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« on: October 12, 2013, 05:22:08 PM »
General Idea on Advance City/Race:
In the current game, Aeons(elementals) have Teleportation. This has let them go from one side of the world to the other, warping in creatures from other realms, and banishing cities into oblivion. That's cool and also is a solid gameplay they have that also works storywise. Gameplay changing and stronger characterization is what I'm trying to get across here.
I think that both advance city and advance race could rely more on the idea of traits and abilities than solely plus' to combat. So in addition to the added combat bonus, they get a abillity to use. These abillities could let the race build a city on the ocean, armies get +1 rolls in hot weather and -1 in cold, cities blow up after getting conquered. Generally things that can characterize the race more than the just +1 in combat.
Balance would definitely be an issue here as there'd be some way to make some powerful combination to produce an Everything Proof Shield. Not sure how to avoid that other than GM'ing.
Cities really should be advanced more. Either one of these, some of these, or all of these could all be done to make a city stronger and more personallized.
-Trade routes, not being able to trade at the beginning, putting a city advance could open a trade route to another city which would give those 2 Players an extra point each turn. The payback wouldn't be til 4 turns later but gives use to Advance city.
-City Defenses, the standard +1 on defensive rolls.
-Army raising, just not a fan of the idea of a fresh city producing an army right off the bat. I'd say a city would need at least 1 advancement to start raising armies.
-Other stuffs, Research facilities that make advancements easier would add character to the city, as well as Stadiums to have intercity battles/training, levitation panels to make the city fly. The effects would be up to the writer(which would need balancing), but there could be more customization and character.
Resources:
To have resources such as trees, gold, magic crystals and other such stuff be gameplay changing is sort of unnecessary. It's usually in the description of the city that it becomes known that what the city runs on and what kind of characteristics are there. It'd give alot more reason to have a 2nd/3rd age landshift though.
Events:
Seeming as the game is quite army centric, and catastrophes are a way to keep others down. Event's are, as I see as, a not so destructive catastrophe. I'd describe Donnie's rise of Avalon more of an event as opposed to a catastrophe. It just depends on the writing I suppose.