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Nation-Building Roleplay.

Posted by RogueCrimson
RogueCrimson
member, 1 post
Tue 29 Jul 2014
at 02:46
  • [deleted]
  • msg #1

Nation-Building Roleplay

This message was deleted by the user at 17:33, Sat 02 Aug 2014.
PsychoJester
member, 351 posts
Why so serious?
Tue 29 Jul 2014
at 04:41
  • msg #2

Re: Nation-Building Roleplay

I have a system a friend gave me that he plays in called Kingdom Quest. It's based on a hex map, turns are one month game time, there's no magic, and there's a set goal. Of course, you can always ignore the goal if you wish, just like any system.
RogueCrimson
member, 2 posts
Tue 29 Jul 2014
at 05:04
  • msg #3

Re: Nation-Building Roleplay

In reply to PsychoJester (msg # 2):

I am not finding that through Google actually. Could you maybe link me to it or something?
PsychoJester
member, 352 posts
Why so serious?
Tue 29 Jul 2014
at 05:04
  • msg #4

Re: Nation-Building Roleplay

It's a homebrew system
Cubist
member, 27 posts
Tue 29 Jul 2014
at 10:28
  • msg #5

Re: Nation-Building Roleplay

RogueCrimson:
I have been formulating an idea on how I can run a medieval nation-building game. I have ran and played in some in the past on other forums and would love to get RPOL in on this. It would be strictly medieval, as I believe magic would be incredibly difficult to use with the system.

Not necessarily. If you focus on the practical effects of magic, you can get away with treating it like just another form of technology in the skill tree. One nation might invent the printing press; another might invent the truth-telling spell. And so on, and so forth.

quote:
My first thought would be to use a large, hex-based map of either the world or at least Europe. It's easy and allows us to use something familiar.

Possible. Another option would be a randomly-generated worldmap; one such that I've used, and recommend, can be found at [ http://donjon.bin.sh/world/ ].

quote:
The time-line could be changed if thats what people are wanting. I would imagine that Medieval would be best, but perhaps Classical or Roman might be better. Not exactly sure honestly.

It's not clear to me why you'd want a predefined timeline for a nation-building game. No matter how you write up that timeline, surely the players are going to be making choices and doing things that simply didn't occur in that timeline? Perhaps I'm missing something, Could you explain why you'd even want a predefined timeline for this sort of game?

quote:
Any ideas? Thoughts perhaps?

I'm interested in reading more about the particular rule-set you've used in your past nation-building games, please.
DarkLightHitomi
member, 624 posts
Tue 29 Jul 2014
at 10:51
  • msg #6

Re: Nation-Building Roleplay

I think he has a timeline cause most players don't differentiate between fluff and mechanics. (I keep running into this with my generic game system. The first question is always "what genre/timeperiod?" usually followed by questions about the setting rather then the game mechanics.)
Tileira
member, 362 posts
Tue 29 Jul 2014
at 11:03
  • msg #7

Re: Nation-Building Roleplay

When people say "time period" they mean "what era do we use for comparison of technology and culture". They want to know what toys they have and what the zeitgeist is.
RogueCrimson
member, 3 posts
Tue 29 Jul 2014
at 14:33
  • msg #8

Re: Nation-Building Roleplay

In reply to Cubist (msg # 5):

I completely forgot about the fractal map maker from DonJon. Thank you for reminding me that it exists. I could totally use that if need be.

When I say setting/timeline, I just mean using technology from that era and staying within the confines of that era. I don't mean actually sticking to the timeline historically.

Unless we were to do something that starts everyone in an ancient age and every so often, technology increases to a new age. Could do that as well, but that would make it more complex.

The previous rule-set I had used utilized three different resources and allowed a turn per year rule. Gold, Food, and Manpower were the main three resources. Buildings could be purchased during turns and Manpower could be gained by taking territory. Food was a fixed rate depending on how many Farms you had.

It was a very basic and simple system for a small amount of players. Too many would cause way too many problems.
otghand
member, 300 posts
Tue 29 Jul 2014
at 15:53
  • msg #9

Re: Nation-Building Roleplay

In reply to RogueCrimson (msg # 1):

quote:
However, I need a system to use in order to do this, and have not found one that works well.


Lords of the Earth is such a system.
icosahedron152
member, 326 posts
Wed 30 Jul 2014
at 05:08
  • [deleted]
  • msg #10

Re: Nation-Building Roleplay

This message was deleted by a moderator, as it was off-topic, at 06:04, Wed 30 July 2014.
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