Post by Frederic Bourgault-Christie on Dec 11, 2005 22:51:48 GMT -5
The Nine.
The Nation of Romsdam (Magic/Tech)
The Nation of Tolemdor (Magic/Tech)
The Nation of Ganvee (Magic/Tech)
The Kingdom of Talzem (Magic)
The Kingdom of Inmura (Magic)
The Kingdom of Handz (Magic)
The Nation of Corben (Tech)
The Nation of Altrez (Tech)
The Nation of Vinque (Tech)
A few words on what’s to come.
It should be taken that there are indeed hundreds, if not thousands of more nations, some almost at the level of the nine, some of them damn near dirt poor, if not dirt poor. They shall appear within’ the game as I develop more ideas for a nation, and develop plots. I’d like to point out that major wars or events are not going to break out until a few key things have happened. A. I get more players. B. Players have had time to experience this world and all that it has to offer. C. I spend a little time developing the armies, geographic locations, and thusly the strategies of each nation. I’m thinking that I’ll actually limit how each nation is created based on category. My idea is that each nation will be given a certain amount of points to spend depending on what power level I want them to be at. I’ll probably write out a guide to creating nations over my up-coming break, and I’ll add a list of perks/specialties that each nation can get free of cost depending on their mentality, size, power and government. (i.e. A nation in the arctic will get a bonus to fighting in the snow, where-as other nations will probably be ill-equipped to fight in the freezing weather)
Nation Builder:
I’d like to point out that during the course of the game, I’m going to let players design a country or two, but, in order to insure that the nation fits in a balanced matter within’ the game, so, I’m afraid that once I’ve created a system for creating nations, I’ll have to insist that players be rather rigid about it when making their own nations, because I’m going to think long and hard on how to make the nations balanced out according to their worldly status.
A few things to consider when creating a nation:
1. Consider whether or not the nation uses magic, technology, or both. These usually have heavy effects on the nations histories, cultures, societies, etc. Where a magically ruled kingdom is more likely to have the look of a wealthy 16-17th century village for towns and suburbs, and the looks of a very rich medieval city for, well, cities. In place of sky scrapers are majestic keeps and palaces, that cover large amounts of land, but are at most about three stories high per building. Capitals and the homes/offices of state officials are most likely to be very heavily guarded citadels or palaces. Whereas in a technologically driven nation, things would look about as they do in modern times, only with a bit more gleam and shine. You’ll see hover cars and flying cabs in most towns, and for some of the larger nations, the large cities will be very huge, anime style, where it seems there is no sky, only steel. Nations that use both magic and technology can be anywhere in-between, depending on which form of power they prefer.
2. Consider the nations climate and location. Now, I don’t have a map of the planet, mostly because I don’t have that kind of time, so I or you won’t know the exact location of the nation. However, based on the climate of the nation, the general location can be figured out. When the climate is decided upon, the nation will receive a specific bonus to fighting in regions such as this, and even a few special weapons, vehicles, and spells.
3. Consider what you’re using this nation for, and how it might add to the total plot of the game (Which there is no defined story, but events will defiantly change the way the game works). Obviously a nation is a powerful tool in an RPG, and it can change the face of the planet and the course of history with relative ease, so please be careful with what you do with your nation.
4. You will not control your nation directly. You will create the nation with the specific amount of points allotted to you, and set up a few of it’s traits, and create it’s leaders. However, the way this is going to work is like this: You’re an advisor, and I’m the President. You’ll tell me how the nation would act, but I’ll make the last decision, most likely based on what you say, but it may deviate a little, change completely, or not happen at all.
5. I’m going to be very professional about this whole system and create a blank sheet that I can e-mail or print out for players. Either way, I’ll need a copy of the nations stats so I can check how things would work out for whatever situations might come up. Whether I make a separate stat sheet for every level of a nation (Which is doubtful because they’re obviously tons of levels of power that a nation can be at) is still undecided, but like I said, I’ll probably just make one stat sheet and you’ll just have to put an N/A in some areas.
6. Despite restrictions that are being put in place, I hope it’s fun to make and for the most part command your own nation, along with controlling your own individual characters. And just remember I’m making things the way they are to ensure that game balance in maintained.
7. Let it be noted that each nation has a minimum of five points in every category. These points are separate from the points available to spend, and act as a minimum standard for all things that will be recognized as a nation by either any member of The Nine or at least 5 other nations. Anything else is considered just a wild kingdom that doesn’t deserve attention.
8. I’ve determined that there are 66 areas in which points are to be spent, and so thusly, I will take the time to calculate what would make balanced nations of any Global Power Status.
The Nation of Romsdam (Magic/Tech)
The Nation of Tolemdor (Magic/Tech)
The Nation of Ganvee (Magic/Tech)
The Kingdom of Talzem (Magic)
The Kingdom of Inmura (Magic)
The Kingdom of Handz (Magic)
The Nation of Corben (Tech)
The Nation of Altrez (Tech)
The Nation of Vinque (Tech)
A few words on what’s to come.
It should be taken that there are indeed hundreds, if not thousands of more nations, some almost at the level of the nine, some of them damn near dirt poor, if not dirt poor. They shall appear within’ the game as I develop more ideas for a nation, and develop plots. I’d like to point out that major wars or events are not going to break out until a few key things have happened. A. I get more players. B. Players have had time to experience this world and all that it has to offer. C. I spend a little time developing the armies, geographic locations, and thusly the strategies of each nation. I’m thinking that I’ll actually limit how each nation is created based on category. My idea is that each nation will be given a certain amount of points to spend depending on what power level I want them to be at. I’ll probably write out a guide to creating nations over my up-coming break, and I’ll add a list of perks/specialties that each nation can get free of cost depending on their mentality, size, power and government. (i.e. A nation in the arctic will get a bonus to fighting in the snow, where-as other nations will probably be ill-equipped to fight in the freezing weather)
Nation Builder:
I’d like to point out that during the course of the game, I’m going to let players design a country or two, but, in order to insure that the nation fits in a balanced matter within’ the game, so, I’m afraid that once I’ve created a system for creating nations, I’ll have to insist that players be rather rigid about it when making their own nations, because I’m going to think long and hard on how to make the nations balanced out according to their worldly status.
A few things to consider when creating a nation:
1. Consider whether or not the nation uses magic, technology, or both. These usually have heavy effects on the nations histories, cultures, societies, etc. Where a magically ruled kingdom is more likely to have the look of a wealthy 16-17th century village for towns and suburbs, and the looks of a very rich medieval city for, well, cities. In place of sky scrapers are majestic keeps and palaces, that cover large amounts of land, but are at most about three stories high per building. Capitals and the homes/offices of state officials are most likely to be very heavily guarded citadels or palaces. Whereas in a technologically driven nation, things would look about as they do in modern times, only with a bit more gleam and shine. You’ll see hover cars and flying cabs in most towns, and for some of the larger nations, the large cities will be very huge, anime style, where it seems there is no sky, only steel. Nations that use both magic and technology can be anywhere in-between, depending on which form of power they prefer.
2. Consider the nations climate and location. Now, I don’t have a map of the planet, mostly because I don’t have that kind of time, so I or you won’t know the exact location of the nation. However, based on the climate of the nation, the general location can be figured out. When the climate is decided upon, the nation will receive a specific bonus to fighting in regions such as this, and even a few special weapons, vehicles, and spells.
3. Consider what you’re using this nation for, and how it might add to the total plot of the game (Which there is no defined story, but events will defiantly change the way the game works). Obviously a nation is a powerful tool in an RPG, and it can change the face of the planet and the course of history with relative ease, so please be careful with what you do with your nation.
4. You will not control your nation directly. You will create the nation with the specific amount of points allotted to you, and set up a few of it’s traits, and create it’s leaders. However, the way this is going to work is like this: You’re an advisor, and I’m the President. You’ll tell me how the nation would act, but I’ll make the last decision, most likely based on what you say, but it may deviate a little, change completely, or not happen at all.
5. I’m going to be very professional about this whole system and create a blank sheet that I can e-mail or print out for players. Either way, I’ll need a copy of the nations stats so I can check how things would work out for whatever situations might come up. Whether I make a separate stat sheet for every level of a nation (Which is doubtful because they’re obviously tons of levels of power that a nation can be at) is still undecided, but like I said, I’ll probably just make one stat sheet and you’ll just have to put an N/A in some areas.
6. Despite restrictions that are being put in place, I hope it’s fun to make and for the most part command your own nation, along with controlling your own individual characters. And just remember I’m making things the way they are to ensure that game balance in maintained.
7. Let it be noted that each nation has a minimum of five points in every category. These points are separate from the points available to spend, and act as a minimum standard for all things that will be recognized as a nation by either any member of The Nine or at least 5 other nations. Anything else is considered just a wild kingdom that doesn’t deserve attention.
8. I’ve determined that there are 66 areas in which points are to be spent, and so thusly, I will take the time to calculate what would make balanced nations of any Global Power Status.