05-25-2011, 04:46 PM
I don't want to post my private turn sheets as there is too much important detail there, but the turn results themselves are all public on those pages (the chronicles and the annals and the maps). The fog of war is that the chronicles and annals describe what happens in each realm, but in a narrative form. So you have to try and figure out what's happening from talking to folk, looking at the maps, and reading between the lines of the chronicles.
In addition to that each player has 2 private sheets,
One with their realms quality ratings in Naval, Cavalry, Infantry, Airship, Sorcery, Intelligence and Burocracy levels and their investment and economic status. Their income, their leaders, the troops and spell crystals or artifacts that those leaders have. And their realms income information. And possibly their family tree (important for certain realm's succession processes)
And then another sheet with specific region information like the level of economic development of each region, it's forts, roads, ports etc and any status information like folk being affected by plague or harsh weather.
There is an excel spreadsheet that folk use to submit their turns.
http://www.notebookmargins.com/CruentiDe...rmv4_3.xls
But you have to fill in the details with info from your private sheets.
I did a tutorial on movement a while back that shows some of the mechanics of filling out a turn and movement
http://www.sardarthion.com/cruentidei/ag...pic=2237.0
If you couple watching that with the writeups for the realm of Kommolek in Sahul's Chronicle 13 (pages17 and 18) and 14(pages 18 and 19) , that might serve as a decent idea of a single turn for a single realm.
You'll also find that in each chronicle there are 3 or 4 key things that happen that get more detail or write up, wars, dynastic failures, mysteries revealed (for example there is one group that keeps going to areas where the magical ley lines are strong and it gives them visions into the past, they are using this to try and learn more about the history of the empire) Also there is an ice age encroaching on Sahul, legends have it that if the shards of a shattered crown are reassembled, it might make the ice retreat, but no one knows for certain yet.
I'd love to put together a cohesive narrative of my realm's story over the past few years, blending the details, the roleplay and the official chronicles, but that will have to wait a while longer I think.
A great thing about the game is that even in these lulls it's fun to read the historic campaign backgrounds for both Sahul and Oratoa as they have mysteries in there that have yet to be solved.
Overall it's really a storytelling game where those chronicles and annals are the main story/turn results, they are supplemented by things that characters write on the boards, but the mechanics are just to impose a certain consistency of rules and reality on the story.
In addition to that each player has 2 private sheets,
One with their realms quality ratings in Naval, Cavalry, Infantry, Airship, Sorcery, Intelligence and Burocracy levels and their investment and economic status. Their income, their leaders, the troops and spell crystals or artifacts that those leaders have. And their realms income information. And possibly their family tree (important for certain realm's succession processes)
And then another sheet with specific region information like the level of economic development of each region, it's forts, roads, ports etc and any status information like folk being affected by plague or harsh weather.
There is an excel spreadsheet that folk use to submit their turns.
http://www.notebookmargins.com/CruentiDe...rmv4_3.xls
But you have to fill in the details with info from your private sheets.
I did a tutorial on movement a while back that shows some of the mechanics of filling out a turn and movement
http://www.sardarthion.com/cruentidei/ag...pic=2237.0
If you couple watching that with the writeups for the realm of Kommolek in Sahul's Chronicle 13 (pages17 and 18) and 14(pages 18 and 19) , that might serve as a decent idea of a single turn for a single realm.
You'll also find that in each chronicle there are 3 or 4 key things that happen that get more detail or write up, wars, dynastic failures, mysteries revealed (for example there is one group that keeps going to areas where the magical ley lines are strong and it gives them visions into the past, they are using this to try and learn more about the history of the empire) Also there is an ice age encroaching on Sahul, legends have it that if the shards of a shattered crown are reassembled, it might make the ice retreat, but no one knows for certain yet.
I'd love to put together a cohesive narrative of my realm's story over the past few years, blending the details, the roleplay and the official chronicles, but that will have to wait a while longer I think.
A great thing about the game is that even in these lulls it's fun to read the historic campaign backgrounds for both Sahul and Oratoa as they have mysteries in there that have yet to be solved.
Overall it's really a storytelling game where those chronicles and annals are the main story/turn results, they are supplemented by things that characters write on the boards, but the mechanics are just to impose a certain consistency of rules and reality on the story.