05-30-2019, 12:25 PM (This post was last modified: 05-30-2019, 12:28 PM by Ry Vor.)
(05-25-2019, 03:27 PM)DuPont Wrote:
(05-25-2019, 03:23 PM)AlatarTBW Wrote: I will take the 6th slot and choose the Gold Coast.
As much as I would love to see an Alamaze kingdom set up in South Florida, that's probably against the rules.
Maybe not, someday. Attached is a map we have not yet used. Intended for a seven player scenario, it has 8 regions with one unused, and five surrounding territories with different indignant tribes.
Its a little low resolution here on the forum, you could download and put into a different viewer to be able to zoom, etc.
The idea was kingdoms went west over the ocean and discovered a new continent. I may have gotten that idea from somewhere, not sure. :-)
The Heartland would generally be open with two minor cities, the territories have a minor city, and each has a tribe that provides advantages as does control of that territory. Azteca gives extra gold, Hawaii bonus sea trade, etc. The region Pacifica has a few drawbacks as its geography is probably the most attractive, such as all its PC's have some Stir Unrest. Each of the regions have a unique tribe as well, so there are 13 tribes with different troop ratings and each with a special ability, such as if you have a brigade of a given tribe, they give the group tracking or healing or fear, etc.
Koda Cheyenne
Anvil Cherokee
Colonia Iriquois
Pacifica Blackfoot
Caverns Navajo
Heartland Sioux
Tejas Apache
Bayou Seminole
There also was a new victory condition possible, (as there is Usurper in The Choosing and Maelstrom) called the Unification victory, which consists of having a brigade from 8 different tribes.
Like Stormgate, players start hostile in the territories. So as you can see, some ideas in Maelstrom like regional character and new recruitable brigade types came from this unfinished work in Amoricia.
I wasn't sure how players would receive this, and after a break from The Choosing and Uncle Mike geared up for Maelstrom abridged, that's where we are. On that score, I take blame for not finishing Maelstrom which was initially going to have a completely reworked magic system including Cantrips (a second available low level spell to P5+ wizards), many new spells, artifacts, and spell revisions. We got some of that in Maelstrom, mainly making some core spells more available to the less magical kingdoms and making the mage kingdoms more distinct and all kingdoms assured at least P5 and at least 3 (generally at least 4) wizards including adepts at setup.
Live your life so that the fear of death can never enter your heart, be not like those whose hearts are filled with fear of death, so that when their time comes, they weep and pray for a little more time to live their lives over again in a different way.
Sing Your Death Song And Die Like A Warrior Going Home.
Its a little low resolution here on the forum, you could download and put into a different viewer to be able to zoom, etc.
The idea was kingdoms went west over the ocean and discovered a new continent. I may have gotten that idea from somewhere, not sure. :-)
The Heartland would generally be open with two minor cities, the territories have a minor city, and each has a tribe that provides advantages as does control of that territory. Azteca gives extra gold, Hawaii bonus sea trade, etc. The region Pacifica has a few drawbacks as its geography is probably the most attractive, such as all its PC's have some Stir Unrest. Each of the regions have a unique tribe as well, so there are 13 tribes with different troop ratings and each with a special ability, such as if you have a brigade of a given tribe, they give the group tracking or healing or fear, etc.
Koda Cheyenne
Anvil Cherokee
Colonia Iriquois
Pacifica Blackfoot
Caverns Navajo
Heartland Sioux
Tejas Apache
Bayou Seminole
There also was a new victory condition possible, (as there is Usurper in The Choosing and Maelstrom) called the Unification victory, which consists of having a brigade from 8 different tribes.
Like Stormgate, players start hostile in the territories. So as you can see, some ideas in Maelstrom like regional character and new recruitable brigade types came from this unfinished work in Amoricia.
I wasn't sure how players would receive this, and after a break from The Choosing and Uncle Mike geared up for Maelstrom abridged, that's where we are. On that score, I take blame for not finishing Maelstrom which was initially going to have a completely reworked magic system including Cantrips (a second available low level spell to P5+ wizards), many new spells, artifacts, and spell revisions. We got some of that in Maelstrom, mainly making some core spells more available to the less magical kingdoms and making the mage kingdoms more distinct and all kingdoms assured at least P5 and at least 3 (generally at least 4) wizards including adepts at setup.
Is this still one day in the works a rework of the Magic system and Artifacts? This could add a lot more diversity to the game. Heck even have Tombs/Spellbooks drop as artifacts with new spells in order to introduce them to games.
As with Maelstrom, its never about having enough ideas, its about how practical it is to insert new ideas from the development side.
One thing I still under-appreciate as designer in the context of the interface / order verification system is what to me seems a simple change, it now effecting two or three systems on the development / interface - order checker side. So maybe I think lets not have a HP or Noble Maiden get Weary by relocating, but that's not as simple as I would think.
There were lots of compromises in the frenzy of changing Maelstrom kind of from a five act play to a three act play, and making the acts shorter. An example again, taking the side of the mage kingdoms, is they were to, in addition to being more focused on their kind of magic, while facing more magic from the other kingdoms, to have cantrips, new spells, and new abilities. The wizard tower and Great Tower were to have more advantages. Meanwhile, I think Maelstrom in present form is a sizeable advance from The Choosing, which clearly was way ahead of 2nd Cycle.
I do not want to start another thread, but I would like after this one is filled, a 24-hour silent steel game, just for the fast turn around time and something to plan each day... Even Ice Age would be fun I think. 24 hour silent steel ice age.. something a bit new for us new players.