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.
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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/ ].
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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?
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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.