleman with lands. In the PC game anyway you actually managed the lands and waged full scale wars in between adventuring. I never actually played it as an RPG however.
Re: Universalis...that was actually the original design goal. In play world creation. I'd envision an entire Aria style cycle of adventures set in the same world, generations passing, and so forth. To date I don't know of anyone whose tried anything that ambitious.
FYI: Jon...doesn't look like I'll be going pdf with Universalis. You're more than welcome to pick up the last sole remaining copy of the first print run while I'm arranging for the next run.
On 12/5/2002 at 9:04pm, Andrew Martin wrote:
RE: Civilization roleplaying
Valamir wrote: What was that AD&D supplement called...Bloodline or Blood rights or something. IIRC you played a character who was essentially a nobleman with lands. In the PC game anyway you actually managed the lands and waged full scale wars in between adventuring. I never actually played it as an RPG however.
It was called Birthright. I've run it as GM and played in it as a player. We did independent ruler PCs, each with their own realm (small country), and as PCs together running one realm (country). Each of the main AD&D character classes had their own type of realm. Fighters were kings and queens, ruling the land. Priests/Clerics ran religious realms. Thieves ran merchant empires (this was a bit of a stretch for players to believe in!). And Wizards managed the equivalent of ley lines, and were like druids. Unfortunately a lot of the game mechanics were simply broken, and didn't work at all well in practise -- as a GM I had to "run around" and plug holes in the rules. :(
But otherwise quite fun. We had two players running the Dwarf and Elf realms (Mountains and Forests respectively), and the two players managed a revival of the Dwarf and Elf realms across the continent, allying with Awnsheigh (the bad monsters), and limiting human encroachment into their lands. The Elf ruler instituted long term "ethnic cleansing" by setting out to populate the land with 1/2 elves!
On 12/6/2002 at 12:30am, quozl wrote:
RE: Civilization roleplaying
Andrew Martin wrote: It was called Birthright. I've run it as GM and played in it as a player. We did independent ruler PCs, each with their own realm (small country), and as PCs together running one realm (country).
Unfortunately a lot of the game mechanics were simply broken, and didn't work at all well in practise -- as a GM I had to "run around" and plug holes in the rules. :(
This does sound fun. Do you know of a "patched version" on the 'net?
On 12/6/2002 at 7:37am, Andrew Martin wrote:
RE: Civilization roleplaying
quozl wrote:Andrew Martin wrote: It was called Birthright. I've run it as GM and played in it as a player. We did independent ruler PCs, each with their own realm (small country), and as PCs together running one realm (country).
Unfortunately a lot of the game mechanics were simply broken, and didn't work at all well in practise -- as a GM I had to "run around" and plug holes in the rules. :(
This does sound fun. Do you know of a "patched version" on the 'net?
No, I don't know of any.
I'd really like to play it again, provided I (or someone else) could come up with rules that worked properly. Perhaps a separate thread?
On 12/6/2002 at 3:22pm, quozl wrote:
RE: Civilization roleplaying
Andrew Martin wrote: I'd really like to play it again, provided I (or someone else) could come up with rules that worked properly. Perhaps a separate thread?
Plase start one. I just downloaded The Book of Regency and Legacy of Kings from WOTC's site and will peruse.
On 12/6/2002 at 3:33pm, xiombarg wrote:
RE: Civilization roleplaying
I'd really like to play it again, provided I (or someone else) could come up with rules that worked properly. Perhaps a separate thread?I'd love to see that thread. That's an excellent game, a concept that was really ahead of its time.
I think it would work either as a fresh, custom design or as a d20 "upgrade" -- all those nifty powers that Regents can get just screams "Feats" to me.
On 12/6/2002 at 4:29pm, Mike Holmes wrote:
RE: Civilization roleplaying
xiombarg wrote: That's an excellent game, a concept that was really ahead of its time.
Come on. It's a step back to wargaming. That's all. We used to play something like that where we'd each take countries of the original World Greyhawk, and fight wars with wargaming rules, do diplomacy, etc. Sure it's fun, but not in any way ahead of it's time.
One might well wonder what took them so long, and why they mangled it so when it came out.
Mike
On 12/6/2002 at 4:38pm, quozl wrote:
RE: Civilization roleplaying
Mike Holmes wrote: Come on. It's a step back to wargaming. That's all. We used to play something like that where we'd each take countries of the original World Greyhawk, and fight wars with wargaming rules, do diplomacy, etc. Sure it's fun, but not in any way ahead of it's time.
Mike
This will probably open up a can of worms but I think that the game Diplomacy is primarily a roleplaying game, not a wargame. In fact, it's quite a rules-light roleplaying game that just requires "miniatures" and a pre-marked playing area.
What I'd like to see is one that doesn't require the miniatures or pre-marked playing area and maybe has a bit more rules to add detail. If Birthright fits that description, great! If not, is it worth looking into to get something that fits that description?
On 12/6/2002 at 5:39pm, xiombarg wrote:
RE: Civilization roleplaying
quozl wrote: This will probably open up a can of worms but I think that the game Diplomacy is primarily a roleplaying game, not a wargame. In fact, it's quite a rules-light roleplaying game that just requires "miniatures" and a pre-marked playing area.I think you and I kinda agree on that:
http://www.indie-rpgs.com/forum/viewtopic.php?t=2148
http://www.indie-rpgs.com/forum/viewtopic.php?t=2307
Those threads are drafts of my attempt to do a Narrativist version of Diplomacy.
Edit: To go somewhat back on-topic and to reply to Mike, I think it depends on your definition of wargaming, as quozl just illustrated. Sure, maybe the idea was overdue, but the emphasis on the roleplaying side of, essentially, international politics and a very literal interpretation of "the King is the realm" was innovative, IMHO. Particularly the latter bit.
Forge Reference Links:
Topic 2148
Topic 2307
On 12/6/2002 at 7:13pm, contracycle wrote:
RE: Civilization roleplaying
I don't think the idea of Diplomacy as an RPG can be supported. There is not element of character identification at all, not a single element of the game points in that direction. I have played diplomacy in a highly interpersonal way, where we the player interaction got so complex that separate spaces had to be employed. It was great, but none of us were in character, and none of us took in-character actions. It was not roleplay it was... diplomacy.
But, you could certainly take diplomacy mechanics and RP on top of that. But I don't think that on that basis you could then claim that it is an RPG; right out of the box it simply isnt.
On 12/6/2002 at 7:35pm, xiombarg wrote:
RE: Civilization roleplaying
contracycle wrote: But, you could certainly take diplomacy mechanics and RP on top of that. But I don't think that on that basis you could then claim that it is an RPG; right out of the box it simply isnt.Eh. I could argue that in Diplomacy you roleplay the country itself, advancing its own interests in a pure example of realpolitik. But I think that would be quibbling -- I think we're getting off the subject here. What is or isn't an RPG is a topic we've gone round and round on the Forge before... hell, IIRC we had a merry old time trying to define "game", let alone "RPG"...
On 12/6/2002 at 7:43pm, Ron Edwards wrote:
RE: Civilization roleplaying
Hello,
Arguably, a "character" is any entity with definable priorities, especially if acting toward toward those priorities yields a source of conflict. It strikes me that one group might play Diplomacy very much in this vein, whereas another might not. The distinguishing feature would be whether different countries have differing priorities; if everyone simply has the same one ("win"), then the importance of "character" seems diminished. Just which mode is supported by the text of the rules is a bit dicey, although I'd tend agree with Gareth, I think.
However - Jon, is this Diplomacy issue helping, or is it a sideline? And are there any other questions or concerns you have about this topic? Oh yes, and I recommend checking out any and all posts here at the Forge about The Million Worlds, as well as the Wild Muse website.
Best,
Ron
On 12/6/2002 at 8:32pm, quozl wrote:
RE: Civilization roleplaying
Ron Edwards wrote: However - Jon, is this Diplomacy issue helping, or is it a sideline? And are there any other questions or concerns you have about this topic? Oh yes, and I recommend checking out any and all posts here at the Forge about The Million Worlds, as well as the Wild Muse website.
Best,
Ron
I did say it was a can of worms. It's both a sideline and is helping, paradoxically. Obviously, Diplomacy doesn't do it for me or that's what I would use so it's a sideline. But imagine if Diplomacy had more identification with the country and you could do more than backstab other countries to accumulate territory. You would be roleplaying a country with all the detail that you roleplay a character in more traditional RPGs.
My question is now can we build off of Diplomacy to get to this model or do we need to build off something like Birthright or maybe just start from scratch?
I'll be taking a look at the links provided so far this afternoon. Thank you!
On 12/6/2002 at 11:53pm, quozl wrote:
RE: Civilization roleplaying
Well, checked out the links. Narrativist Diplomacy looks interesting but doesn't have the detail I'm looking for. Birthright's Book of Regency (http://www.wizards.com/dnd/DnD_BR.asp) looks great but doesn't have much in rules (which must be in the box set). From what I saw, The Million Worlds isn't really what I'm looking for but perhaps I'm not seeing the right thread. There were quite a lot of them.
So right now, I guess Birthright is closest to what I want out of a Civilization RPG (but I am ordering Universalis so we'll see) but Andrew and others say the rules don't deliver the promise it gives so I await his thread to see what the problems are and if they can be corrected or need to be thrown out entirely.
On 12/7/2002 at 1:00pm, Balbinus wrote:
RE: Civilization roleplaying
Timeline d20 is a pdf based d20 rpg centred around roleplaying civilisations.
Pop it in a search engine and you should find it. No idea how good it is though.
How do you roleplay a civilisation? What is it you actually roleplay?
On 12/7/2002 at 5:00pm, quozl wrote:
RE: Civilization roleplaying
Balbinus wrote: How do you roleplay a civilisation? What is it you actually roleplay?
Now this is an excellent question and it pertains o the ultimate RPG question: what is roleplaying? Let's start on a small scale. If I'm playing a small military unit of 10 people, can I be roleplaying? What is it that I actually roleplay? Everything that unit of 10 people do. Now that might take 10 times as long as roleplaying only a single person so maybe there is more generalization and we change how times run so maybe I just roleplay the major actions taken by that unit for one day. Make the unit bigger, such as a small nation, and maybe you'll expand the time out to one year and generalize further.
On 12/7/2002 at 5:21pm, Ron Edwards wrote:
RE: Civilization roleplaying
Jon,
You're dodging the question, not answering it. You've begun this thread and therefore must take the helm.
Please give me an example of exactly what you mean by playing a kingdom, a civilization, a nation, or a planet (as stated in your first post).
In fact, let me prime it a bit. Say there are four players and a GM. Never mind "what is role-playing" and all that hoo-wa. I'm playing the kingdom of Myrrik, Joe's playing the kingdom of Hoom, Meghan's playing the fragmented but culturally-united states of Veemira, and Angela's playing the whole coastline of the continent. Insert whatever "attributes," "skills," and equivalent role-playing terms you want.
So - what do you mean? What does play look like? There's no way to help you if we have to keep guessing.
Best,
Ron
On 12/7/2002 at 10:04pm, quozl wrote:
RE: Civilization roleplaying
Ron Edwards wrote: Jon,
You're dodging the question, not answering it. You've begun this thread and therefore must take the helm.
I honestly didn't know it was so inexplicable. It's roleplaying just like any other roleplaying you might do except your character is not just one person, it's a civilization. For example, when I read The Lord of the Rings, I didn't want to play Aragorn or Frodo. I wanted to play Rohan or Gondor. So this has been in my head for about 20 years now and the closest I've come to actually playing it is in a game of Diplomacy but Diplomacy definitely limits your options hence this thread.
I'll try to give you an example of play like you requested.
Ron Edwards wrote: Say there are four players and a GM. Never mind "what is role-playing" and all that hoo-wa. I'm playing the kingdom of Myrrik, Joe's playing the kingdom of Hoom, Meghan's playing the fragmented but culturally-united states of Veemira, and Angela's playing the whole coastline of the continent.
O.K., let's say all 4 civilizations have friendly relations, trade routes, etc. There's been peace in the area for hundreds of years. They are also friendly with a fifth kingdom, Argen. Recently, all trade routes to Argen have been closed and there's evidence of military build-up. Diplomats have been thrown out and none of the players knows what's going on in Argen.
What do the players do? Well, they can send out scouting parties or more diplomats or stage some huge event for the king of Argen to come to or maybe send spies or build up their own militaries and figure out how to do without iron, since Argen is the only supplier in the area.
How do these things get resolved? I'm not sure. That's why I'm here asking to see what's been done with this already. I think this is where the problem is because I think it's obvious what you can do as a civilization. It's just how do you make the roleplaying mechanics for it?
Does this help?
On 12/8/2002 at 6:38am, Andrew Martin wrote:
RE: Civilization roleplaying
quozl wrote: O.K., let's say all 4 civilizations have friendly relations, trade routes, etc. There's been peace in the area for hundreds of years. They are also friendly with a fifth kingdom, Argen. Recently, all trade routes to Argen have been closed and there's evidence of military build-up. Diplomats have been thrown out and none of the players knows what's going on in Argen.
What do the players do? Well, they can send out scouting parties or more diplomats or stage some huge event for the king of Argen to come to or maybe send spies or build up their own militaries and figure out how to do without iron, since Argen is the only supplier in the area.
How do these things get resolved? I'm not sure. That's why I'm here asking to see what's been done with this already. I think this is where the problem is because I think it's obvious what you can do as a civilization. It's just how do you make the roleplaying mechanics for it?
The Birthright game doesn't handle playing like that, but something like that can happen. For the above example, the four players are roleplaying the rulers of the four countries, and it's the rulers that get concerned over the events happening in Argen, choosing to send spies, build up their military, or figuring out what else to do. The ruler (or perhaps their advisors) is the brain commanding or ordering the resources of the realm.
On 12/8/2002 at 6:50pm, quozl wrote:
RE: Civilization roleplaying
Andrew Martin wrote: The ruler (or perhaps their advisors) is the brain commanding or ordering the resources of the realm.
That is a great way to introduce yourself to Civilization Roleplaying. Have everyone roleplay a leader of a group. The first (and only) time I did anything approaching this was a freeform thing where we all played mob bosses.
On 12/9/2002 at 8:19am, Andrew Martin wrote:
RE: Civilization roleplaying
I still haven't thought of a suitable name for a civilization/realm RPG yet. Names I've got so far include: Divine Right, Kings & Queens, Realms & Rulers, and Kingdoms. None grab me yet. Any suggestions?
I've also been discussing Birthright with two fellow GMs and we've decided to run a game in early 2003 on weekends. We've all decided to not use the BirthRight rules and to use something else. Unfortunately we haven't designed a system! But at least two players (me and another GM) have written up free form character/ruler and realm description for a classical fantasy setting (elves, dwarves and medieval humans), along with some situations that demands answering by the rulers of each realm. I'd like to have a system to support the play we want.
At the moment, we've got freeform, written character, realm and surroundings description. I don't want to account for every gold piece, yet I would like to be able to manouver armies from one realm into another, and fight battles. I'd also like to be diplomatic and form relationships with other realms that border my ruler's own, either through trade or marriages, etc. I'd like to have bands of adventurers or spies roaming the lands and causing interference and what not. And I'd like to have control over the dynasty over the years. In single game session, I'd like to have several years pass, perhaps a decade at a time? And where there's important things going on, drop down into roleplaying the PC rulers and associates.
What do you think, Jon? Is this something like what you've envisioned? How does it differ?
On 12/9/2002 at 9:56am, Andrew Martin wrote:
RE: Civilization roleplaying
Andrew Martin wrote: I still haven't thought of a suitable name for a civilization/realm RPG yet. Names I've got so far include: Divine Right, Kings & Queens, Realms & Rulers, and Kingdoms. None grab me yet. Any suggestions?
I've thought of a name: Blood & Politics.
On 12/9/2002 at 2:25pm, quozl wrote:
RE: Civilization roleplaying
Andrew Martin wrote: What do you think, Jon? Is this something like what you've envisioned? How does it differ?
That sounds great! Please let me see everything you write up for this. That's exactly the kind of stuff I want.
On 12/9/2002 at 3:18pm, Michael S. Miller wrote:
RE: Civilization roleplaying
Found this several years ago:
http://www.hut.fi/~vesanto/link.elyria/ihrules/interactive.html
It's basically Last Unicorn's ARIA (which you should really track down if your interested in playing nations) and converts it to FUDGE. IIRC, it's linked with a PBeM at pheonyx.net that was a touch too abstract for my tastes (and the fact that I'm not fond of PBeMs). Seems to have a decent-length play history, but I don't know if it's still active.
I have a notebook somewhere of how I was going to rewrite ARIA to be what I thought it was going to be after I read a review of it in Dragon many a year ago. When I got it, it was disappointing. Too much detail in the wrong areas, I thought. Anyway, if I get some time, I'll see if I can find the notebooks and post my 5-year-old thoughts on the subject. I've been thinking of pulling it out anyway when I'm done with Incarnadine.
On 12/9/2002 at 4:41pm, Mike Holmes wrote:
RE: Civilization roleplaying
Jon,
You're example sounds like a mix of role-playing and wargaming. This is actually older than RPGs. The National Security Decision Making demo is a good example. Military and diplomaic wargames have existed for quite a long while. I've created several games like this, personally. Proper design all comes down to one thing.
In design, people often forget to determine what the player represents. It can be one thing, or many things, but until you determine that, you will flounder. For example, you could say that in addition to the "will of the nation" that you were able to "drill down" and play out the actions of single individuals. Hence for most of play, perhaps you are the king. Or you could just play the king. Lot's of different perspectives. All capable of acomplishing what you want.
Again, to use the NSDM as an example, a player's "position" in the game is described by the people who run it as a "Cone of influence that supports the title of the position". Thus if you are the Secretary of State, you are not just the character in question, but you also represent all the people who support that position (clerks, aides, whatever). If you are the President of Guatemala, you represent all the governmental resources that this particular state has to offer. If you are the media, you represent all major forms of media, and everybody from reporters to people who actually print the newspaper.
So, decide what you want the players to represent, and then you're off and running. Are they Kings and Queens, who have the support of their country only so long as they mainatin their power structure? Or does the player represent the entire will of the people of the country? In the first case, the player is out of the game if the leader they represent is killed, while in the second example, if the leader is killed, another one comes to power, and the player continues as the country. See the distinction? In Aria, you represent the nation on one scale, and then "drill down" to another scale to examine the actions of certain members of the nation.
Does that help?
Or have you made this choice, and you're just looking for a particular set of mechanics. Once you've let us know what the player represents, I feel certain that I can point you at a game that does what you want. There are lots of them.
Mike
On 12/9/2002 at 6:27pm, quozl wrote:
RE: Civilization roleplaying
Mike Holmes wrote: Jon,
So, decide what you want the players to represent, and then you're off and running. Are they Kings and Queens, who have the support of their country only so long as they mainatin their power structure? Or does the player represent the entire will of the people of the country? In the first case, the player is out of the game if the leader they represent is killed, while in the second example, if the leader is killed, another one comes to power, and the player continues as the country. See the distinction? In Aria, you represent the nation on one scale, and then "drill down" to another scale to examine the actions of certain members of the nation.
Does that help?
Or have you made this choice, and you're just looking for a particular set of mechanics. Once you've let us know what the player represents, I feel certain that I can point you at a game that does what you want. There are lots of them.
Mike
Mike, that helps a lot. I think what I want is your second example. I would very much appreciate any links to game that do something like this.
Thanks!
P.S. It's interesting to see that wargames and RPGs aren't as far from each other as I previously thought.
On 12/9/2002 at 7:03pm, Mike Holmes wrote:
RE: Civilization roleplaying
Let's narrow down a bit first. What level of detail do you want to be possible? Certainly you don't want to have to worry about what each and every individual is doing. As such you have to resort to a certain level of abstraction for some game elements. The question is which of them do you want to focus on, and how detailed do you want to be able to get with these.
For example, Diving Right, is TSRs silly little fantasy game from the waybackwhen. Each player gets a kingdom, which includes certain numbers of resources such as troops, leaders, etc. Then one performs diplomacy with other nations in an attempt to get them on your side, and conducts military campaigns in an attempt to destroy the other kingdoms. Very simple, and has a very limited number of areas that are involved. Military, and diplomatic, mostly. Economic matters are notoriously ignored.
Now, on the other end of the spectrum would be something more freeform, and less restricted to certain preset areas of conflict. One can theorize about such a game, but the problem becomes limiting the amout of time it takes to play the game. If one can, for example, mess with the lives of each and every peasant, then it's going to take a long time for events to occur. As such, the level of event description is usually proscribed by the relative speed of passage of time. That is, if you want to have one month of game time pass per four hour session of play, you are limited in how much stuff you can cram in. So, you may decide to limit the depth of detail (how small the detail gets), the areas of detail (what the game is about), or how many of each thing a player can adjudicate (number of actions per time element).
There are games where each one hour turn represents centuries of game time (Civilization, frex). Then there are games where in game time actually passes more slowly than real time. In such turns some games consider only one element (most wargames), and some allow you to consider almost any sort of action (Kuma from RPGnet made such a game recently). In the latter case there is usually some resource that limits the player in number of actions that can be taken (as in Kuma's game).
So, what sort of scales are you thinking? Timeframes? Limitations on areas of interest?
Most importantly, what's the point of play? As you are looking at this as an RPG, you should consider what sort of impulse that this is supposed to encourage in players. Is it competitive? Just a neat sim (Sim Kingdom)? r is it an attempt to create story from a very high level POV?
Mike
On 12/9/2002 at 8:15pm, quozl wrote:
RE: Civilization roleplaying
Mike Holmes wrote: Most importantly, what's the point of play? As you are looking at this as an RPG, you should consider what sort of impulse that this is supposed to encourage in players. Is it competitive? Just a neat sim (Sim Kingdom)? Or is it an attempt to create story from a very high level POV?
Mike
I want your last option: creating a story from a high level POV. I think that wargames would do a better job from the sim point of view.
As to scale and timeframes and areas of interest, I don't know. I want it all but I know that's probably impossible. If you could provide a link to Kuma's game, I'll take a look and tell you what I like and don't like about it. Maybe that will provide a good baseline for discussion.
On 12/9/2002 at 8:58pm, Mike Holmes wrote:
RE: Civilization roleplaying
Here's the thread where Kuma released his idea:
http://www.indie-rpgs.com/forum/viewtopic.php?t=3831
I think in attempting to do everything it makes everything a bit bland. Further, the Narrativist balance is skewed. He was going to revise it, I guess, but I can't say how far he's gotten.
Try combining this with a keyword system like Hero Wars, maybe. That might fix some things.
Mike
Forge Reference Links:
Topic 3831
On 12/11/2002 at 12:07am, quozl wrote:
RE: Civilization roleplaying
Very interesting. I'm not sure what I think of it yet. I'm going to have to playtest it.
On 12/11/2002 at 6:46pm, xiombarg wrote:
RE: Civilization roleplaying
Mike Holmes wrote: Or have you made this choice, and you're just looking for a particular set of mechanics. Once you've let us know what the player represents, I feel certain that I can point you at a game that does what you want. There are lots of them.Mike makes an excellent point here. It's a subset of the classic question here on the Forge: "What do you do?" Obviously, before you know what you do, you have to have some idea who you are.
On 12/12/2002 at 10:37am, Kuma wrote:
RE: Civilization roleplaying
Mike Holmes wrote: Here's the thread where Kuma released his idea:Well loogit that! Here I am sweating that someone's going to stumble onto the premise of Elsewhere before I get the damn thing out the door, and I'm referenced in the same thread! :)
http://www.indie-rpgs.com/forum/viewtopic.php?t=3831
I think in attempting to do everything it makes everything a bit bland. Further, the Narrativist balance is skewed. He was going to revise it, I guess, but I can't say how far he's gotten.
Elsewhere is in fact a much larger organizational RPG, as I have termed it. The rules that I posted here are in fact a narrativist riff off the core of Elsewhere's rule system. Elsewhere was inspired in part by Aria - I saw that someone posted Juha Vesanto's stuff on Interactive History, he was big into Aria.
Anywho, yes - I have been revising it, but I have to re-collate my notes and republish the system. I've taken out everything that had to do with tokens and established the following:
* Any time you successfully challenge a card out of somone else's played hand, you take the card, which now carries a negative connotation (placed inverted in front of the player - i.e. faith becomes either lack of faith or the rise of some negative belief).
* Whenever a player acts on another player, in either a positive or negative fashion, the culture gains a descriptor. 'Warlike', or 'benevolent'. These descriptors can then be used in some fashion - I haven't decided what part of play, yet. Perhaps all of them. The descriptors can add +1 to a hand of cards, or another player can invoke an opposing descriptor to take away from a culture's action. Something of that sort.
Actually, Diplomacy isn't a bad jumping-off point for a civ RPG. What makes it even better is that it's about as far away from Elsewhere as possible. :D Oh, and Diplomacy *is* a proto-RPG.
Good luck.
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Topic 3831
On 12/12/2002 at 1:45pm, quozl wrote:
RE: Civilization roleplaying
Please let me know how your revision goes. I'm definitely willing to playtest. Also, do you have a more complete listing of sample cards any where? I could expand the given list on my own but I may skew the game into something it wasn't designed to handle.
On 12/12/2002 at 3:58pm, contracycle wrote:
RE: Civilization roleplaying
I'd like to see the revision too, the original looks very interesting.
So, would you see the cards detailing certain things, like ideologies or locales, being tailored or geenric? Do you have a card with "mountains" or a card with "Mountains of the Sun" on it?
On 12/15/2002 at 12:56pm, vorlon wrote:
RE: Re: Civilization roleplaying
quozl wrote: What games out there allow you to roleplay a kingdom, a civilization, a nation, or a planet? Has anyone tried to design such an animal? What are the limitations or obstacles in roleplaying this way?
Have you tried "Pocket Empires"? a Traveller 4th Edition game by Imperium Games... its out of print but you can pick copies up on eBay. In that game you roleplay an entire dynasty during Travellers "Long Night" and manage one or more worlds of a small "Pocket Empre" to boot. Good Stuff.
Pete