quote:
Jhaelan
Definitely interested, tried to run something similar last year
How did that work out in the end? How many players did you have? Were there any issues that arose I should be aware of? Any things you would have done differently in hindsight? Or altered so it ran smoother? Any advice would be most helpful.
quote:
RGR
Though it does sound like alot of work for the DM to keep track of all the players.
Sort of, in truth you do most the work, I just apply causality. I can even recycle events nudging them slightly to better reflect the culture of each players kingdom. It is why I intend to keep the player base small so as not to get overwhelmed. I ran a God game once for just under a year. It would be nice to achieve similar with this.
quote:
otghand
Potentially interested. Will it be more than just a series of decisions or will there be player driven diplomacy and war?
Player driven diplomacy and war is certainly on the table. All the kingdoms reside on the same continent. You also have access to magical communication. Making diplomacy as simple as getting your arch Mage to set it up. Although you should likely send advanced warning or it could be mistaken as a magical assault. The choice of war and diplomacy is still driven by decisions and the consequences of those decisions.
quote:
AscendedMasterr
I would generally prefer that the gods be mere myths (e.g., maybe they exist, maybe they don't, "divine magicians" have to learn their magic, etc), because I think that's rather more interesting, being generally more relate-able. That being said, it's not a dealbreaker for me.
I am glad it is not a deal breaker. The gods in truth are my wild card, they create an extra layer of politics to contend with along with various religious pressures. If you want a less god involved game you can choose to be a generalist. But that invites new issues, like appeasing the myriad of faiths that outright oppose one another.
quote:
ArgamenPhish
What caliber of response would you be looking for?
Generally what you are comfortable with, in play tests in IRL it mostly ends up as a sort of speech of what you would like to enact. With some on the side discussion with the people that are petitioning the court or your advisors.
quote:
Percy
Heh, the game can also work that you have a hierarchy if you have more players.
For example 1 player is King/Queen, 4 players are Duke/Duchess under the King/Queen, 8 players are Count/Countess with 2 of each under a Duke/Duchess.
I have to say that is a fascinating idea. I am just not sure how that would work in practice. Or how much extra work on top of everything else that would require from me. I am also aware that this has generated a lot more interest than I was expecting. I could see the potential for non rulers to also be advisors. It would also allow more court drama and rulers to roleplay more direct with their lessers and involve themselves in player driven intrigue.
I would very much like others view on this potential development. Thanks for all your input thus far. I will start building my original vision and modify it accordingly, if there is greater interest in Percy’s idea.