Quote:Echoes of a distant past
Bodies die but voices last
Once held within a cell
Your mind is where these voices dwell
I've wanted to do a more chaotic pbem for awhile now, where the primary themes are unpredictability and adaptability.
Here are the basic ideas (rough):
Every leader is Perpentach, with different civs. (Unrestricted leaders.)
Everybody starts with a Loki unit. Each Loki is modified to be able to cast chaos 1, 2, and 3. (Dance of blades, Mutate, Wonder)
This would probably be best with the "fantasy world" map script.
AI diplo (maybe with a public thread for rude gestures, taunts, and poetry.) Anybody who has the Aggressive trait must declare war on everybody they know for as long as they have the trait.
4-6 players would be ideal.
Is anybody else interested in a game like that?
Active in:
FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth
This sounds awesome. I still don't have the consistently free time to play (next summer, next summer!), but if anyone want a dedlurker, I'd be happy to join!
Question: Since every leader is the same but the civs are different, are you planning on doing a reverse turn order pick or having them both be random (or even having the civs chosen randomly )?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
If you really want to do something crazy...two or three people per team and they can't communicate about the game and whoever reaches the turn first plays it.
The whole idea of a few teams with multiple people each and whoever happens to play and send the save first seems hilarious and awesome. You'd have to make sure multiple people didn't send the save along at the same time, maybe require players to claim the save and then play it within a certain amount of time for each team or something.
And also everyone playing should be aware of how silly a game that would be and not get upset over everything falling apart. :D