In reply to zagygthemad (msg # 10):
I am not going to make it a party based adventure where you need to track things at that detail. I am going with the minimally viable necessary for a character.
I've been futzing with the initial system, it will mostly boil down the player's ability to rule, lead armies, etc, and their demense.
This is what I was thinking for an RTJ
1. First Name - if you need help with an appropriate name let me know. It should sound "elvish"
2. A Noble House: Pick your first and second choice. All of the powerful families in the game will have relatively similar power, but each has reputation. This is largely for flavor and you'll be free to pursue your own goals.
The house names are:
House Xynd'rath: One of the oldest houses tracing back to the founding of the Kingdom, House Xynd'rath holds considerable influence in the underworld of the Mithilnir society.
House Vel'sharen: Renowned for their expertise in arcane arts and their vast network of spies, House Vel'sharen is one of the oldest and most prestigious noble families among the Mithilnir
House Zha'nyl: With a history of skilled warriors and ruthless strategists, House Zha'nyl commands respect on the battlefield and in political maneuvering alike.
House Drathir: Scholars and researchers of ancient knowledge, House Drathir delves into the darkest secrets of magic and history, seeking power and understanding.
House T'saran: Known for their favor of Ellistrae, they are exceptionally beautiful even by Drow standards, and often accomplished musicians and artisans.
House Kael'zorl: Masters of trade and commerce in the Drow cities, House Kael'zorl is known for their shrewd business acumen.
3. Gender, and physical description (height, weight)
Write one or two paragraphs at most of how you would describe your persona to another player the first time they see them.
4. We will use very minimal statistics and dice roles in this game.
Dueling (DUE): Represents combat prowess and tactical skill in one-on-one combat.
The player must pick one style of combat that is your speciality. Combat is not a primary focus of this game for PC's.
- Bautha z'hin: A style based on evasion, and on flanking and surrounding a single enemy (usually a monster) with superior numbers and agility,
- Draa velve: Involving the use of two swords, this style is reserved for nobility or rare champions, difficult to master.
- Jivvin golhyrr: A style used to force enemies into humiliating positions, sadistic and brutal, often using improvised weapons or daggers.
- Orb alur: This style focused on striking many opponents with one strike - it requires a single drow blade and allows for no shield or buckler. It is a very acrobatic style.
- Luth alur: A bowmaster- while you are proficient in melee, it is focused on expert archery.
- Ust sreen: Style for striking quickly, often with poison.
There are other styles of combat, but typically not taught to the nobility - including ones that are simply savage brutality.
Marshall (MAR): The ability to train, command and lead troops in military situations. It can at times be used for other things such as games of strategy, but it's primary use is to go beyond theory to the practical application of leading small to large armies.
Intrigue (INT): Reflects cunning, manipulation, and the ability to navigate political machinations or to spy and cull information
Diplomacy (DIP): The player must select one style You can still attempt other forms of diplomacy but this represents your primary style.
- Intimidation: You negotiate from strength and may have an arrogance about you, but your charisma is the kind that can strike terror or fear.
- Silver Tongue: Courtly words of the lover and diplomat - you seek fellowship and agreement in negotiation
- Mercantile: You are an expert trader and know how to strike bargains by reading people and the situation.
Stewardship/Rulership (STE): Governs the management of resources, administration, and leadership capabilities. This is going to be
Worship (WOR): Measures devotion to Drow deities, knowledge of religious practices, and influence within religious circles. High Worship is required by Priests. As Nobles, you will not normally cast divine spells.
Arcane: (ARC): Measures the ability and capacity to practice magic. It takes years to master these spells, typically the nobility do not cast spells, but employ wizards. it can still help you to understand and use relics or magical items.
Ancient Knowledge/Sage (KNW): Represents understanding of ancient lore, magic, and history, providing insight into mystical matters. It can be valuable to understand lost languages, solve ancient puzzles, etc.
Spoiler text: (Highlight or hover over the text to view)
basically the entire creation system is PICK ONE COMBAT STYLE, PICK ONE DIPLOMACY STYLE
Select TWO TRAITS to specialize in (such as Arcane or Knowledge)
(I may add some other list of professions or skills, but Nobles have trained their lives to lead their house - so the Wardancers and Wizards are your servants ...) I want players to focus on getting into the game and having an outline of a character, and a way for me to use dice to determine outcomes, but without making that the point of the game.
5. Describe your personality, and perhaps your history. Then write one or two paragraphs that would be a quick summary of what other players know about you from your reputation.
Everything else would be black-box. No spell lists, no elaborate saving throw table, etc.
Less Roll Play, more Role-Play.
In terms of Demense, I was thinking about having a collection of districts that the player can directly control. These would include Military such as Sentinels (City Guard) and Rangers (Scouts), Forge Districts Merchant Districts, Mage Guilds, Temples, etc.
I would have a multiplier for each of these that provides me an overall value for the army you can muster, and your overall wealth. Why track 7,840 gold, and 700 arrows, and 2 jugs of firewine...when I can have a number that represents your relative wealth and station. If you want something trivial like exceptional clothes or a feast, you can have it without impacting it at all - we wouldn't even track petty cash purchases.
The player would be able to apply their districts to various projects. As an example, you could use your vast wealth to help you construct an outpost or train and outfit a new legion of troops. As a Noble Lord of a major house, you wouldn't have to deal with trivial details like how much that costs exactly. You would tell your underlings to make it happen and they would tell you how long before you can focus your efforts on some new project. You could also say "Have one of my merchant guilds focus on building a trade route with the city of Altmer" etc.
The players would have a shared domain of the city of Mintharil and all of the surrounding outposts and smaller enclaves, including some vassalized Kuo Toa along the river. You have peons who track how many casks of wine, and wagons of fish are harvested. You focus on greater things.
What do you think?
This message was last edited by the user at 22:27, Mon 04 Mar.