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01:32, 25th April 2024 (GMT+0)

Empire Building.

Posted by Lord_Johnny
Lord_Johnny
member, 74 posts
Thu 19 May 2016
at 21:09
  • msg #1

Empire Building

So, I like Empire building games. Especially with elements of 4x play (Explore, Exploit, Expand, Exterminate).
I haven't seen a lot of interest in that kind of thing here for the most part. I would love to play that, so is anyone putting something like that together? Or is this just not something people are interested in with a PBP arrangement?
Rothos1
member, 394 posts
Thu 19 May 2016
at 21:59
  • msg #2

Empire Building

Those that I have seen here tend to fall apart due to Rpolian attrition.
Lord_Johnny
member, 77 posts
Thu 19 May 2016
at 23:14
  • msg #3

Empire Building

I see says the blind man.

Now, don't get me wrong, but wouldn't it actually be easier to do on something like RPOL? I mean, I am running 1 game with a lot of players. Attrition has struck in my loosing 2 players (out of 10) with a suspected additional 1 or 2 losses.
Granted, I am not doing a 4x campaign so maybe this has something to do with it, but even so 6 or 7 players isn't a bad sized group.
Rothos1
member, 395 posts
Fri 20 May 2016
at 00:15
  • msg #4

Empire Building

One would think you would be right. I don't know why they seem to fall apart more frequently than others.
willvr
member, 898 posts
Fri 20 May 2016
at 00:23
  • msg #5

Empire Building

Because when doing empires; the loss of a player is not as easy to ignore and overlook as the loss of a single character. A character can be NPCed; that sort of game though is harder to do that, as though one might 'officially' be GM for under who's name the game is filed; all the players are equal.

Also, you can't just write in a new player the way you can with more RPish games.
Lord_Johnny
member, 79 posts
Fri 20 May 2016
at 01:06
  • msg #6

Empire Building

Oh idk. You could encounter them laterm in the game or something.
Though, I think there is some legitimacy to that statement.
otghand
member, 397 posts
Fri 20 May 2016
at 03:30
  • msg #7

Empire Building

An EB game can work depending on how complex the rules are and the time scale.  Players who drop can be replaced in my experience if the position is still viable.
icosahedron152
member, 566 posts
Fri 20 May 2016
at 08:00
  • msg #8

Empire Building

I'm interested in Empire building games, but attrition is definitely a problem. It usually sets in as soon as the players realize they have to do some math******s (apologies for the dirty language). Running an empire is more rigorous than running a character; in most rule sets (and empire-building rules tend to be complex) you need a spreadsheet just to keep tabs. Many players don't want to do that much work.

The sheer complexity of most rule systems is another problem - again leading to a lot of work for your fun.

If a player is not the sort of person who is exhilarated by the exactitude of the exchequer, one can easily become exhausted, find the tasks execrable, excuse oneself, and exit the game. Often there is an exodus, leading to the game's extinction. :)

I think the rules for empire games have to be very simple. You need a ruleset not much more complex than Risk or Diplomacy, otherwise you'll struggle to find and keep players.

You can recover from an occasional loss by decreeing that the 'missing' ruler has died and must be replaced by the appropriate heir. If no heir can be found, the land is in a state of anarchy and is potentially up for grabs.
GamerHandle
member, 915 posts
Umm.. yep.
So, there's this door...
Fri 20 May 2016
at 12:42
  • msg #9

Empire Building

As someone who runs an empire game here... I can say that the previous statements have a fair degree of truth to them.

I love running it, but attrition sucks.  As a result, I've had to factor that directly into the rules - thus, now if a player leaves the game; I have to pull their whole empire from existence, otherwise silly imbalances get created.

Also, one's ruleset has to accommodate (or it is helpful if it does) the ability for new players to join midgame.
Lord_Johnny
member, 80 posts
Fri 20 May 2016
at 13:42
  • msg #10

Empire Building

Can you give us some broad (Not asking for trade secrets here ;) ) rules for what you mean? I mean I get that some things have to be fairly open for other players, but In some ways it just makes sense to give them roughly equivalent stuff in the game and set them oose on the other end of the galazy, system, whatever the scale happens to be comprised of.
GamerHandle
member, 916 posts
Umm.. yep.
So, there's this door...
Fri 20 May 2016
at 17:37
  • msg #11

Empire Building

No problem!

1) Handling loss (attrition).

- One, my game features a lot of "Secrecy" (players are not totally aware of everything about each other at the outset).  Thus, if a player "leaves" - I just blank out all of their information.  Where they are "poofs", their "stuff" poofs, etc.  However, if they left any mark on the game (such as destroying a city); that stays in effect.

- - short version: remove the footprint of the player, but, not necessarily the results.  This way no one benefits from that player leaving, but, there's no sudden whiplash on the world itself.

2) Handling new additions.

- This largely depends upon how you feel about new players entering altogether.
- In some games, I've said "you start exactly as everyone else has started."
- Others I've provided some small startup bonus (so - the game I run uses "gold" and "actions" as key resources.) - I've gone ahead and provided an "X amount of gold" multiplied by the # of turns that have taken place.  - They're in no way ahead of the existing players, but, typically aren't impossibly far behind either.
icosahedron152
member, 567 posts
Sat 21 May 2016
at 14:28
  • msg #12

Empire Building

I'm not sure what you're describing there, GH. If the outgoing player was the King of France in a European war, how do you 'remove' the pivotal nature of France from the war zone?
GamerHandle
member, 917 posts
Umm.. yep.
So, there's this door...
Sat 21 May 2016
at 16:32
  • msg #13

Empire Building

On a more 'open' game where everyone is aware of each other, #1 won't work at all, unless you NPC everyone that quits.

I expressly wrote my game for PBP in the first place, under the notion that players would quit; thus outright removing all of that player's characters and Units has little direct impact.

In a game that looks more like Axis-n-Allies, or any setting where players are almost complete aware of one another; that doesn't work so well.
icosahedron152
member, 568 posts
Sat 21 May 2016
at 18:10
  • msg #14

Empire Building

I see, so your players wouldn't be Kings of nations known to all, but would perhaps be courtiers secretly vying for power, whose schemes die with them, or maybe kings exploring unknown territory from different directions, each unknown to the others.
GamerHandle
member, 918 posts
Umm.. yep.
So, there's this door...
Sat 21 May 2016
at 18:11
  • msg #15

Re: Empire Building

icosahedron152:
I see, so your players wouldn't be Kings of nations known to all, but would perhaps be courtiers secretly vying for power, whose schemes die with them, or maybe kings exploring unknown territory from different directions, each unknown to the others.

Yes, I like the analogy.
Morty
member, 267 posts
The Doctor.
Sat 21 May 2016
at 19:09
  • msg #16

Re: Empire Building

Oooh. That made a lightbulb sound.

So the emperors are tools of the player characters. the pcs would be like eunuchs in imperial china, or advisors for medieval kings, or other persons directing empires from behind the scenes. Hmmm. Illuminati? Fnord.

Anyways, this is similar to what i had in place for my games, the noble leaders just getting a new figurehead when players switch- i ran the leaderless faction in the mean time. Keeping players interested in the game is imho done with some minimal rp content, and letting the player feel his actions actually change the game world.
Lord_Johnny
member, 81 posts
Sat 21 May 2016
at 21:23
  • msg #17

Re: Empire Building

In reply to Morty (msg # 16):

Agreed. I am in a RP strategy where I run the nation. But...not really only the character. IE, my character could die, but most likely I am not going to be out of the game if that character dies.
Lord_Johnny
member, 82 posts
Wed 25 May 2016
at 18:30
  • msg #18

Re: Empire Building

GH, would you be open to my sending you an rmail to discuss this a bit more directly?
GamerHandle
member, 919 posts
Umm.. yep.
So, there's this door...
Thu 26 May 2016
at 20:34
  • msg #19

Re: Empire Building

no problem at all!
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