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Population centers |
Posted by: DreamWeaver - 01-15-2020, 12:04 AM - Forum: Midgard
- Replies (9)
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Some thoughts on Population centers within the game, I think this should be considered to make more options for the players to deal with.
Population centers:
- Village: No annex within the pop, but can have population of under 1,000, as well as (1) Edu Bldg, (1) Cul Bldg, (1) Armory, (1) Guild Hall, it has No defenses. Dedicatd to just one faction that controls it.
- Fort: (1-5) Annexs within the pop, but can have population of between 1-5000 as well as (1) Edu Bldg, (1) Cul Bldg, (1) Armory, (1) Guild Hall, up to the number of each equal to the number of annexes. The pop center usually has Towers, walls, and Hedge Hogs. Dedicated to just one faction that controls it. Can have one office/temple of what ever faction that controls the pop center.
- City: (6+) Annexes within the pop, but can have population 6000+ within the pop, but can have population 6000 plus equal to the number of annexes. The city is open to have up to one city buildings per annex the city has. They can also have factional offices/temples of any faction that is allowed.
-Perserv: These pop centers are usually a supper structure that encircles (9) hexes square. One hex inside the cube is the city and the others can be developed as desired. Usually there are 25+ annexes with population of 25k+ pop. Usually these are dedicated to just one faction, and only they can enter that protected pop center. These should not just Imperials, but open to all factions.
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NPC Factions and NPC's |
Posted by: Steve Kort - 01-10-2020, 04:49 AM - Forum: Midgard
- Replies (22)
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Pirates
Bandits
Heretics
All of these would be generic enemies but as I mentioned before some of these would be of more concern to some factions than others. Meaning certain factions would pay bounties for there capture or death. These also make for great targets for players to practice their combat skills in the game. They also could make a good way for clans to gain a reputation in the area and be looked open favorably by the locals.
Despite your thoughts on factions and players in each faction those things will vary through out the life of the game people will come and go from the game and they will drop and add clans. You may have a huge number of Imperials at one time and virtually no Boda, then it may slowly change and become just the opposite. Players may become bored with certain factions and completely move to another. These are things no one in the game can control. Your best bet is to make sure there are plenty of factions with lots of variety for people to play and stay around in the game.
Also for game balance at times you may need to place NPC factional clans around to help defend things or just for targets for enemy factions. This may be greatly necessary if a faction ends up with a small number of clans for you to keep game balance, but again this will depend on numbers. The key is that things must be done from time to time to add variables and new challenges in the game to keep players interested and give them new goals to be met.
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Factions and how to prevent abuse |
Posted by: Steve Kort - 01-07-2020, 04:08 AM - Forum: Midgard
- Replies (37)
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Each faction must have at least one fixed enemy Big Box factions may have 2 or 3.
Everyone has a main clan that pending its faction will eliminate the ability for that player to have cousin clans that are in the Main clans enemy faction list. Further your first cousin clan would also eliminate additional factions, this would continue with each clan. This way no player would have a clan in a faction that is an enemy of any other clan they run.
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Role playing within Midgard |
Posted by: DreamWeaver - 01-06-2020, 04:06 AM - Forum: Midgard
- Replies (1)
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Hello everyone,
I have played within the Midgard game for many years, and have played under (3) GMs/versions of the game I love so much. For me I am a 43+ year Gamer of playing and DM/GMing D&D, and Traveller games to name a few. So at my core I am a RPGer, but also a table top War Gamer. Midgard has always brought both interests to life in playing this game, and I look forward to the redesign and rebirth of Midgard again under Davin Church.
So for me when I dig into trying to stand up a clan I try to define a personality or a focus for the clan to exist. I first come up with a clan name that fits the character of the clan I wish to play. Then I define the Leader and the three clan followers by naming them and usually choosing their skills. The character's skills do help to define the characters in the way I roleplay each of them..
Now for me I draw upon my own life and interests. For example one of my own family lines were Scottish, and having grown up listening to relatives playing bagpipes. My mother's mother's Maiden Sur Name was Harriott where the line comes from Midlothian county of Scotland. I have tried to play the bagpipes myself and do not have the ability, but I do love the sound of a lone bagpiper playing. Also being American I seem to greatly enjoy the song … Amazing Grace.
Amazing Grace - Bagpipe Master
So I would set up a clan, maybe naming it : Amazing Grace. Next I would setup a character that would represent my Bardic/Skald roleplaying character.
I would set up one of my Followers as a Bard/Skald and set their name to fit what I am trying for. Then I would set their skills to support that characters ability:
Character: Selkon Barr (m) ENT-2, ORA-1, REC-1, STW-1
This character would have ENT-Entertainment, ORA-Oratory, REC-Recruitment, and STW-Streetwise skills. I could use many Special Actions to do a lot with the character in Roleplaying a whole wide range of situations. The character could be extremely useful to any clan, not every clan needs to be combat centered.
This is a example of one possible selection you might consider for your clan when the skill system comes into play within the game.
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