2nd Idea. We play a DnD game which is psuedo-Politik, psuedo-Roleplay.
One player plays as the King or General of a reasonably powerful nation.
I play as a Red dragon that has conquered his own nation/ united tribes of barbarian types to do my bidding and sacked a few cities and tell those people what to do now.
I'm essentially trying to take over the region, city by city, and the King, perhaps, is raising an army to stop me, or campaigning against me, or something (Some conflict, but other nations in between perhaps to act as 'AIs' or some such, for the King do interact with, do Diplomacy, bribe, threaten, etc, to try and get help against hte dragon ... or maybe he just wants to turtle up and gain as much power for his own lands, and send all the heroes to do his bidding/ not have to get his hands dirty. Some juicy mix of all of the above sounds just fine).
Then, the REST of the players, and this is where it gets interesting, plays a more typical game of DnD, while getting quests from the King (a PC this time) and the usual variety of NPCs. Perhaps their ultimate goal is to either slay me, steal my treasure, foil my plans .... perhaps some would even prefer to join me and my goals (take quests from me, plot actively or secretly against the king, stuff like that).
I'd call it "The King and the Dragon: a game of dungeons and armies"
If I were to play, which I cannot garuantee due to time constraints; I'd prefer to play something more normal for the first forum-based game.
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.
I wonder who could be our DM? I could try it out but my time availability is somewhat erratic, I could certainly play, but not sure it would be wise for me to sign up as a DM at this time, but I'd do it if necessary.
If I play, I would like to at least start off with a "Normal" game, I.e. players being one of the main player races, not a group of dragons or devils or something.
What I'd really like is to be a half-dragon, half-elf Arcane Archer class
Or possibly a Human Archer, or an (any race) Dragon Disciple class. ... I think Dragon Disciple, or at least Arcane ARcher ... might be prestige classes so ...
Probably human/dragon or elf/dragon archer ... then switch to Arcane archer.