(02-01-2020, 04:58 AM)Davin Wrote: (02-01-2020, 04:51 AM)Steve Kort Wrote: (02-01-2020, 04:04 AM)DreamWeaver Wrote: I do not like hat design at all, and I am sorry but the Gift are good the way they were designed. But why destroy the Gift, to save the Getham? Do that and no one will want to play either of those factions, let alone the combination Sudo-Bogus new faction. I say drop the Getham all together. I know I would not play in that faction.
Then drop them both the Gift was never a major faction and never had numbers. The only reason anyone ever played a Gift clan was it counted as an engineer and they got a added build order. The fact is they really did not fit in.
This is the kind of discussion I want to be seeing out here! Keep up the good work!
Some good thoughts there. I liked the original setup the Australian game had with the Imperials, 3 families, Gift/Banner/Ring/B&F, MV and Soa (don't think I missed any). Originally I thought who would play Gift or Getham but after playing for a bit took up a Getham clan just to try something a little different and liked the difference. I would suggest keeping the base lore as close to possible to the original as that is what made the game good fun.
In defence of the Gift. If Gift are the healer/builders then they would have more importance if as noted in some of the other threads some of the cities might not be starting off as strong? Being able to re-build via Gift abilities would certainly help there! Or if a random plague is built in to the game world engine I kind of think that having some Gift healers around might be useful...… Gift-ies are the types that join up because they want friends and want to help. It is good to offer quite a contrasting religious caste/archtype.
The only thing I would probably change is that name
I am not sure how it ran in other countries but with the Aussie version we all started generally up towards the top-ish of the North Island (If I remember correctly) spread out and explored our way south from there. I found the base history matched the start of the game very well. We then bumped into some of the "hidden factions" such as Orthodox Banner, Winged Society (I think), Seakings etc as we were exploring. Having some hidden factions made it very interesting. While not as strong, you could join a faction that was niche, and some people like that! They might not be as strong as the families or the imperials, but it adds some unknowns to the game. These can always be added later to the game anyway.
One of the biggest things about early Midgard for me anyway, was all the unknowns. The early map, the cities, dodging the early clans that were bandits, the GM tidbits in the turn message for the area you are in, …. the exploring was hell fun! Then add to that the trading of information between players. This was a big piece of the fun of Midgard.
Probably missed out on some stuff or forgot some of the mechanics - been trying to throw my brain back 25 years! Bit of a challenge these days!